public WheelContactPoint(RigidBody body0,RigidBody body1,ref Vector3 frictionPosWorld,ref Vector3 frictionDirectionWorld, float maxImpulse) { m_body0 = body0; m_body1 = body1; m_frictionPositionWorld = frictionPosWorld; m_frictionDirectionWorld = frictionDirectionWorld; m_maxImpulse = maxImpulse; float denom0 = body0.ComputeImpulseDenominator(ref frictionPosWorld,ref frictionDirectionWorld); float denom1 = body1.ComputeImpulseDenominator(ref frictionPosWorld,ref frictionDirectionWorld); float relaxation = 1f; m_jacDiagABInv = relaxation/(denom0+denom1); }