28 using System.Collections.Generic;
32 namespace OpenSim.
Region.PhysicsModule.BulletS
37 public override ConstraintType Type {
get {
return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
40 Vector3 pivotInA, Vector3 pivotInB,
41 Vector3 axisInA, Vector3 axisInB,
42 bool useLinearReferenceFrameA,
bool disableCollisionsBetweenLinkedBodies)
47 m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
48 pivotInA, pivotInB, axisInA, axisInB,
49 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)