module HGamer3D.Bindings.Bullet.ClassHG3DRigidBodyCreator 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
createSphere :: Float -> Vec3 -> Quaternion -> Float -> IO (HG3DClass)
createSphere a1 a2 a3 a4 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
let {a4' = realToFrac a4} in
alloca $ \a5' ->
createSphere'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
createBox :: Float -> Vec3 -> Quaternion -> Vec3 -> IO (HG3DClass)
createBox a1 a2 a3 a4 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
withVec3 a4 $ \a4' ->
alloca $ \a5' ->
createBox'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
createCylinder :: Float -> Vec3 -> Quaternion -> Vec3 -> IO (HG3DClass)
createCylinder a1 a2 a3 a4 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
withVec3 a4 $ \a4' ->
alloca $ \a5' ->
createCylinder'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
createCapsule :: Float -> Vec3 -> Quaternion -> Float -> Float -> IO (HG3DClass)
createCapsule a1 a2 a3 a4 a5 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
alloca $ \a6' ->
createCapsule'_ a1' a2' a3' a4' a5' a6' >>= \res ->
peek a6'>>= \a6'' ->
return (a6'')
createCone :: Float -> Vec3 -> Quaternion -> Float -> Float -> IO (HG3DClass)
createCone a1 a2 a3 a4 a5 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
alloca $ \a6' ->
createCone'_ a1' a2' a3' a4' a5' a6' >>= \res ->
peek a6'>>= \a6'' ->
return (a6'')
createStaticPlane :: Float -> Vec3 -> Quaternion -> Vec3 -> IO (HG3DClass)
createStaticPlane a1 a2 a3 a4 =
let {a1' = realToFrac a1} in
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
withVec3 a4 $ \a4' ->
alloca $ \a5' ->
createStaticPlane'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createSphere"
createSphere'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> (CFloat -> ((HG3DClassPtr) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createBox"
createBox'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((Vec3Ptr) -> ((HG3DClassPtr) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createCylinder"
createCylinder'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((Vec3Ptr) -> ((HG3DClassPtr) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createCapsule"
createCapsule'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> (CFloat -> (CFloat -> ((HG3DClassPtr) -> (IO ())))))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createCone"
createCone'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> (CFloat -> (CFloat -> ((HG3DClassPtr) -> (IO ())))))))
foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassHG3DRigidBodyCreator.chs.h bt_hg3drgbdcrt_createStaticPlane"
createStaticPlane'_ :: (CFloat -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((Vec3Ptr) -> ((HG3DClassPtr) -> (IO ()))))))