void InitializeAxisActor()
{
EnableActor(LockedAngularAxis != LockedAxisFree || LockedLinearAxis != LockedAxisFree,
LockedAxisActorName, delegate()
{
return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName);
});
// Update parameters so the new actor's Refresh() action is called at the right time.
PhysicsScene.TaintedObject(LocalID, "BSPrim.LockAxis", delegate()
{
UpdatePhysicalParameters();
});
}