// Reset this constraint making sure it has all its internal structures // recomputed and is enabled and ready to go. public virtual bool RecomputeConstraintVariables(float mass) { bool ret = false; if (m_enabled) { ret = CalculateTransforms(); if (ret) { // Setting an object's mass to zero (making it static like when it's selected) // automatically disables the constraints. // If the link is enabled, be sure to set the constraint itself to enabled. BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); } else { m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); } } return(ret); }