if(d_sq<r_sum*r_sum)
{
Collision &collision = get_collision(i, j);
- float d = sqrt(d_sq);
collision.normal = normalize(delta);
- collision.depth = r1+r2-d;
+ collision.depth = r1+r2-sqrt(d_sq);
collision.point = pos1-collision.normal*(r1-collision.depth/2);
if(collision.body1!=i)
collision.normal = -collision.normal;