set the coefficient of friction . this will not change the friction of existing contacts . concode_field_sep float density concode_elem_sep float friction concode_elem_sep Shape shape concode_elem_sep Object userData concode_elem_sep Body body concode_elem_sep AABB pool1 concode_elem_sep float restitution concode_elem_sep int proxyCount concode_elem_sep FixtureProxy[] m_proxies concode_elem_sep boolean isSensor concode_elem_sep Filter filter concode_elem_sep Vec2 displacement concode_elem_sep AABB pool2 concode_field_sep float getRestitution concode_elem_sep Shape getShape concode_elem_sep AABB getAABB concode_elem_sep boolean raycast concode_elem_sep void createProxies concode_elem_sep void setFilterData concode_elem_sep void refilter concode_elem_sep void destroyProxies concode_elem_sep float computeDistance concode_elem_sep void getMassData concode_elem_sep float getFriction concode_elem_sep Filter getFilterData concode_elem_sep void synchronize concode_elem_sep Body getBody concode_elem_sep boolean isSensor concode_elem_sep void destroy concode_elem_sep float getDensity concode_elem_sep void setDensity concode_elem_sep void setSensor concode_elem_sep void setRestitution concode_elem_sep ShapeType getType concode_elem_sep FixtureProxy[] getProxies concode_elem_sep Object getUserData concode_elem_sep boolean containsPoint concode_elem_sep void setUserData concode_elem_sep int getProxyCount
void function ( float arg0 ) { this . friction = arg0 ; }