private void CalculateImpulsesSubfunction(int index)
{
Entity e = affectedEntities[index];
if (e.isDynamic && (e.activityInformation.IsActive || ForceWakeUp) && Shape.IsEntityAffected(e))
{
if (ForceWakeUp)
e.activityInformation.Activate();
Vector3 impulse;
CalculateImpulse(e, currentTimestep, out impulse);
e.ApplyLinearImpulse(ref impulse);
}
}