Rotation locking: apply filter only to the world inertia properties to fix the multi-collider case.
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@@ -28,10 +28,10 @@ pub(crate) struct PrismaticPositionConstraint {
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impl PrismaticPositionConstraint {
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pub fn from_params(rb1: &RigidBody, rb2: &RigidBody, cparams: &PrismaticJoint) -> Self {
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let ii1 = rb1.world_inv_inertia_sqrt.squared();
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let ii2 = rb2.world_inv_inertia_sqrt.squared();
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let im1 = rb1.mass_properties.inv_mass;
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let im2 = rb2.mass_properties.inv_mass;
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let ii1 = rb1.effective_world_inv_inertia_sqrt.squared();
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let ii2 = rb2.effective_world_inv_inertia_sqrt.squared();
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let im1 = rb1.effective_inv_mass;
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let im2 = rb2.effective_inv_mass;
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let lin_inv_lhs = 1.0 / (im1 + im2);
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let ang_inv_lhs = (ii1 + ii2).inverse();
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