public override void Update(float dt)
{
usedSoftness = softness / dt;
effectiveMassMatrix = entity.inertiaTensorInverse;
effectiveMassMatrix.M11 += usedSoftness;
effectiveMassMatrix.M22 += usedSoftness;
effectiveMassMatrix.M33 += usedSoftness;
Matrix3x3.Invert(ref effectiveMassMatrix, out effectiveMassMatrix);
//Determine maximum force
if (maximumForce < float.MaxValue)
{
maxForceDt = maximumForce * dt;
maxForceDtSquared = maxForceDt * maxForceDt;
}
else
{
maxForceDt = float.MaxValue;
maxForceDtSquared = float.MaxValue;
}
}