HGamer3D-Ogre-Binding-0.2.0: HGamer3D/Bindings/Ogre/ClassLight.hs
-- GENERATED by C->Haskell Compiler, version 0.16.3 Crystal Seed, 24 Jan 2009 (Haskell)
-- Edit the ORIGNAL .chs file instead!
{-# LINE 1 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}{-# LANGUAGE ForeignFunctionInterface #-}
{-# LANGUAGE TypeSynonymInstances #-}
-- This source file is part of HGamer3D
-- (A project to enable 3D game development in Haskell)
-- For the latest info, see http://www.althainz.de/HGamer3D.html
--
-- (c) 2011, 2012 Peter Althainz
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- ClassLight.chs
--
module HGamer3D.Bindings.Ogre.ClassLight where
import Foreign
import Foreign.Ptr
import Foreign.C
import HGamer3D.Data.HG3DClass
import HGamer3D.Data.Vector
import HGamer3D.Data.Colour
import HGamer3D.Data.Angle
import HGamer3D.Bindings.Ogre.Utils
{-# LINE 40 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.ClassPtr
{-# LINE 41 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.StructHG3DClass
{-# LINE 42 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.EnumLightType
{-# LINE 43 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.StructColour
{-# LINE 44 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.StructVec3
{-# LINE 45 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
import HGamer3D.Bindings.Ogre.StructRadians
{-# LINE 46 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function Light2 -}
new :: String -> IO (HG3DClass)
new a1 =
withCString a1 $ \a1' ->
alloca $ \a2' ->
new'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
{-# LINE 52 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function ~Light -}
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
{-# LINE 56 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setType -}
setType :: HG3DClass -> EnumLightType -> IO ()
setType a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = cIntFromEnum a2} in
setType'_ a1' a2' >>= \res ->
return ()
{-# LINE 61 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getType -}
getType :: HG3DClass -> IO (EnumLightType)
getType a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getType'_ a1' a2' >>= \res ->
peekEnumUtil a2'>>= \a2'' ->
return (a2'')
{-# LINE 66 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setDiffuseColour -}
setDiffuseColour :: HG3DClass -> Float -> Float -> Float -> IO ()
setDiffuseColour a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setDiffuseColour'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 73 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setDiffuseColour2 -}
setDiffuseColour2 :: HG3DClass -> Colour -> IO ()
setDiffuseColour2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
setDiffuseColour2'_ a1' a2' >>= \res ->
return ()
{-# LINE 78 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getDiffuseColour -}
getDiffuseColour :: HG3DClass -> IO (Colour)
getDiffuseColour a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDiffuseColour'_ a1' a2' >>= \res ->
peekColour a2'>>= \a2'' ->
return (a2'')
{-# LINE 83 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpecularColour -}
setSpecularColour :: HG3DClass -> Float -> Float -> Float -> IO ()
setSpecularColour a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setSpecularColour'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 90 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpecularColour2 -}
setSpecularColour2 :: HG3DClass -> Colour -> IO ()
setSpecularColour2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
setSpecularColour2'_ a1' a2' >>= \res ->
return ()
{-# LINE 95 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getSpecularColour -}
getSpecularColour :: HG3DClass -> IO (Colour)
getSpecularColour a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpecularColour'_ a1' a2' >>= \res ->
peekColour a2'>>= \a2'' ->
return (a2'')
{-# LINE 100 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setAttenuation -}
setAttenuation :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
setAttenuation a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
setAttenuation'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
{-# LINE 108 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getAttenuationRange -}
getAttenuationRange :: HG3DClass -> IO (Float)
getAttenuationRange a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationRange'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 113 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getAttenuationConstant -}
getAttenuationConstant :: HG3DClass -> IO (Float)
getAttenuationConstant a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationConstant'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 118 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getAttenuationLinear -}
getAttenuationLinear :: HG3DClass -> IO (Float)
getAttenuationLinear a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationLinear'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 123 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getAttenuationQuadric -}
getAttenuationQuadric :: HG3DClass -> IO (Float)
getAttenuationQuadric a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationQuadric'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 128 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setPosition -}
setPosition :: HG3DClass -> Float -> Float -> Float -> IO ()
setPosition a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setPosition'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 135 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setPosition2 -}
setPosition2 :: HG3DClass -> Vec3 -> IO ()
setPosition2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setPosition2'_ a1' a2' >>= \res ->
return ()
{-# LINE 140 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getPosition -}
