public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
     Vector3 pivotInA, Vector3 pivotInB,
     Vector3 axisInA, Vector3 axisInB,
     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
         pivotInA, pivotInB, axisInA, axisInB,
         useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
 }
 // Create a btGeneric6DofConstraint
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
     Vector3 frame1, Quaternion frame1rot,
     Vector3 frame2, Quaternion frame2rot,
     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
         frame1, frame1rot,
         frame2, frame2rot,
         useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
     world.physicsScene.DetailLog(
         "{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
         BSScene.DetailLogZero, world.worldID,
         obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
 }
 // 6 Dof constraint based on a midpoint between the two constrained bodies
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
     Vector3 joinPoint,
     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
     {
         world.physicsScene.DetailLog(
             "{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
             BSScene.DetailLogZero, world.worldID,
             obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         world.physicsScene.Logger.ErrorFormat(
             "{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
             LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         m_enabled = false;
     }
     else
     {
         m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
             joinPoint,
             useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
         PhysicsScene.DetailLog(
             "{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
             BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
             obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         if (!m_constraint.HasPhysicalConstraint)
         {
             world.physicsScene.Logger.ErrorFormat(
                 "{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
                 LogHeader, obj1.ID, obj2.ID);
             m_enabled = false;
         }
         else
         {
             m_enabled = true;
         }
     }
 }
 // Remove all constraints that reference the passed body.
 // Return 'true' if any constraints were destroyed.
 public bool RemoveAndDestroyConstraint(BulletBody body1)
 {
     List<BSConstraint> toRemove = new List<BSConstraint>();
     uint lookingID = body1.ID;
     lock (m_constraints)
     {
         foreach (BSConstraint constrain in m_constraints)
         {
             if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
             {
                 toRemove.Add(constrain);
             }
         }
         foreach (BSConstraint constrain in toRemove)
         {
             m_constraints.Remove(constrain);
             constrain.Dispose();
         }
     }
     return (toRemove.Count > 0);
 }
 public abstract bool WantsSleeping(BulletBody obj);
 public abstract void UpdateInertiaTensor(BulletBody obj);
 public abstract void Translate(BulletBody obj, Vector3 trans);
 public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
 public abstract void SetRestitution(BulletBody obj, float val);
 public abstract void SetGravity(BulletBody obj, Vector3 val);
 public abstract void SetDeactivationTime(BulletBody obj, float dtime);
 public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
 public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
 public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
 public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
 public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
 // Set the force being applied to the object as if its mass is one.
 public abstract void SetObjectForce(BulletBody obj, Vector3 force);
 public abstract void SetHitFraction(BulletBody obj, float val);
 public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
 // public abstract IntPtr GetBroadphaseHandle(BulletBody obj);
 // public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle);
 public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel);
 public abstract void SetUserPointer(BulletBody obj, IntPtr val);
 public abstract void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel);
 public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
 public abstract void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert);
 // =====================================================================================
 // btCollisionWorld entries
 public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
 public abstract void SetLinearDamping(BulletBody obj, float lin_damping);
        // Remove any constraint between the passed bodies.
        // Presumed there is only one such constraint possible.
        // Return 'true' if a constraint was found and destroyed.
        public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
        {
            bool ret = false;
            lock (m_constraints)
            {
                BSConstraint constrain;
                if (this.TryGetConstraint(body1, body2, out constrain))
                {
                    // remove the constraint from our collection
                    ret = RemoveAndDestroyConstraint(constrain);
                }
            }

            return ret;
        }
 public abstract void SetLinearFactor(BulletBody obj, Vector3 factor);
        // 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;
        }
 public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);