float denom2 = Vector3.dot(normal, cross);
float denom = denom1 + denom2;
float impulse = num / denom;
Vector3 impulseN = normal.times(impulse);
impel(impulseN, pos1);
rb2.impel(impulseN.negate(), pos2);
// Frictional impulse
Vector3 tangent = Vector3.cross(Vector3.cross(vr, normal), normal).normalize();
if (tangent.mag2() == 0.0f) {
return;