%ignore btManifoldPoint::getPositionWorldOnB;\r
%ignore btManifoldPoint::getAppliedImpulse;\r
%ignore btSolverBody::getWorldTransform;\r
+%ignore btSolverBody::setWorldTransform;\r
%ignore btSolverBody::getDeltaLinearVelocity;\r
%ignore btSolverBody::getDeltaAngularVelocity;\r
%ignore btSolverBody::getPushVelocity;\r
\r
%include "common/gdxPooledObject.i"\r
\r
-//%include "common/gdxManagedObject.i"\r
-\r
-/* Prefer libgdx's linear math types (Vector3, Matrix3, etc.). */\r
-%include "common/gdxMathTypes.i"\r
\r
/* Map "void *" to "jlong". */\r
// %include "gdxVoidPointer.i";\r
/* Include Java imports for all the types we'll need in all extensions/custom types. */\r
%include "common/gdxJavaImports.i"\r
\r
-\r
%{\r
#include <stdint.h>\r
%}\r
*/\r
%include "common/btTransform.i"\r
\r
+%{\r
+#include <LinearMath/btVector3.h>\r
+%}\r
+%include <LinearMath/btVector3.h>\r
+\r
+%{\r
+#include <LinearMath/btQuaternion.h>\r
+%}\r
+%include <LinearMath/btQuaternion.h>\r
+\r
+\r
+\r
+//%include "common/gdxManagedObject.i"\r
+\r
+/* Prefer libgdx's linear math types (Vector3, Matrix3, etc.). */\r
+%include "common/gdxMathTypes.i"\r
+\r
/* Configure directors for types with virtual methods that need Java implementations */\r
%feature("director") btIDebugDraw;\r
\r
*/\r
\r
%{\r
-#include <LinearMath/btVector3.h>\r
-%}\r
-%include <LinearMath/btVector3.h>\r
-\r
-%{\r
#include <LinearMath/btQuadWord.h>\r
%}\r
#include <LinearMath/btQuadWord.h>\r
\r
%{\r
-#include <LinearMath/btQuaternion.h>\r
-%}\r
-%include <LinearMath/btQuaternion.h>\r
-\r
-%{\r
#include <LinearMath/btMatrix3x3.h>\r
%}\r
#include <LinearMath/btMatrix3x3.h>\r