28 using System.Collections.Generic;
 
   33 namespace OpenSim.
Region.PhysicsModule.BulletS
 
   43     private List<BSConstraint> m_constraints;
 
   49         m_constraints = 
new List<BSConstraint>();
 
   65             m_constraints.Clear();
 
   74             RemoveAndDestroyConstraint(cons.
Body1, cons.
Body2);
 
   76             m_constraints.Add(cons);
 
   89         uint lookingID1 = body1.ID;
 
   90         uint lookingID2 = body2.ID;
 
   95                 if ((constrain.
Body1.
ID == lookingID1 && constrain.
Body2.
ID == lookingID2)
 
   96                     || (constrain.
Body1.
ID == lookingID2 && constrain.
Body2.
ID == lookingID1))
 
   98                     foundConstraint = constrain;
 
  104         returnConstraint = foundConstraint;
 
  117             if (this.TryGetConstraint(body1, body2, out constrain))
 
  120                 ret = RemoveAndDestroyConstraint(constrain);
 
  132         bool removed = 
false;
 
  136             removed = m_constraints.Remove(constrain);
 
  147         List<BSConstraint> toRemove = 
new List<BSConstraint>();
 
  148         uint lookingID = body1.ID;
 
  153                 if (constrain.
Body1.
ID == lookingID || constrain.
Body2.
ID == lookingID)
 
  155                     toRemove.Add(constrain);
 
  160                 m_constraints.Remove(constrain);
 
  164         return (toRemove.Count > 0);
 
  174                 constrain.CalculateTransforms();
 
bool RemoveAndDestroyConstraint(BSConstraint constrain)
bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
bool RecalculateAllConstraints()
BSConstraintCollection(BulletWorld world)
bool RemoveAndDestroyConstraint(BulletBody body1)
bool AddConstraint(BSConstraint cons)
bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)