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/* ----------------------------------------------------------------------------
 * This file was automatically generated by SWIG (http://www.swig.org).
 * Version 3.0.11
 *
 * Do not make changes to this file unless you know what you are doing--modify
 * the SWIG interface file instead.
 * ----------------------------------------------------------------------------- */

package com.badlogic.gdx.physics.bullet.linearmath;

import com.badlogic.gdx.physics.bullet.BulletBase;
import com.badlogic.gdx.math.Matrix4;

public class btMotionState extends BulletBase {
	private long swigCPtr;

	protected btMotionState (final String className, long cPtr, boolean cMemoryOwn) {
		super(className, cPtr, cMemoryOwn);
		swigCPtr = cPtr;
	}

	/** Construct a new btMotionState, normally you should not need this constructor it's intended for low-level usage. */
	public btMotionState (long cPtr, boolean cMemoryOwn) {
		this("btMotionState", cPtr, cMemoryOwn);
		construct();
	}

	@Override
	protected void reset (long cPtr, boolean cMemoryOwn) {
		if (!destroyed) destroy();
		super.reset(swigCPtr = cPtr, cMemoryOwn);
	}

	public static long getCPtr (btMotionState obj) {
		return (obj == null) ? 0 : obj.swigCPtr;
	}

	@Override
	protected void finalize () throws Throwable {
		if (!destroyed) destroy();
		super.finalize();
	}

	@Override
	protected synchronized void delete () {
		if (swigCPtr != 0) {
			if (swigCMemOwn) {
				swigCMemOwn = false;
				LinearMathJNI.delete_btMotionState(swigCPtr);
			}
			swigCPtr = 0;
		}
		super.delete();
	}

	protected void swigDirectorDisconnect () {
		swigCMemOwn = false;
		delete();
	}

	public void swigReleaseOwnership () {
		swigCMemOwn = false;
		LinearMathJNI.btMotionState_change_ownership(this, swigCPtr, false);
	}

	public void swigTakeOwnership () {
		swigCMemOwn = true;
		LinearMathJNI.btMotionState_change_ownership(this, swigCPtr, true);
	}

	public void getWorldTransform (Matrix4 worldTrans) {
		LinearMathJNI.btMotionState_getWorldTransform(swigCPtr, this, worldTrans);
	}

	public void setWorldTransform (Matrix4 worldTrans) {
		LinearMathJNI.btMotionState_setWorldTransform(swigCPtr, this, worldTrans);
	}

	public btMotionState () {
		this(LinearMathJNI.new_btMotionState(), true);
		LinearMathJNI.btMotionState_director_connect(this, swigCPtr, swigCMemOwn, true);
	}

}




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