PolygonModifier

Inheritance: java.lang.Object

public class PolygonModifier

Utilities to modify polygons

Methods

MethodDescription
applyTransform(Node node, Matrix4 transform)Apply transform matrix on control points of all geometries
buildTangentBinormal(Mesh mesh)This will create tangent and binormal on the mesh Normal is required, if normal is not existing on the mesh, it will also create the normal data from position.
buildTangentBinormal(Scene scene)This will create tangent and binormal on all meshes of the scene Normal is required, if normal is not existing on the mesh, it will also create the normal data from position.
equals(Object arg0)
generateNormal(Mesh mesh)Generate normal data from Mesh definition
generateUV(Mesh mesh)Generate UV data from the given input mesh
generateUV(Mesh mesh, VertexElementNormal normals)Generate UV data from the given input mesh and specified normal data.
getClass()
hashCode()
mergeMesh(Node node)Convert a whole node to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet
mergeMesh(Scene scene)Convert a whole scene to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet
mergeMesh(List nodes)Convert a whole node to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet
notify()
notifyAll()
scale(Node node, Vector3 scale)Scale all geometries(Scale the control points not the transformation matrix) in this node
scale(Scene scene, Vector3 scale)Scale all geometries(Scale the control points not the transformation matrix) in this scene
splitMesh(Mesh mesh, SplitMeshPolicy policy)Split mesh into sub-meshes by VertexElementMaterial.
splitMesh(Node node, SplitMeshPolicy policy)Split mesh into sub-meshes by VertexElementMaterial.
splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes)Split mesh into sub-meshes by VertexElementMaterial.
splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes, boolean removeOldMesh)Split mesh into sub-meshes by VertexElementMaterial.
splitMesh(Scene scene, SplitMeshPolicy policy)Split mesh into sub-meshes by VertexElementMaterial.
splitMesh(Scene scene, SplitMeshPolicy policy, boolean removeOldMesh)Split mesh into sub-meshes by VertexElementMaterial.
toString()
triangulate(Mesh mesh)Convert a polygon-based mesh into full triangle mesh
triangulate(Scene scene)Convert all polygon-based meshes into full triangle mesh
triangulate(List controlPoints)Convert a polygon into triangles, the order of the polygon is defined by the controlPoints
triangulate(List controlPoints, int[] polygon)Convert a polygon into triangles
triangulate(List controlPoints, List<int[]> polygons)Convert a polygon-based mesh into triangles
triangulate(List controlPoints, List<int[]> polygons, boolean generateNormals, Vector3[][] nor_out)Convert a polygon-based mesh into full triangle mesh
wait()
wait(long arg0)
wait(long arg0, int arg1)

applyTransform(Node node, Matrix4 transform)

public static void applyTransform(Node node, Matrix4 transform)

Apply transform matrix on control points of all geometries

Parameters:

ParameterTypeDescription
nodeNodeWhich node’s geometries will be applied with given transform
transformMatrix4The transformation matrix that will be applied to control points.

buildTangentBinormal(Mesh mesh)

public static void buildTangentBinormal(Mesh mesh)

This will create tangent and binormal on the mesh Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. UV is also required, an exception will be raised if no UV found.

Parameters:

ParameterTypeDescription
meshMesh

buildTangentBinormal(Scene scene)

public static void buildTangentBinormal(Scene scene)

This will create tangent and binormal on all meshes of the scene Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. UV is also required, the mesh will be ignored if no UV is defined.

Parameters:

ParameterTypeDescription
sceneScene

equals(Object arg0)

public boolean equals(Object arg0)

Parameters:

ParameterTypeDescription
arg0java.lang.Object

Returns: boolean

generateNormal(Mesh mesh)

public static VertexElementNormal generateNormal(Mesh mesh)

Generate normal data from Mesh definition

Parameters:

ParameterTypeDescription
meshMesh

Returns: VertexElementNormal - VertexElementNormal instance with normal data.

generateUV(Mesh mesh)

public static VertexElementUV generateUV(Mesh mesh)

Generate UV data from the given input mesh

Parameters:

ParameterTypeDescription
meshMeshThe input mesh

Returns: VertexElementUV - Generated UV data

generateUV(Mesh mesh, VertexElementNormal normals)

public static VertexElementUV generateUV(Mesh mesh, VertexElementNormal normals)

Generate UV data from the given input mesh and specified normal data.

Parameters:

ParameterTypeDescription
meshMeshThe input mesh
normalsVertexElementNormalThe normal data

Returns: VertexElementUV - Generated UV data

getClass()

public final native Class<?> getClass()

Returns: java.lang.Class

hashCode()

public native int hashCode()

Returns: int

mergeMesh(Node node)

public static Mesh mergeMesh(Node node)

Convert a whole node to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet

Parameters:

ParameterTypeDescription
nodeNodeThe node to merge

Returns: Mesh - Merged mesh Example: The following code shows how to merge all objects from nodes into a single mesh.

