public bool AddConstraint(BSConstraint cons)
        {
            lock (m_constraints)
            {
                // There is only one constraint between any bodies. Remove any old just to make sure.
                RemoveAndDestroyConstraint(cons.Body1, cons.Body2);

                m_constraints.Add(cons);
            }

            return true;
        }
        // Get the constraint between two bodies. There can be only one.
        // Return 'true' if a constraint was found.
        public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
        {
            bool found = false;
            BSConstraint foundConstraint = null;

            uint lookingID1 = body1.ID;
            uint lookingID2 = body2.ID;
            lock (m_constraints)
            {
                foreach (BSConstraint constrain in m_constraints)
                {
                    if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
                        || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
                    {
                        foundConstraint = constrain;
                        found = true;
                        break;
                    }
                }
            }
            returnConstraint = foundConstraint;
            return found;
        }
 // The constraint MUST exist in the collection
 // Could be called if the constraint was previously removed.
 // Return 'true' if the constraint was actually removed and disposed.
 public bool RemoveAndDestroyConstraint(BSConstraint constrain)
 {
     bool removed = false;
     lock (m_constraints)
     {
         // remove the constraint from our collection
         removed = m_constraints.Remove(constrain);
     }
     // Dispose() is safe to call multiple times
     constrain.Dispose();
     return removed;
 }
 public virtual void SetLinkParameters(BSConstraint constrain) { }
 public BSActorLockAxis (BSScene physicsScene, BSPhysObject pObj, string actorName)
     : base (physicsScene, pObj, actorName)
 {
     m_physicsScene.DetailLog ("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
     LockAxisConstraint = null;
 }
 void RemoveAxisLockConstraint ()
 {
     UnRegisterForBeforeStepCallback ();
     if (LockAxisConstraint != null)
     {
         m_physicsScene.Constraints.RemoveAndDestroyConstraint (LockAxisConstraint);
         LockAxisConstraint = null;
         m_physicsScene.DetailLog ("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint",
             m_controllingPrim.LocalID);
     }
 }
        // Note that this relies on being called at TaintTime
        void AddAxisLockConstraint ()
        {
            if (LockAxisConstraint == null)
            {
                // Lock that axis by creating a 6DOF constraint that has one end in the world and
                //    the other in the object.
                // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
                // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380

                // Remove any existing axis constraint (just to be sure)
                RemoveAxisLockConstraint ();

                BSConstraint6Dof axisConstrainer = new BSConstraint6Dof (m_physicsScene.World, m_controllingPrim.PhysBody,
                                                       OMV.Vector3.Zero, OMV.Quaternion.Identity,
                                                       false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
                LockAxisConstraint = axisConstrainer;
                m_physicsScene.Constraints.AddConstraint (LockAxisConstraint);

                // Remember the clocking being inforce so we can notice if they have changed
                LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis;
                LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis;

                // The constraint is tied to the world and oriented to the prim.
                if (
                    !axisConstrainer.SetLinearLimits (m_controllingPrim.LockedLinearAxisLow,
                        m_controllingPrim.LockedLinearAxisHigh))
                {
                    m_physicsScene.DetailLog ("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits",
                        m_controllingPrim.LocalID);
                }

                if (
                    !axisConstrainer.SetAngularLimits (m_controllingPrim.LockedAngularAxisLow,
                        m_controllingPrim.LockedAngularAxisHigh))
                {
                    m_physicsScene.DetailLog ("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
                }

                m_physicsScene.DetailLog (
                    "{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
                    m_controllingPrim.LocalID, m_controllingPrim.LockedLinearAxisLow,
                    m_controllingPrim.LockedLinearAxisHigh, m_controllingPrim.LockedAngularAxisLow,
                    m_controllingPrim.LockedAngularAxisHigh);

                // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
                axisConstrainer.TranslationalLimitMotor (true /* enable */, 5.0f, 0.1f);
                axisConstrainer.RecomputeConstraintVariables (m_controllingPrim.RawMass);
                RegisterForBeforeStepCallback ();
            }
        }
 public BSLinkInfoConstraint(BSPrimLinkable pMember) : base(pMember)
 {
     constraint = null;
     ResetLink();
     member.PhysicsScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
 }