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);
}