module HGamer3D.Bindings.Bullet.ClassRigidBody 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.Bullet.Utils
import HGamer3D.Bindings.Bullet.ClassPtr
import HGamer3D.Bindings.Bullet.StructHG3DClass
import HGamer3D.Bindings.Bullet.StructVec3
import HGamer3D.Bindings.Bullet.StructQuaternion
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
saveKinematicState :: HG3DClass -> Float -> IO ()
saveKinematicState a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
saveKinematicState'_ a1' a2' >>= \res ->
return ()
applyGravity :: HG3DClass -> IO ()
applyGravity a1 =
withHG3DClass a1 $ \a1' ->
applyGravity'_ a1' >>= \res ->
return ()
setGravity :: HG3DClass -> Vec3 -> IO ()
setGravity a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setGravity'_ a1' a2' >>= \res ->
return ()
getGravity :: HG3DClass -> IO (Vec3)
getGravity a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getGravity'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setDamping :: HG3DClass -> Float -> Float -> IO ()
setDamping a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
setDamping'_ a1' a2' a3' >>= \res ->
return ()
getLinearDamping :: HG3DClass -> IO (Float)
getLinearDamping a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLinearDamping'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAngularDamping :: HG3DClass -> IO (Float)
getAngularDamping a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAngularDamping'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getLinearSleepingThreshold :: HG3DClass -> IO (Float)
getLinearSleepingThreshold a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLinearSleepingThreshold'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAngularSleepingThreshold :: HG3DClass -> IO (Float)
getAngularSleepingThreshold a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAngularSleepingThreshold'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
applyDamping :: HG3DClass -> Float -> IO ()
applyDamping a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
applyDamping'_ a1' a2' >>= \res ->
return ()
setMassProps :: HG3DClass -> Float -> Vec3 -> IO ()
setMassProps a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
withVec3 a3 $ \a3' ->
setMassProps'_ a1' a2' a3' >>= \res ->
return ()
getLinearFactor :: HG3DClass -> IO (Vec3)
getLinearFactor a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLinearFactor'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setLinearFactor :: HG3DClass -> Vec3 -> IO ()
setLinearFactor a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setLinearFactor'_ a1' a2' >>= \res ->
return ()
getInvMass :: HG3DClass -> IO (Float)
getInvMass a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInvMass'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
integrateVelocities :: HG3DClass -> Float -> IO ()
integrateVelocities a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
integrateVelocities'_ a1' a2' >>= \res ->
return ()
applyCentralForce :: HG3DClass -> Vec3 -> IO ()
applyCentralForce a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
applyCentralForce'_ a1' a2' >>= \res ->
return ()
getTotalForce :: HG3DClass -> IO (Vec3)
getTotalForce a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTotalForce'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getTotalTorque :: HG3DClass -> IO (Vec3)
getTotalTorque a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTotalTorque'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getInvInertiaDiagLocal :: HG3DClass -> IO (Vec3)
getInvInertiaDiagLocal a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInvInertiaDiagLocal'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setInvInertiaDiagLocal :: HG3DClass -> Vec3 -> IO ()
setInvInertiaDiagLocal a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setInvInertiaDiagLocal'_ a1' a2' >>= \res ->
return ()
setSleepingThresholds :: HG3DClass -> Float -> Float -> IO ()
setSleepingThresholds a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
setSleepingThresholds'_ a1' a2' a3' >>= \res ->
return ()
applyTorque :: HG3DClass -> Vec3 -> IO ()
applyTorque a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
applyTorque'_ a1' a2' >>= \res ->
return ()
applyForce :: HG3DClass -> Vec3 -> Vec3 -> IO ()
applyForce a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withVec3 a3 $ \a3' ->
applyForce'_ a1' a2' a3' >>= \res ->
return ()
applyCentralImpulse :: HG3DClass -> Vec3 -> IO ()
applyCentralImpulse a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
applyCentralImpulse'_ a1' a2' >>= \res ->
return ()
applyTorqueImpulse :: HG3DClass -> Vec3 -> IO ()
applyTorqueImpulse a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
applyTorqueImpulse'_ a1' a2' >>= \res ->
return ()
applyImpulse :: HG3DClass -> Vec3 -> Vec3 -> IO ()
applyImpulse a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withVec3 a3 $ \a3' ->
applyImpulse'_ a1' a2' a3' >>= \res ->
return ()
clearForces :: HG3DClass -> IO ()
clearForces a1 =
withHG3DClass a1 $ \a1' ->
clearForces'_ a1' >>= \res ->
return ()
updateInertiaTensor :: HG3DClass -> IO ()
updateInertiaTensor a1 =
withHG3DClass a1 $ \a1' ->
updateInertiaTensor'_ a1' >>= \res ->
return ()
getCenterOfMassPosition :: HG3DClass -> IO (Vec3)
getCenterOfMassPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getCenterOfMassPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getOrientation :: HG3DClass -> IO (Quaternion)
getOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
getLinearVelocity :: HG3DClass -> IO (Vec3)
getLinearVelocity a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLinearVelocity'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getAngularVelocity :: HG3DClass -> IO (Vec3)
getAngularVelocity a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAngularVelocity'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setLinearVelocity :: HG3DClass -> Vec3 -> IO ()
setLinearVelocity a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setLinearVelocity'_ a1' a2' >>= \res ->
return ()
setAngularVelocity :: HG3DClass -> Vec3 -> IO ()
setAngularVelocity a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setAngularVelocity'_ a1' a2' >>= \res ->
return ()
getVelocityInLocalPoint :: HG3DClass -> Vec3 -> IO (Vec3)
getVelocityInLocalPoint a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
getVelocityInLocalPoint'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
translate :: HG3DClass -> Vec3 -> IO ()
translate a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
translate'_ a1' a2' >>= \res ->
return ()
