private void Reset(FSFixture fA, int indexA, FSFixture fB, int indexB) { Flags = ContactFlags.Enabled; FixtureA = fA; FixtureB = fB; ChildIndexA = indexA; ChildIndexB = indexB; Manifold.PointCount = 0; NodeA.Contact = null; NodeA.Prev = null; NodeA.Next = null; NodeA.Other = null; NodeB.Contact = null; NodeB.Prev = null; NodeB.Next = null; NodeB.Other = null; TOICount = 0; //FPE: We only set the friction and restitution if we are not destroying the contact if (FixtureA != null && FixtureB != null) { Friction = FSSettings.MixFriction(FixtureA.Friction, FixtureB.Friction); Restitution = FSSettings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution); } TangentSpeed = 0; }
public void ResetRestitution() { Restitution = FSSettings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution); }