float torq = (float) Math.asin(MathUtil.cross(ndp, V))
* compressConstant / invDT;
float P = torq / length;
Vector2f n = new Vector2f(ndp.y, -ndp.x);
Vector2f impulse = new Vector2f(n);
impulse.scale(P);
if (!body1.isStatic()) {
Vector2f accum1 = new Vector2f(impulse);
accum1.scale(body1.getInvMass());
body1.adjustVelocity(accum1);
body1.adjustAngularVelocity((body1.getInvI() * MathUtil.cross(dp,