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)