//Input file may contains multiple objects
          var scene = Scene.fromFile("input.fbx");
          //now merge them into a single mesh
          Mesh merged = PolygonModifier.mergeMesh(scene.getRootNode());
          //then we save it to a file with only one mesh
          var newScene = new Scene(merged);
          newScene.save("test.obj");

mergeMesh(Scene scene)

public static Mesh mergeMesh(Scene scene)

Convert a whole scene to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet

Parameters:

ParameterTypeDescription
sceneSceneThe scene to merge

Returns: Mesh - The merged mesh Example: The following code shows how to merge all objects from a scene into a single mesh.

//Input file may contains multiple objects
         var scene = Scene.fromFile("input.fbx");
         //now merge them into a single mesh
         Mesh merged = PolygonModifier.mergeMesh(scene);
         //then we save it to a file with only one mesh
         var newScene = new Scene(merged);
         newScene.save("test.obj");

mergeMesh(List nodes)

public static Mesh mergeMesh(List<Node> nodes)

Convert a whole node to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet

Parameters:

ParameterTypeDescription
nodesjava.util.List<com.aspose.threed.Node>The nodes to merge

Returns: Mesh - Merged mesh Example: The following code shows how to merge all objects from nodes into a single mesh.

//Input file may contains multiple objects
         var scene = Scene.fromFile("input.fbx");
         //now merge them into a single mesh
         Mesh merged = PolygonModifier.mergeMesh(scene.getRootNode().getChildNodes());
         //then we save it to a file with only one mesh
         var newScene = new Scene(merged);
         newScene.save("test.obj");

notify()

public final native void notify()

notifyAll()

public final native void notifyAll()

scale(Node node, Vector3 scale)

public static void scale(Node node, Vector3 scale)

Scale all geometries(Scale the control points not the transformation matrix) in this node

Parameters:

