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BSConstraintHinge.cs 2.5 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using OpenMetaverse;
  28. namespace OpenSim.Region.PhysicsModule.BulletS
  29. {
  30. public sealed class BSConstraintHinge : BSConstraint
  31. {
  32. public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
  33. public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
  34. Vector3 pivotInA, Vector3 pivotInB,
  35. Vector3 axisInA, Vector3 axisInB,
  36. bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
  37. : base(world)
  38. {
  39. m_body1 = obj1;
  40. m_body2 = obj2;
  41. m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
  42. pivotInA, pivotInB, axisInA, axisInB,
  43. useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
  44. m_enabled = true;
  45. }
  46. }
  47. }