BulletCSharp.btSequentialImpulseConstraintSolver.solveGroup C# (CSharp) Method

solveGroup() public method

public 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
bodies SWIGTYPE_p_p_btCollisionObject
numBodies int
manifold SWIGTYPE_p_p_btPersistentManifold
numManifolds int
constraints SWIGTYPE_p_p_btTypedConstraint
numConstraints int
info SWIGTYPE_p_btContactSolverInfo
debugDrawer SWIGTYPE_p_btIDebugDraw
stackAlloc SWIGTYPE_p_btStackAlloc
dispatcher SWIGTYPE_p_btDispatcher
return float
        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;
        }