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BSConstraintHinge.cs
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27 using System;
28 using System.Collections.Generic;
29 using System.Text;
30 using OpenMetaverse;
31 
32 namespace OpenSim.Region.PhysicsModule.BulletS
33 {
34 
35 public sealed class BSConstraintHinge : BSConstraint
36 {
37  public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
38 
40  Vector3 pivotInA, Vector3 pivotInB,
41  Vector3 axisInA, Vector3 axisInB,
42  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
43  : base(world)
44  {
45  m_body1 = obj1;
46  m_body2 = obj2;
47  m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
48  pivotInA, pivotInB, axisInA, axisInB,
49  useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
50  m_enabled = true;
51  }
52 
53 }
54 
55 }
BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)