float function ( float arg0 , float arg1 ) { return arg0 > arg1 ? arg0 : arg1 ; }
restitution mixing law . the idea is allow for anything to bounce off an inelastic surface . for example , a superball bounces on anything . concode_field_sep ContactEdge m_nodeB concode_elem_sep Fixture m_fixtureB concode_elem_sep float m_toiCount concode_elem_sep Manifold oldManifold concode_elem_sep Fixture m_fixtureA concode_elem_sep int m_flags concode_elem_sep IWorldPool pool concode_elem_sep Contact m_prev concode_elem_sep Contact m_next concode_elem_sep float m_restitution concode_elem_sep int ISLAND_FLAG concode_elem_sep float m_toi concode_elem_sep Manifold m_manifold concode_elem_sep float m_friction concode_elem_sep ContactEdge m_nodeA concode_elem_sep int FILTER_FLAG concode_elem_sep int m_indexB concode_elem_sep int m_indexA concode_elem_sep int BULLET_HIT_FLAG concode_elem_sep float m_tangentSpeed concode_elem_sep int TOUCHING_FLAG concode_elem_sep int ENABLED_FLAG concode_elem_sep int TOI_FLAG concode_field_sep void init concode_elem_sep float getRestitution concode_elem_sep Manifold getManifold concode_elem_sep void flagForFiltering concode_elem_sep void update concode_elem_sep Contact getNext concode_elem_sep void getWorldManifold concode_elem_sep Fixture getFixtureB concode_elem_sep void setEnabled concode_elem_sep Fixture getFixtureA concode_elem_sep void setTangentSpeed concode_elem_sep void setRestitution concode_elem_sep boolean isTouching concode_elem_sep float getTangentSpeed concode_elem_sep float mixFriction concode_elem_sep boolean isEnabled concode_elem_sep void setFriction concode_elem_sep void resetRestitution concode_elem_sep int getChildIndexB concode_elem_sep void evaluate concode_elem_sep int getChildIndexA concode_elem_sep float getFriction concode_elem_sep void resetFriction