float function ( float arg0 , float arg1 ) { return MathUtils . sqrt ( arg0 * arg1 ) ; }
friction mixing law . feel free to customize this . todo djm : add customization concode_field_sep int maxPolygonVertices concode_elem_sep float aabbMultiplier concode_elem_sep boolean FAST_FLOOR concode_elem_sep float velocityThreshold concode_elem_sep float EPSILON concode_elem_sep int maxTOIContacts concode_elem_sep float timeToSleep concode_elem_sep boolean SINCOS_LUT_LERP concode_elem_sep float maxTranslationSquared concode_elem_sep boolean FAST_CEIL concode_elem_sep boolean FAST_POW concode_elem_sep int maxSubSteps concode_elem_sep float maxRotationSquared concode_elem_sep float linearSlop concode_elem_sep float SINCOS_LUT_PRECISION concode_elem_sep float maxParticleWeight concode_elem_sep float angularSlop concode_elem_sep float maxLinearCorrection concode_elem_sep float baumgarte concode_elem_sep float PI concode_elem_sep int minParticleBufferCapacity concode_elem_sep float angularSleepTolerance concode_elem_sep float minParticleWeight concode_elem_sep int maxTriadDistance concode_elem_sep float maxRotation concode_elem_sep int maxManifoldPoints concode_elem_sep int SINCOS_LUT_LENGTH concode_elem_sep int CONTACT_STACK_INIT_SIZE concode_elem_sep float polygonRadius concode_elem_sep boolean SINCOS_LUT_ENABLED concode_elem_sep boolean FAST_ABS concode_elem_sep float maxTranslation concode_elem_sep float linearSleepTolerance concode_elem_sep int invalidParticleIndex concode_elem_sep float toiBaugarte concode_elem_sep float particleStride concode_elem_sep int maxTriadDistanceSquared concode_elem_sep float aabbExtension concode_elem_sep boolean FAST_ROUND concode_elem_sep boolean FAST_ATAN2 concode_elem_sep float maxAngularCorrection concode_field_sep float mixRestitution