47// If inNormal would affect movement less than inTriangleNormal use inNormal
48// This is done since it is really hard to make a distinction between sliding over a horizontal triangulated grid and hitting an edge (in this case you want to use the triangle normal)
49// and sliding over a triangulated grid and grazing a vertical triangle with an inactive edge (in this case using the triangle normal will cause the object to bounce back so we want to use the calculated normal).
50// To solve this we take a movement hint to give an indication of what direction our object is moving. If the edge normal results in less motion difference than the triangle normal we use the edge normal.