Universe.Physics.BulletSPlugin.BSAPIXNA.CreateGearConstraint C# (CSharp) Method

CreateGearConstraint() public method

public CreateGearConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 paxisInA, System.Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
paxisInA System.Vector3
paxisInB System.Vector3
pratio float
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint
        public override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
            Vector3 paxisInA, Vector3 paxisInB,
            float pratio, bool pdisableCollisionsBetweenLinkedBodies)
        {
            Generic6DofConstraint constrain = null;
            /*   BulletXNA does not have a gear constraint
        GearConstraint constrain = null;
        DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
        RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
        RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
        if (rb1 != null && rb2 != null)
        {
            IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
            IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
            constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio);
            world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
        }
        */
            return new BulletConstraintXNA(constrain);
        }
BSAPIXNA