private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
        {
            // Zero motion for children so they don't interpolate
            childPrim.ZeroMotion(true);

            // Relative position normalized to the root prim
            // Essentually a vector pointing from center of rootPrim to center of childPrim
            OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;

            // real world coordinate of midpoint between the two objects
            OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);

            DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
                      rootPrim.LocalID,
                      rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(),
                      childPrim.LocalID, childPrim.PhysBody.ptr.ToString(),
                      rootPrim.Position, childPrim.Position, midPoint);

            // create a constraint that allows no freedom of movement between the two objects
            // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

            BSConstraint6Dof constrain = new BSConstraint6Dof(
                PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true);

            // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );

            /* NOTE: below is an attempt to build constraint with full frame computation, etc.
             *     Using the midpoint is easier since it lets the Bullet code manipulate the transforms
             *     of the objects.
             * Code left for future programmers.
             * // ==================================================================================
             * // relative position normalized to the root prim
             * OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
             * OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
             *
             * // relative rotation of the child to the parent
             * OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
             * OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
             *
             * DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
             * BS6DofConstraint constrain = new BS6DofConstraint(
             *              PhysicsScene.World, rootPrim.Body, childPrim.Body,
             *              OMV.Vector3.Zero,
             *              OMV.Quaternion.Inverse(rootPrim.Orientation),
             *              OMV.Vector3.Zero,
             *              OMV.Quaternion.Inverse(childPrim.Orientation),
             *              true,
             *              true
             *              );
             * // ==================================================================================
             */

            PhysicsScene.Constraints.AddConstraint(constrain);

            // zero linear and angular limits makes the objects unable to move in relation to each other
            constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
            constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);

            // tweek the constraint to increase stability
            constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset));
            constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor),
                                              BSParam.LinkConstraintTransMotorMaxVel,
                                              BSParam.LinkConstraintTransMotorMaxForce);
            constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
            if (BSParam.LinkConstraintSolverIterations != 0f)
            {
                constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
            }
            return(constrain);
        }
    private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
    {
        // Zero motion for children so they don't interpolate
        childPrim.ZeroMotion(true);

        // Relative position normalized to the root prim
        // Essentually a vector pointing from center of rootPrim to center of childPrim
        OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;

        // real world coordinate of midpoint between the two objects
        OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);

        DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
                                        rootPrim.LocalID,
                                        rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(),
                                        childPrim.LocalID, childPrim.PhysBody.ptr.ToString(),
                                        rootPrim.Position, childPrim.Position, midPoint);

        // create a constraint that allows no freedom of movement between the two objects
        // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

        BSConstraint6Dof constrain = new BSConstraint6Dof(
                            PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
                            // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );

        /* NOTE: below is an attempt to build constraint with full frame computation, etc.
         *     Using the midpoint is easier since it lets the Bullet code manipulate the transforms
         *     of the objects.
         * Code left for future programmers.
        // ==================================================================================
        // relative position normalized to the root prim
        OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
        OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;

        // relative rotation of the child to the parent
        OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
        OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);

        DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
        BS6DofConstraint constrain = new BS6DofConstraint(
                        PhysicsScene.World, rootPrim.Body, childPrim.Body,
                        OMV.Vector3.Zero,
                        OMV.Quaternion.Inverse(rootPrim.Orientation),
                        OMV.Vector3.Zero,
                        OMV.Quaternion.Inverse(childPrim.Orientation),
                        true,
                        true
                        );
        // ==================================================================================
        */

        PhysicsScene.Constraints.AddConstraint(constrain);

        // zero linear and angular limits makes the objects unable to move in relation to each other
        constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
        constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);

        // tweek the constraint to increase stability
        constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset));
        constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor),
                        BSParam.LinkConstraintTransMotorMaxVel,
                        BSParam.LinkConstraintTransMotorMaxForce);
        constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
        if (BSParam.LinkConstraintSolverIterations != 0f)
        {
            constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
        }
        return constrain;
    }