public bool AddConstraint(BTypedConstraint c)
        {
            if (!_isDisposed)
            {
                if (m_worldType < WorldType.RigidBodyDynamics)
                {
                    Debug.LogError("World type must not be collision only");
                    return(false);
                }

                if (debugType >= BDebug.DebugType.Debug)
                {
                    Debug.LogFormat("Adding constraint {0} to world", c);
                }

                if (c._BuildConstraint())
                {
                    ((DiscreteDynamicsWorld)m_world).AddConstraint(c.GetConstraint(), c.disableCollisionsBetweenConstrainedBodies);
                    c.m_isInWorld = true;
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
 public bool AddConstraint(BTypedConstraint c)
 {
     if (!_isDisposed)
     {
         Debug.LogFormat("Adding constraint {0} to world", c);
         if (c._BuildConstraint())
         {
             World.AddConstraint(c.GetConstraint(), c.disableCollisionsBetweenConstrainedBodies);
         }
         return(true);
     }
     return(false);
 }
 public bool AddConstraint(BTypedConstraint c)
 {
     if (!_isDisposed)
     {
         if (m_worldType < WorldType.RigidBodyDynamics)
         {
             BDebug.LogError(debugType, "World type must not be collision only");
             return false;
         }
         if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("Adding constraint {0} to world", c);
         if (c._BuildConstraint())
         {
             ((DiscreteDynamicsWorld)m_world).AddConstraint(c.GetConstraint(), c.disableCollisionsBetweenConstrainedBodies);
             c.m_isInWorld = true;
         }
         return true;
     }
     return false;
 }
 public bool AddConstraint(BTypedConstraint c)
 {
     if (!_isDisposed) {
         Debug.LogFormat("Adding constraint {0} to world", c);
         if (c._BuildConstraint()) {
             World.AddConstraint(c.GetConstraint(), c.disableCollisionsBetweenConstrainedBodies);
         }
         return true;
     }
     return false;
 }