ParameterTypeDescription
nodeNodeThe node to scale
scaleVector3The scale factor Example: The following code shows how to scale all geometries in scene by 10 times.
//Load a test file for scaling
 		 var scene = Scene.fromFile("input.fbx");
 		 //scale all geometries 10 times.
 		 PolygonModifier.scale(scene.getRootNode(), new Vector3(10, 10, 10));
 		 scene.save("test.obj");
``` |

### scale(Scene scene, Vector3 scale) {#scale-com.aspose.threed.Scene-com.aspose.threed.Vector3-}

public static Scene scale(Scene scene, Vector3 scale)



Scale all geometries(Scale the control points not the transformation matrix) in this scene

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| scene | [Scene](../../com.aspose.threed/scene) | The scene to scale |
| scale | [Vector3](../../com.aspose.threed/vector3) | The scale factor **Example:** The following code shows how to scale all geometries in scene by 10 times.

//Load a test file for scaling var scene = Scene.fromFile(“input.fbx”); //scale all geometries 10 times. PolygonModifier.scale(scene, new Vector3(10, 10, 10)); scene.save(“test.obj”);


**Returns:**
[Scene](../../com.aspose.threed/scene)
### splitMesh(Mesh mesh, SplitMeshPolicy policy) {#splitMesh-com.aspose.threed.Mesh-com.aspose.threed.SplitMeshPolicy-}

public static Mesh[] splitMesh(Mesh mesh, SplitMeshPolicy policy)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. The original mesh will not get changed.

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| mesh | [Mesh](../../com.aspose.threed/mesh) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) |  |

**Returns:**
com.aspose.threed.Mesh[] - New splitted meshes **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);
### splitMesh(Node node, SplitMeshPolicy policy) {#splitMesh-com.aspose.threed.Node-com.aspose.threed.SplitMeshPolicy-}

public static void splitMesh(Node node, SplitMeshPolicy policy)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. Perform mesh splitting on a node

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| node | [Node](../../com.aspose.threed/node) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) | **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);

### splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes) {#splitMesh-com.aspose.threed.Node-com.aspose.threed.SplitMeshPolicy-boolean-}

public static void splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. Perform mesh splitting on a node

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| node | [Node](../../com.aspose.threed/node) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) |  |
| createChildNodes | boolean | Create child nodes for each sub-mesh. **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);

### splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes, boolean removeOldMesh) {#splitMesh-com.aspose.threed.Node-com.aspose.threed.SplitMeshPolicy-boolean-boolean-}

public static void splitMesh(Node node, SplitMeshPolicy policy, boolean createChildNodes, boolean removeOldMesh)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. Perform mesh splitting on a node

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| node | [Node](../../com.aspose.threed/node) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) |  |
| createChildNodes | boolean | Create child nodes for each sub-mesh. |
| removeOldMesh | boolean | Remove the old mesh after split, if this parameter is false, the old and new meshes will co-exists. **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);

### splitMesh(Scene scene, SplitMeshPolicy policy) {#splitMesh-com.aspose.threed.Scene-com.aspose.threed.SplitMeshPolicy-}

public static void splitMesh(Scene scene, SplitMeshPolicy policy)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. Perform mesh splitting on all nodes of the scene.

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| scene | [Scene](../../com.aspose.threed/scene) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) | **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);

### splitMesh(Scene scene, SplitMeshPolicy policy, boolean removeOldMesh) {#splitMesh-com.aspose.threed.Scene-com.aspose.threed.SplitMeshPolicy-boolean-}

public static void splitMesh(Scene scene, SplitMeshPolicy policy, boolean removeOldMesh)



Split mesh into sub-meshes by [VertexElementMaterial](../../com.aspose.threed/vertexelementmaterial). Each sub-mesh will use only one material. Perform mesh splitting on all nodes of the scene.

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| scene | [Scene](../../com.aspose.threed/scene) |  |
| policy | [SplitMeshPolicy](../../com.aspose.threed/splitmeshpolicy) |  |
| removeOldMesh | boolean | **Example:** The following code shows how to split a box into sub meshes using material indices.

// Create a mesh of box(A box is composed by 6 planes) Mesh box = (new Box()).toMesh(); // Create a material element on this mesh VertexElementMaterial mat = (VertexElementMaterial)box.createElement(VertexElementType.MATERIAL, MappingMode.POLYGON, ReferenceMode.INDEX); // And specify different material index for each plane mat.setIndices(new int[] { 0, 1, 2, 3, 4, 5 }); // Now split it into 6 sub meshes, we specified 6 different materials on each plane, each plane will become a sub mesh. // We used the CloneData policy, each plane will has the same control point information or control point-based vertex element information. Mesh[] planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.CLONE_DATA);

		// Now split it into 2 sub meshes, first mesh will contains 0/1/2 planes, and second mesh will contains the 3/4/5th planes.
		mat.setIndices(new int[] { 0, 0, 0, 1, 1, 1 });
		// We used the CompactData policy, each plane will has its own control point information or control point-based vertex element information.
		planes = PolygonModifier.splitMesh(box, SplitMeshPolicy.COMPACT_DATA);

### toString() {#toString--}

public String toString()





**Returns:**
java.lang.String
### triangulate(Mesh mesh) {#triangulate-com.aspose.threed.Mesh-}

public static Mesh triangulate(Mesh mesh)



Convert a polygon-based mesh into full triangle mesh

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| mesh | [Mesh](../../com.aspose.threed/mesh) | The original non-triangle mesh |

**Returns:**
[Mesh](../../com.aspose.threed/mesh) - The generated new triangle mesh **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");
### triangulate(Scene scene) {#triangulate-com.aspose.threed.Scene-}

public static void triangulate(Scene scene)



Convert all polygon-based meshes into full triangle mesh

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| scene | [Scene](../../com.aspose.threed/scene) | The scene to process **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");

### triangulate(List<Vector4> controlPoints) {#triangulate-java.util.List-com.aspose.threed.Vector4--}

public static int[][] triangulate(List controlPoints)



Convert a polygon into triangles, the order of the polygon is defined by the `controlPoints`

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| controlPoints | java.util.List<com.aspose.threed.Vector4> | Control points of the mesh |

**Returns:**
int[][] - A set of triangles **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");
### triangulate(List<Vector4> controlPoints, int[] polygon) {#triangulate-java.util.List-com.aspose.threed.Vector4--int---}

public static int[][] triangulate(List controlPoints, int[] polygon)



Convert a polygon into triangles

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| controlPoints | java.util.List<com.aspose.threed.Vector4> | Control points of the mesh |
| polygon | int[] | Polygon face |

**Returns:**
int[][] - A set of triangles **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");
### triangulate(List<Vector4> controlPoints, List<int[]> polygons) {#triangulate-java.util.List-com.aspose.threed.Vector4--java.util.List-int----}

public static int[][] triangulate(List controlPoints, List<int[]> polygons)



Convert a polygon-based mesh into triangles

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| controlPoints | java.util.List<com.aspose.threed.Vector4> | Control points of the mesh |
| polygons | java.util.List<int[]> | Polygon faces |

**Returns:**
int[][] - A set of triangles **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");
### triangulate(List<Vector4> controlPoints, List<int[]> polygons, boolean generateNormals, Vector3[][] nor_out) {#triangulate-java.util.List-com.aspose.threed.Vector4--java.util.List-int----boolean-com.aspose.threed.Vector3-----}

public static int[][] triangulate(List controlPoints, List<int[]> polygons, boolean generateNormals, Vector3[][] nor_out)



Convert a polygon-based mesh into full triangle mesh

**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| controlPoints | java.util.List<com.aspose.threed.Vector4> | Control points of the mesh |
| polygons | java.util.List<int[]> | Polygon faces |
| generateNormals | boolean | Generate normals |
| nor_out | [Vector3\[\]](../../com.aspose.threed/vector3) | Generated Per-control point normal |

**Returns:**
int[][] - A set of triangles **Example:** The following code shows how to merge all objects from a scene into a single mesh.

var mesh = new Cylinder().toMesh();

	//Triangulate this quadrangle-based mesh to triangle-based
	mesh = PolygonModifier.triangulate(mesh);

	var scene = new Scene(mesh);

     scene.save("test.obj");
### wait() {#wait--}

public final void wait()





### wait(long arg0) {#wait-long-}

public final void wait(long arg0)





**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| arg0 | long |  |

### wait(long arg0, int arg1) {#wait-long-int-}

public final void wait(long arg0, int arg1)





**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| arg0 | long |  |
| arg1 | int |  |