Universe.Physics.BulletSPlugin.BSConstraintHinge.BSConstraintHinge C# (CSharp) Method

BSConstraintHinge() public method

public BSConstraintHinge ( BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : OpenMetaverse
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotInA Vector3
pivotInB Vector3
axisInA Vector3
axisInB Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return OpenMetaverse
        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;
        }
    }
BSConstraintHinge