#include <BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h>
%}
+%typemap(javaimports) btBvhTriangleMeshShape %{
+import com.badlogic.gdx.math.Vector3;
+import com.badlogic.gdx.math.Quaternion;
+import com.badlogic.gdx.math.Matrix3;
+import com.badlogic.gdx.math.Matrix4;
+import com.badlogic.gdx.graphics.Mesh;
+import com.badlogic.gdx.graphics.g3d.Model;
+%}
+
%typemap(javacode) btBvhTriangleMeshShape %{
protected btStridingMeshInterface meshInterface = null;
this.meshInterface = meshInterface;
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.Mesh} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Mesh} instances.
* The specified meshes must be indexed and triangulated and must outlive this btBvhTriangleMeshShape.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, final com.badlogic.gdx.graphics.Mesh... meshes) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, final Mesh... meshes) {
this(true, new btTriangleIndexVertexArray(meshes), useQuantizedAabbCompression);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.Mesh} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Mesh} instances.
* The specified meshes must be indexed and triangulated and must outlive this btBvhTriangleMeshShape.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, boolean buildBvh, final com.badlogic.gdx.graphics.Mesh... meshes) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, boolean buildBvh, final Mesh... meshes) {
this(true, new btTriangleIndexVertexArray(meshes), useQuantizedAabbCompression, buildBvh);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.Mesh} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Mesh} instances.
* The specified meshes must be indexed and triangulated and must outlive this btBvhTriangleMeshShape.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, boolean buildBvh, final com.badlogic.gdx.graphics.Mesh... meshes) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, boolean buildBvh, final Mesh... meshes) {
this(true, new btTriangleIndexVertexArray(meshes), useQuantizedAabbCompression, bvhAabbMin, bvhAabbMax, buildBvh);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.Mesh} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Mesh} instances.
* The specified meshes must be indexed and triangulated and must outlive this btBvhTriangleMeshShape.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, final com.badlogic.gdx.graphics.Mesh... meshes) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, final Mesh... meshes) {
this(true, new btTriangleIndexVertexArray(meshes), useQuantizedAabbCompression, bvhAabbMin, bvhAabbMax);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.g3d.model.Model} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Model} instances.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, final Model... models) {
this(true, new btTriangleIndexVertexArray(models), useQuantizedAabbCompression);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.g3d.model.Model} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Model} instances.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, boolean buildBvh, final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, boolean buildBvh, final Model... models) {
this(true, new btTriangleIndexVertexArray(models), useQuantizedAabbCompression, buildBvh);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.g3d.model.Model} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Model} instances.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, boolean buildBvh, final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, boolean buildBvh, final Model... models) {
this(true, new btTriangleIndexVertexArray(models), useQuantizedAabbCompression, bvhAabbMin, bvhAabbMax, buildBvh);
}
- /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link com.badlogic.gdx.graphics.g3d.model.Model} instances.
+ /** Construct a new btBvhTriangleMeshShape based one or more supplied {@link Model} instances.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amonst both. */
- public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public btBvhTriangleMeshShape(boolean useQuantizedAabbCompression, Vector3 bvhAabbMin, Vector3 bvhAabbMax, final Model... models) {
this(true, new btTriangleIndexVertexArray(models), useQuantizedAabbCompression, bvhAabbMin, bvhAabbMax);
}
}
%}
+%typemap(javaimports) btTriangleIndexVertexArray %{
+import com.badlogic.gdx.math.Vector3;
+import com.badlogic.gdx.math.Quaternion;
+import com.badlogic.gdx.math.Matrix3;
+import com.badlogic.gdx.math.Matrix4;
+import com.badlogic.gdx.graphics.Mesh;
+import com.badlogic.gdx.graphics.g3d.Model;
+%}
+
%typemap(javacode) btTriangleIndexVertexArray %{
com.badlogic.gdx.utils.Array<btIndexedMesh> meshes = null;
addMesh(meshes);
}
- /** Construct a new btTriangleIndexVertexArray based on one or more {@link com.badlogic.gdx.graphics.g3d.model.Model} instances.
+ /** Construct a new btTriangleIndexVertexArray based on one or more {@link Model} instances.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amongst both. */
- public btTriangleIndexVertexArray(final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public btTriangleIndexVertexArray(final Model... models) {
this();
addModel(models);
}
addIndexedMesh(new btIndexedMesh(meshes[i]), PHY_ScalarType.PHY_SHORT, true);
}
- /** Add one or more {@link com.badlogic.gdx.graphics.g3d.model.Model} instances to this btTriangleIndexVertexArray.
+ /** Add one or more {@link Model} instances to this btTriangleIndexVertexArray.
* Only the triangulated submeshes are added, which must be indexed. The model must outlive this btTriangleIndexVertexArray.
* The buffers for the vertices and indices are shared amongst both. */
- public void addModel(final com.badlogic.gdx.graphics.g3d.model.Model... models) {
+ public void addModel(final Model... models) {
for (int i = 0; i < models.length; i++) {
for (int j = 0; j < models[i].meshParts.size; j++) {
com.badlogic.gdx.graphics.g3d.model.MeshPart mp = models[i].meshParts.get(j);