 		float3 * jD2,
 		float3 * jInvD1,
 		float3 * jInvD2,
-		float3 * omegaLRF_D,
-		float rigid_SPH_mass) {
+		float3 * omegaLRF_D) {
 	uint rigidSphereA = blockIdx.x * blockDim.x + threadIdx.x;
 	if (rigidSphereA > numRigidBodiesD) {
 		return;

	}
}
//--------------------------------------------------------------------------------------------------------------------------------
__global__ void SumSurfaceInteractionForces(float3 * totalBodyForces3, float4 * totalSurfaceInteraction4, float4 * velMassRigidD, float rigid_SPH_mass) {
	uint rigidSphereA = blockIdx.x * blockDim.x + threadIdx.x;
	if (rigidSphereA > numRigidBodiesD) {
		return;
	}
	float4 dummyVelMas = velMassRigidD[rigidSphereA];
	totalBodyForces3[rigidSphereA] = rigid_SPH_mass / dummyVelMas.w * F3(totalSurfaceInteraction4[rigidSphereA]);
}
//--------------------------------------------------------------------------------------------------------------------------------
__global__ void CalcTorqueShare(float3* torqueParticlesD, float4* derivVelRhoD, float4* posRadD, int* rigidIdentifierD, float3* posRigidD) {

	torquingTerm.z = (-omega3.y * j1.x + omega3.x * j1.y) * omega3.x + (-omega3.y * j1.y + omega3.x * j2.x) * omega3.y
			+ (-omega3.y * j1.z + omega3.x * j2.y) * omega3.z;

	torquingTerm = rigid_SPH_massD * LF_totalTorque3[rigidSphereA] - torquingTerm;
	//*** from this point j1 and j2 will represent the j_Inverse
	j1 = jInvD1[rigidSphereA];
	j2 = jInvD2[rigidSphereA];
