public virtual float solveGroup(SWIGTYPE_p_p_btCollisionObject bodies, int numBodies, SWIGTYPE_p_p_btPersistentManifold manifold, int numManifolds, SWIGTYPE_p_p_btTypedConstraint constraints, int numConstraints, SWIGTYPE_p_btContactSolverInfo info, SWIGTYPE_p_btIDebugDraw debugDrawer, SWIGTYPE_p_btStackAlloc stackAlloc, SWIGTYPE_p_btDispatcher dispatcher)
{
float ret = BulletDynamicsPINVOKE.btSequentialImpulseConstraintSolver_solveGroup(swigCPtr, SWIGTYPE_p_p_btCollisionObject.getCPtr(bodies), numBodies, SWIGTYPE_p_p_btPersistentManifold.getCPtr(manifold), numManifolds, SWIGTYPE_p_p_btTypedConstraint.getCPtr(constraints), numConstraints, SWIGTYPE_p_btContactSolverInfo.getCPtr(info), SWIGTYPE_p_btIDebugDraw.getCPtr(debugDrawer), SWIGTYPE_p_btStackAlloc.getCPtr(stackAlloc), SWIGTYPE_p_btDispatcher.getCPtr(dispatcher));
if (BulletDynamicsPINVOKE.SWIGPendingException.Pending)
{
throw BulletDynamicsPINVOKE.SWIGPendingException.Retrieve();
}
return(ret);
}