BulletCSharp.btTranslationalLimitMotor.solveLinearAxis C# (CSharp) Method

solveLinearAxis() public method

public solveLinearAxis ( float timeStep, float jacDiagABInv, btRigidBody body1, SWIGTYPE_p_btVector3 pointInA, btRigidBody body2, SWIGTYPE_p_btVector3 pointInB, int limit_index, SWIGTYPE_p_btVector3 axis_normal_on_a, SWIGTYPE_p_btVector3 anchorPos ) : float
timeStep float
jacDiagABInv float
body1 btRigidBody
pointInA SWIGTYPE_p_btVector3
body2 btRigidBody
pointInB SWIGTYPE_p_btVector3
limit_index int
axis_normal_on_a SWIGTYPE_p_btVector3
anchorPos SWIGTYPE_p_btVector3
return float
        public float solveLinearAxis(float timeStep, float jacDiagABInv, btRigidBody body1, SWIGTYPE_p_btVector3 pointInA, btRigidBody body2, SWIGTYPE_p_btVector3 pointInB, int limit_index, SWIGTYPE_p_btVector3 axis_normal_on_a, SWIGTYPE_p_btVector3 anchorPos)
        {
            float ret = BulletDynamicsPINVOKE.btTranslationalLimitMotor_solveLinearAxis(swigCPtr, timeStep, jacDiagABInv, btRigidBody.getCPtr(body1), SWIGTYPE_p_btVector3.getCPtr(pointInA), btRigidBody.getCPtr(body2), SWIGTYPE_p_btVector3.getCPtr(pointInB), limit_index, SWIGTYPE_p_btVector3.getCPtr(axis_normal_on_a), SWIGTYPE_p_btVector3.getCPtr(anchorPos));
            if (BulletDynamicsPINVOKE.SWIGPendingException.Pending) throw BulletDynamicsPINVOKE.SWIGPendingException.Retrieve();
            return ret;
        }