42 frameInW.setIdentity();
43 frameInW.getBasis().setValue(xAxis[0], yAxis[0], zAxis[0],
44 xAxis[1], yAxis[1], zAxis[1],
45 xAxis[2], yAxis[2], zAxis[2]);
46 frameInW.setOrigin(anchor);
void setDamping(btScalar damping)
btFixedConstraint btRigidBody & rbB
void setAngularUpperLimit(const btVector3 &angularUpper)
void setLinearLowerLimit(const btVector3 &linearLower)
void setLinearUpperLimit(const btVector3 &linearUpper)
void setAngularLowerLimit(const btVector3 &angularLower)
void setStiffness(int index, btScalar stiffness, bool limitIfNeeded=true)
void enableSpring(int index, bool onOff)
void setEquilibriumPoint()
btGeneric6DofSpring2Constraint(btRigidBody &rbA, btRigidBody &rbB, const btTransform &frameInA, const btTransform &frameInB, RotateOrder rotOrder=RO_XYZ)
btHinge2Constraint(btRigidBody &rbA, btRigidBody &rbB, btVector3 &anchor, btVector3 &axis1, btVector3 &axis2)
static const btMatrix3x3 & getIdentity()
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
const btTransform & getCenterOfMassTransform() const