getPosition :: HG3DClass -> IO (Vec3)
getPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 145 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setDirection -}
setDirection :: HG3DClass -> Float -> Float -> Float -> IO ()
setDirection a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setDirection'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 152 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setDirection2 -}
setDirection2 :: HG3DClass -> Vec3 -> IO ()
setDirection2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setDirection2'_ a1' a2' >>= \res ->
return ()
{-# LINE 157 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getDirection -}
getDirection :: HG3DClass -> IO (Vec3)
getDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 162 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpotlightRange -}
setSpotlightRange :: HG3DClass -> Radians -> Radians -> Float -> IO ()
setSpotlightRange a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
withRadians a3 $ \a3' ->
let {a4' = realToFrac a4} in
setSpotlightRange'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 169 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getSpotlightInnerAngle -}
getSpotlightInnerAngle :: HG3DClass -> IO (Radians)
getSpotlightInnerAngle a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightInnerAngle'_ a1' a2' >>= \res ->
peekRadians a2'>>= \a2'' ->
return (a2'')
{-# LINE 174 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getSpotlightOuterAngle -}
getSpotlightOuterAngle :: HG3DClass -> IO (Radians)
getSpotlightOuterAngle a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightOuterAngle'_ a1' a2' >>= \res ->
peekRadians a2'>>= \a2'' ->
return (a2'')
{-# LINE 179 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getSpotlightFalloff -}
getSpotlightFalloff :: HG3DClass -> IO (Float)
getSpotlightFalloff a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightFalloff'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 184 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpotlightInnerAngle -}
setSpotlightInnerAngle :: HG3DClass -> Radians -> IO ()
setSpotlightInnerAngle a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
setSpotlightInnerAngle'_ a1' a2' >>= \res ->
return ()
{-# LINE 189 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpotlightOuterAngle -}
setSpotlightOuterAngle :: HG3DClass -> Radians -> IO ()
setSpotlightOuterAngle a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
setSpotlightOuterAngle'_ a1' a2' >>= \res ->
return ()
{-# LINE 194 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpotlightFalloff -}
setSpotlightFalloff :: HG3DClass -> Float -> IO ()
setSpotlightFalloff a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setSpotlightFalloff'_ a1' a2' >>= \res ->
return ()
{-# LINE 199 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setSpotlightNearClipDistance -}
setSpotlightNearClipDistance :: HG3DClass -> Float -> IO ()
setSpotlightNearClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setSpotlightNearClipDistance'_ a1' a2' >>= \res ->
return ()
{-# LINE 204 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getSpotlightNearClipDistance -}
getSpotlightNearClipDistance :: HG3DClass -> IO (Float)
getSpotlightNearClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightNearClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 209 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setPowerScale -}
setPowerScale :: HG3DClass -> Float -> IO ()
setPowerScale a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setPowerScale'_ a1' a2' >>= \res ->
return ()
{-# LINE 214 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getPowerScale -}
getPowerScale :: HG3DClass -> IO (Float)
getPowerScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPowerScale'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 219 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getMovableType -}
getMovableType :: HG3DClass -> IO (String)
getMovableType a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getMovableType'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
{-# LINE 224 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getDerivedPosition -}
getDerivedPosition :: HG3DClass -> Bool -> IO (Vec3)
getDerivedPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
alloca $ \a3' ->
getDerivedPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
{-# LINE 230 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getDerivedDirection -}
getDerivedDirection :: HG3DClass -> IO (Vec3)
getDerivedDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 235 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setVisible -}
setVisible :: HG3DClass -> Bool -> IO ()
setVisible a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setVisible'_ a1' a2' >>= \res ->
return ()
{-# LINE 240 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getBoundingRadius -}
getBoundingRadius :: HG3DClass -> IO (Float)
getBoundingRadius a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getBoundingRadius'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 245 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getTypeFlags -}
getTypeFlags :: HG3DClass -> IO (Int)
getTypeFlags a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTypeFlags'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 250 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function resetCustomShadowCameraSetup -}
resetCustomShadowCameraSetup :: HG3DClass -> IO ()
resetCustomShadowCameraSetup a1 =
withHG3DClass a1 $ \a1' ->
resetCustomShadowCameraSetup'_ a1' >>= \res ->
return ()
{-# LINE 254 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setShadowFarDistance -}
setShadowFarDistance :: HG3DClass -> Float -> IO ()
setShadowFarDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowFarDistance'_ a1' a2' >>= \res ->
return ()
{-# LINE 259 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function resetShadowFarDistance -}
resetShadowFarDistance :: HG3DClass -> IO ()
resetShadowFarDistance a1 =
withHG3DClass a1 $ \a1' ->
resetShadowFarDistance'_ a1' >>= \res ->
return ()
{-# LINE 263 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getShadowFarDistance -}
getShadowFarDistance :: HG3DClass -> IO (Float)
getShadowFarDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 268 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getShadowFarDistanceSquared -}
getShadowFarDistanceSquared :: HG3DClass -> IO (Float)
getShadowFarDistanceSquared a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarDistanceSquared'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 273 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setShadowNearClipDistance -}
setShadowNearClipDistance :: HG3DClass -> Float -> IO ()
setShadowNearClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowNearClipDistance'_ a1' a2' >>= \res ->
return ()
{-# LINE 278 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getShadowNearClipDistance -}
getShadowNearClipDistance :: HG3DClass -> IO (Float)
getShadowNearClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowNearClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 283 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function setShadowFarClipDistance -}
setShadowFarClipDistance :: HG3DClass -> Float -> IO ()
setShadowFarClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowFarClipDistance'_ a1' a2' >>= \res ->
return ()
{-# LINE 288 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
{- function getShadowFarClipDistance -}
getShadowFarClipDistance :: HG3DClass -> IO (Float)
getShadowFarClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 293 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_construct"
new'_ :: ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setType"
setType'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getType"
getType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDiffuseColour"
setDiffuseColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDiffuseColour2"
setDiffuseColour2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDiffuseColour"
getDiffuseColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpecularColour"
setSpecularColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpecularColour2"
setSpecularColour2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpecularColour"
getSpecularColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setAttenuation"
setAttenuation'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationRange"
getAttenuationRange'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationConstant"
getAttenuationConstant'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationLinear"
getAttenuationLinear'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationQuadric"
getAttenuationQuadric'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPosition"
setPosition'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPosition2"
setPosition2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getPosition"
getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDirection"
setDirection'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDirection2"
setDirection2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDirection"
getDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightRange"
setSpotlightRange'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> ((RadiansPtr) -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightInnerAngle"
getSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightOuterAngle"
getSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightFalloff"
getSpotlightFalloff'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightInnerAngle"
setSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightOuterAngle"
setSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightFalloff"
setSpotlightFalloff'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightNearClipDistance"
setSpotlightNearClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightNearClipDistance"
getSpotlightNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPowerScale"
setPowerScale'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getPowerScale"
getPowerScale'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getMovableType"
getMovableType'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDerivedPosition"
getDerivedPosition'_ :: ((HG3DClassPtr) -> (CInt -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDerivedDirection"
getDerivedDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setVisible"
setVisible'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getBoundingRadius"
getBoundingRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getTypeFlags"
getTypeFlags'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_resetCustomShadowCameraSetup"
resetCustomShadowCameraSetup'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowFarDistance"
setShadowFarDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_resetShadowFarDistance"
resetShadowFarDistance'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarDistance"
getShadowFarDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarDistanceSquared"
getShadowFarDistanceSquared'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowNearClipDistance"
setShadowNearClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowNearClipDistance"
getShadowNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowFarClipDistance"
setShadowFarClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarClipDistance"
getShadowFarClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))