public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
 public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict);
 public abstract bool HasAnisotripicFriction(BulletConstraint constrain);
 public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
 // =====================================================================================
 // btCollisionObject entries
 public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain);
 public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations);
 public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
 public abstract bool CalculateTransforms(BulletConstraint constrain);
 public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
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 public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
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 public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
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 public abstract bool UseFrameOffset(BulletConstraint constrain, float enable);
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 public abstract bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
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 public abstract bool SetFrames(BulletConstraint constrain,
                                Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
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 public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
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 public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
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 public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain)
 {
 }
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 public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse);