void btConeTwistConstraint_calcAngleInfo2(btConeTwistConstraint* obj, const btScalar* transA, const btScalar* transB, const btScalar* invInertiaWorldA, const btScalar* invInertiaWorldB)
{
	TRANSFORM_CONV(transA);
	TRANSFORM_CONV(transB);
	MATRIX3X3_CONV(invInertiaWorldA);
	MATRIX3X3_CONV(invInertiaWorldB);
	obj->calcAngleInfo2(TRANSFORM_USE(transA), TRANSFORM_USE(transB), MATRIX3X3_USE(invInertiaWorldA), MATRIX3X3_USE(invInertiaWorldB));
}
void btConeTwistConstraint_getInfo2NonVirtual(btConeTwistConstraint* obj, btTypedConstraint::btConstraintInfo2* info, const btScalar* transA, const btScalar* transB, const btScalar* invInertiaWorldA, const btScalar* invInertiaWorldB)
{
	TRANSFORM_CONV(transA);
	TRANSFORM_CONV(transB);
	MATRIX3X3_CONV(invInertiaWorldA);
	MATRIX3X3_CONV(invInertiaWorldB);
	obj->getInfo2NonVirtual(info, TRANSFORM_USE(transA), TRANSFORM_USE(transB), MATRIX3X3_USE(invInertiaWorldA), MATRIX3X3_USE(invInertiaWorldB));
}
	VECTOR3_DEF(invInertiaADiag);
	VECTOR3_DEF(linvelA);
	VECTOR3_DEF(angvelA);
	VECTOR3_DEF(rel_posA1);
	VECTOR3_DEF(invInertiaBDiag);
	VECTOR3_DEF(linvelB);
	VECTOR3_DEF(angvelB);
	VECTOR3_DEF(rel_posA2);
	VECTOR3_DEF(normalA);
	VECTOR3_DEF(rel_posB1);
	VECTOR3_DEF(rel_posB2);
	VECTOR3_DEF(normalB);
	btScalar imp0Temp;
	btScalar imp1Temp;
	_native->resolveBilateralPairConstraint((btRigidBody*)body0->_native, (btRigidBody*)body1->_native,
		MATRIX3X3_USE(world2A), MATRIX3X3_USE(world2B), VECTOR3_USE(invInertiaADiag),
		invMassA, VECTOR3_USE(linvelA), VECTOR3_USE(angvelA), VECTOR3_USE(rel_posA1),
		VECTOR3_USE(invInertiaBDiag), invMassB, VECTOR3_USE(linvelB), VECTOR3_USE(angvelB),
		VECTOR3_USE(rel_posA2), depthA, VECTOR3_USE(normalA), VECTOR3_USE(rel_posB1),
		VECTOR3_USE(rel_posB2), depthB, VECTOR3_USE(normalB), imp0Temp, imp1Temp);
	imp0 = imp0Temp;
	imp1 = imp1Temp;
	MATRIX3X3_DEL(world2A);
	MATRIX3X3_DEL(world2B);
	VECTOR3_DEL(invInertiaADiag);
	VECTOR3_DEL(linvelA);
	VECTOR3_DEL(angvelA);
	VECTOR3_DEL(rel_posA1);
	VECTOR3_DEL(invInertiaBDiag);
	VECTOR3_DEL(linvelB);
	VECTOR3_DEL(angvelB);