Universe.Physics.BulletSPlugin.BSAPIUnman.CreateHingeConstraint C# (CSharp) Method

CreateHingeConstraint() public method

public CreateHingeConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotinA System.Vector3
pivotinB System.Vector3
axisInA System.Vector3
axisInB System.Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint
        public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
            Vector3 pivotinA, Vector3 pivotinB,
            Vector3 axisInA, Vector3 axisInB,
            bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
        {
            BulletWorldUnman worldu = world as BulletWorldUnman;
            BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
            BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
            return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
                pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
        }
BSAPIUnman