getAabb :: HG3DClass -> IO (Vec3, Vec3)
getAabb a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
alloca $ \a3' ->
getAabb'_ a1' a2' a3' >>= \res ->
peekVec3 a2'>>= \a2'' ->
peekVec3 a3'>>= \a3'' ->
return (a2'', a3'')
getMotionState :: HG3DClass -> IO (HG3DClass)
getMotionState a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getMotionState'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
getMotionState2 :: HG3DClass -> IO (HG3DClass)
getMotionState2 a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getMotionState2'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setMotionState :: HG3DClass -> HG3DClass -> IO ()
setMotionState a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
setMotionState'_ a1' a2' >>= \res ->
return ()
setAngularFactor :: HG3DClass -> Vec3 -> IO ()
setAngularFactor a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setAngularFactor'_ a1' a2' >>= \res ->
return ()
setAngularFactor2 :: HG3DClass -> Float -> IO ()
setAngularFactor2 a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setAngularFactor2'_ a1' a2' >>= \res ->
return ()
getAngularFactor :: HG3DClass -> IO (Vec3)
getAngularFactor a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAngularFactor'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
isInWorld :: HG3DClass -> IO (Bool)
isInWorld a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
isInWorld'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getNumConstraintRefs :: HG3DClass -> IO (Int)
getNumConstraintRefs a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getNumConstraintRefs'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
setFlags :: HG3DClass -> Int -> IO ()
setFlags a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
setFlags'_ a1' a2' >>= \res ->
return ()
getFlags :: HG3DClass -> IO (Int)
getFlags a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getFlags'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
computeGyroscopicForce :: HG3DClass -> Float -> IO (Vec3)
computeGyroscopicForce a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
alloca $ \a3' ->
computeGyroscopicForce'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
calculateSerializeBufferSize :: HG3DClass -> IO (Int)
calculateSerializeBufferSize a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
calculateSerializeBufferSize'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_saveKinematicState"
saveKinematicState'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyGravity"
applyGravity'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setGravity"
setGravity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getGravity"
getGravity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setDamping"
setDamping'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearDamping"
getLinearDamping'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularDamping"
getAngularDamping'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearSleepingThreshold"
getLinearSleepingThreshold'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularSleepingThreshold"
getAngularSleepingThreshold'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyDamping"
applyDamping'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setMassProps"
setMassProps'_ :: ((HG3DClassPtr) -> (CFloat -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearFactor"
getLinearFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setLinearFactor"
setLinearFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getInvMass"
getInvMass'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_integrateVelocities"
integrateVelocities'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyCentralForce"
applyCentralForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getTotalForce"
getTotalForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getTotalTorque"
getTotalTorque'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getInvInertiaDiagLocal"
getInvInertiaDiagLocal'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setInvInertiaDiagLocal"
setInvInertiaDiagLocal'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setSleepingThresholds"
setSleepingThresholds'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyTorque"
applyTorque'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyForce"
applyForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyCentralImpulse"
applyCentralImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyTorqueImpulse"
applyTorqueImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyImpulse"
applyImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_clearForces"
clearForces'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_updateInertiaTensor"
updateInertiaTensor'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getCenterOfMassPosition"
getCenterOfMassPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getOrientation"
getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearVelocity"
getLinearVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularVelocity"
getAngularVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setLinearVelocity"
setLinearVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularVelocity"
setAngularVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getVelocityInLocalPoint"
getVelocityInLocalPoint'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_translate"
translate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAabb"
getAabb'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getMotionState"
getMotionState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getMotionState2"
getMotionState2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setMotionState"
setMotionState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularFactor"
setAngularFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularFactor2"
setAngularFactor2'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularFactor"
getAngularFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_isInWorld"
isInWorld'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getNumConstraintRefs"
getNumConstraintRefs'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setFlags"
setFlags'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getFlags"
getFlags'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_computeGyroscopicForce"
computeGyroscopicForce'_ :: ((HG3DClassPtr) -> (CFloat -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_calculateSerializeBufferSize"
calculateSerializeBufferSize'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))