Resolve3dval inverse_mass : Body3d.t -> floatval impulse : restitution:float -> Body3d.t -> Body3d.t -> Contact3d.t -> floatval bounce :
restitution:float ->
friction:float ->
(Body3d.t * Body3d.t) ->
Contact3d.t ->
Body3d.t * Body3d.tval separate :
?percent:float ->
(Body3d.t * Body3d.t) ->
Contact3d.t ->
Body3d.t * Body3d.tval resolve :
restitution:float ->
friction:float ->
(Body3d.t * Body3d.t) ->
Contact3d.t ->
Body3d.t * Body3d.t