HGamer3D-Ogre-Binding-0.2.1: HGamer3D/Bindings/Ogre/ClassNode.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\\ClassNode.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) 2011-2013 Peter Althainz
--
-- The files are part of HGamer3D (www.hgamer3d.org)
--
-- 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.
--
-- ClassNode.chs
--
module HGamer3D.Bindings.Ogre.ClassNode 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 42 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.ClassPtr
{-# LINE 43 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructHG3DClass
{-# LINE 44 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructQuaternion
{-# LINE 45 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructVec3
{-# LINE 46 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.EnumNodeTransformSpace
{-# LINE 47 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructRadians
{-# LINE 48 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function ~Node -}
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
{-# LINE 53 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getName -}
getName :: HG3DClass -> IO (String)
getName a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getName'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
{-# LINE 58 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getParent -}
getParent :: HG3DClass -> IO (HG3DClass)
getParent a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getParent'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
{-# LINE 63 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getOrientation -}
getOrientation :: HG3DClass -> IO (Quaternion)
getOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
{-# LINE 68 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setOrientation -}
setOrientation :: HG3DClass -> Quaternion -> IO ()
setOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
setOrientation'_ a1' a2' >>= \res ->
return ()
{-# LINE 73 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setOrientation2 -}
setOrientation2 :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
setOrientation2 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
setOrientation2'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
{-# LINE 81 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function resetOrientation -}
resetOrientation :: HG3DClass -> IO ()
resetOrientation a1 =
withHG3DClass a1 $ \a1' ->
resetOrientation'_ a1' >>= \res ->
return ()
{-# LINE 85 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setPosition -}
setPosition :: HG3DClass -> Vec3 -> IO ()
setPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setPosition'_ a1' a2' >>= \res ->
return ()
{-# LINE 90 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setPosition2 -}
setPosition2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setPosition2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setPosition2'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 97 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getPosition -}
getPosition :: HG3DClass -> IO (Vec3)
getPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 102 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setScale -}
setScale :: HG3DClass -> Vec3 -> IO ()
setScale a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setScale'_ a1' a2' >>= \res ->
return ()
{-# LINE 107 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setScale2 -}
setScale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setScale2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setScale2'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 114 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getScale -}
getScale :: HG3DClass -> IO (Vec3)
getScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getScale'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 119 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setInheritOrientation -}
setInheritOrientation :: HG3DClass -> Bool -> IO ()
setInheritOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setInheritOrientation'_ a1' a2' >>= \res ->
return ()
{-# LINE 124 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getInheritOrientation -}
getInheritOrientation :: HG3DClass -> IO (Bool)
getInheritOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInheritOrientation'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
{-# LINE 129 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setInheritScale -}
setInheritScale :: HG3DClass -> Bool -> IO ()
setInheritScale a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setInheritScale'_ a1' a2' >>= \res ->
return ()
{-# LINE 134 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getInheritScale -}
getInheritScale :: HG3DClass -> IO (Bool)
getInheritScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInheritScale'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
{-# LINE 139 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function scale -}
scale :: HG3DClass -> Vec3 -> IO ()
scale a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
scale'_ a1' a2' >>= \res ->
return ()
{-# LINE 144 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function scale2 -}
scale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
scale2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
scale2'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 151 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function translate -}
translate :: HG3DClass -> Vec3 -> EnumNodeTransformSpace -> IO ()
translate a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
translate'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 157 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function translate2 -}
translate2 :: HG3DClass -> Float -> Float -> Float -> EnumNodeTransformSpace -> IO ()
translate2 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' = cIntFromEnum a5} in
translate2'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
{-# LINE 165 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function roll -}
roll :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
roll a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
roll'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 171 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function pitch -}
pitch :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
pitch a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
pitch'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 177 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function yaw -}
yaw :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
yaw a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
yaw'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 183 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function rotate -}
rotate :: HG3DClass -> Vec3 -> Radians -> EnumNodeTransformSpace -> IO ()
rotate a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withRadians a3 $ \a3' ->
let {a4' = cIntFromEnum a4} in
rotate'_ a1' a2' a3' a4' >>= \res ->
return ()
{-# LINE 190 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function rotate2 -}
rotate2 :: HG3DClass -> Quaternion -> EnumNodeTransformSpace -> IO ()
rotate2 a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
rotate2'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 196 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function createChild -}
createChild :: HG3DClass -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
alloca $ \a4' ->
createChild'_ a1' a2' a3' a4' >>= \res ->
peek a4'>>= \a4'' ->
return (a4'')
{-# LINE 203 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function createChild2 -}
createChild2 :: HG3DClass -> String -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
withVec3 a3 $ \a3' ->
withQuaternion a4 $ \a4' ->
alloca $ \a5' ->
createChild2'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
{-# LINE 211 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function addChild -}
addChild :: HG3DClass -> HG3DClass -> IO ()
addChild a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
addChild'_ a1' a2' >>= \res ->
return ()
{-# LINE 216 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function numChildren -}
numChildren :: HG3DClass -> IO (Int)
numChildren a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
numChildren'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
{-# LINE 221 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getChild -}
getChild :: HG3DClass -> Int -> IO (HG3DClass)
getChild a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
getChild'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
{-# LINE 227 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getChild2 -}
getChild2 :: HG3DClass -> String -> IO (HG3DClass)
getChild2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
getChild2'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
{-# LINE 233 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function removeChild -}
