public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) : base(world) { m_body1 = obj1; m_body2 = obj2; m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, pivotInA, pivotInB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); m_enabled = true; } }