private void ApplyPartCollision(ShipPart a_part, float a_colVelSqr)
{
// Cache part squared velocity
if (Mathf.Approximately(a_part.cached_breakVelocitySqr, 0))
{
a_part.cached_breakVelocitySqr = a_part.breakVelocity * a_part.breakVelocity;
}
// Break the part if the collision is fast enough
if (!IsPartDestroyed(a_part) && a_colVelSqr >= a_part.cached_breakVelocitySqr)
{
//BreakPart(a_part);
}
}