removeChild :: HG3DClass -> Int -> IO (HG3DClass)
removeChild a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
removeChild'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
{-# LINE 239 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function removeChild2 -}
removeChild2 :: HG3DClass -> HG3DClass -> IO (HG3DClass)
removeChild2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
alloca $ \a3' ->
removeChild2'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
{-# LINE 245 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function removeChild3 -}
removeChild3 :: HG3DClass -> String -> IO (HG3DClass)
removeChild3 a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
removeChild3'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
{-# LINE 251 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function removeAllChildren -}
removeAllChildren :: HG3DClass -> IO ()
removeAllChildren a1 =
withHG3DClass a1 $ \a1' ->
removeAllChildren'_ a1' >>= \res ->
return ()
{-# LINE 255 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function setInitialState -}
setInitialState :: HG3DClass -> IO ()
setInitialState a1 =
withHG3DClass a1 $ \a1' ->
setInitialState'_ a1' >>= \res ->
return ()
{-# LINE 259 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function resetToInitialState -}
resetToInitialState :: HG3DClass -> IO ()
resetToInitialState a1 =
withHG3DClass a1 $ \a1' ->
resetToInitialState'_ a1' >>= \res ->
return ()
{-# LINE 263 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getInitialPosition -}
getInitialPosition :: HG3DClass -> IO (Vec3)
getInitialPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 268 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function convertWorldToLocalPosition -}
convertWorldToLocalPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertWorldToLocalPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
convertWorldToLocalPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
{-# LINE 274 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function convertLocalToWorldPosition -}
convertLocalToWorldPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertLocalToWorldPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
convertLocalToWorldPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
{-# LINE 280 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function convertWorldToLocalOrientation -}
convertWorldToLocalOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertWorldToLocalOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
alloca $ \a3' ->
convertWorldToLocalOrientation'_ a1' a2' a3' >>= \res ->
peekQuaternion a3'>>= \a3'' ->
return (a3'')
{-# LINE 286 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function convertLocalToWorldOrientation -}
convertLocalToWorldOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertLocalToWorldOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
alloca $ \a3' ->
convertLocalToWorldOrientation'_ a1' a2' a3' >>= \res ->
peekQuaternion a3'>>= \a3'' ->
return (a3'')
{-# LINE 292 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getInitialOrientation -}
getInitialOrientation :: HG3DClass -> IO (Quaternion)
getInitialOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
{-# LINE 297 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getInitialScale -}
getInitialScale :: HG3DClass -> IO (Vec3)
getInitialScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialScale'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
{-# LINE 302 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function getSquaredViewDepth -}
getSquaredViewDepth :: HG3DClass -> HG3DClass -> IO (Float)
getSquaredViewDepth a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
alloca $ \a3' ->
getSquaredViewDepth'_ a1' a2' a3' >>= \res ->
peekFloatConv a3'>>= \a3'' ->
return (a3'')
{-# LINE 308 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function needUpdate -}
needUpdate :: HG3DClass -> Bool -> IO ()
needUpdate a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
needUpdate'_ a1' a2' >>= \res ->
return ()
{-# LINE 313 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function requestUpdate -}
requestUpdate :: HG3DClass -> HG3DClass -> Bool -> IO ()
requestUpdate a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
let {a3' = fromBool a3} in
requestUpdate'_ a1' a2' a3' >>= \res ->
return ()
{-# LINE 319 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function cancelUpdate -}
cancelUpdate :: HG3DClass -> HG3DClass -> IO ()
cancelUpdate a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
cancelUpdate'_ a1' a2' >>= \res ->
return ()
{-# LINE 324 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function queueNeedUpdate -}
queueNeedUpdate :: HG3DClass -> IO ()
queueNeedUpdate a1 =
withHG3DClass a1 $ \a1' ->
queueNeedUpdate'_ a1' >>= \res ->
return ()
{-# LINE 328 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
{- function processQueuedUpdates -}
processQueuedUpdates :: IO ()
processQueuedUpdates =
processQueuedUpdates'_ >>= \res ->
return ()
{-# LINE 332 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getName"
getName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getParent"
getParent'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getOrientation"
getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation"
setOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation2"
setOrientation2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetOrientation"
resetOrientation'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition"
setPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition2"
setPosition2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getPosition"
getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale"
setScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale2"
setScale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getScale"
getScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritOrientation"
setInheritOrientation'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritOrientation"
getInheritOrientation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritScale"
setInheritScale'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritScale"
getInheritScale'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale"
scale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale2"
scale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate"
translate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate2"
translate2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CInt -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_roll"
roll'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_pitch"
pitch'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_yaw"
yaw'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate"
rotate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((RadiansPtr) -> (CInt -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate2"
rotate2'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild"
createChild'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild2"
createChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_addChild"
addChild'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_numChildren"
numChildren'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild"
getChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild2"
getChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild"
removeChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild2"
removeChild2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild3"
removeChild3'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeAllChildren"
removeAllChildren'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInitialState"
setInitialState'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetToInitialState"
resetToInitialState'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialPosition"
getInitialPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalPosition"
convertWorldToLocalPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldPosition"
convertLocalToWorldPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalOrientation"
convertWorldToLocalOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldOrientation"
convertLocalToWorldOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialOrientation"
getInitialOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialScale"
getInitialScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getSquaredViewDepth"
getSquaredViewDepth'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_needUpdate"
needUpdate'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_requestUpdate"
requestUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_cancelUpdate"
cancelUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_queueNeedUpdate"
queueNeedUpdate'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_processQueuedUpdates"
processQueuedUpdates'_ :: (IO ())