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@@ -29,28 +29,27 @@ class BulletRigidBodyNode;
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* adhering to specified limits. It's motor can apply angular force to them.
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* adhering to specified limits. It's motor can apply angular force to them.
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*/
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*/
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class EXPCL_PANDABULLET BulletHingeConstraint : public BulletConstraint {
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class EXPCL_PANDABULLET BulletHingeConstraint : public BulletConstraint {
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-
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PUBLISHED:
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PUBLISHED:
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- BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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- const LPoint3 &pivot_a,
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- const LVector3 &axis_a,
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- bool use_frame_a=false);
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- BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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- const BulletRigidBodyNode *node_b,
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- const LPoint3 &pivot_a,
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- const LPoint3 &pivot_b,
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- const LVector3 &axis_a,
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- const LVector3 &axis_b,
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- bool use_frame_a=false);
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-
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- BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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- const TransformState *ts_a,
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- bool use_frame_a=false);
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- BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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- const BulletRigidBodyNode *node_b,
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- const TransformState *ts_a,
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- const TransformState *ts_b,
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- bool use_frame_a=false);
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+ explicit BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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+ const LPoint3 &pivot_a,
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+ const LVector3 &axis_a,
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+ bool use_frame_a=false);
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+ explicit BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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+ const BulletRigidBodyNode *node_b,
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+ const LPoint3 &pivot_a,
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+ const LPoint3 &pivot_b,
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+ const LVector3 &axis_a,
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+ const LVector3 &axis_b,
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+ bool use_frame_a=false);
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+
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+ explicit BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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+ const TransformState *ts_a,
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+ bool use_frame_a=false);
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+ explicit BulletHingeConstraint(const BulletRigidBodyNode *node_a,
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+ const BulletRigidBodyNode *node_b,
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+ const TransformState *ts_a,
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+ const TransformState *ts_b,
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+ bool use_frame_a=false);
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INLINE ~BulletHingeConstraint();
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INLINE ~BulletHingeConstraint();
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