# Source: src/physics/p2/ContactMaterial.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Defines a physics material
    *
    * @class Phaser.Physics.P2.ContactMaterial
    * @constructor
    * @param {Phaser.Physics.P2.Material} materialA - First material participating in the contact material.
    * @param {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.
    * @param {object} [options] - Additional configuration options.
    */
    Phaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) {

    	/**
    	* @property {number} id - The contact material identifier.
    	*/

    	/**
    	* @property {Phaser.Physics.P2.Material} materialA - First material participating in the contact material.
    	*/

    	/**
    	* @property {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.
    	*/

    	/**
    	* @property {number} [friction=0.3] - Friction to use in the contact of these two materials.
    	*/

    	/**
    	* @property {number} [restitution=0.0] - Restitution to use in the contact of these two materials.
    	*/

    	/**
    	* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generates.
    	*/

    	/**
    	* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generates.
    	*/

    	/**
    	* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generates.
    	*/

    	/**
    	* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generates.
    	*/

    	/**
    	* @property {number} [surfaceVelocity=0] - Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.
    	*/

        p2.ContactMaterial.call(this, materialA, materialB, options);

    };

    Phaser.Physics.P2.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype);
    Phaser.Physics.P2.ContactMaterial.prototype.constructor = Phaser.Physics.P2.ContactMaterial;