-- 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\\Bullet\\ClassCollisionWorld.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. -- -- ClassCollisionWorld.chs -- module HGamer3D.Bindings.Bullet.ClassCollisionWorld 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 {-# LINE 40 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} import HGamer3D.Bindings.Bullet.ClassPtr {-# LINE 41 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} import HGamer3D.Bindings.Bullet.StructHG3DClass {-# LINE 42 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function btCollisionWorld -} new :: HG3DClass -> HG3DClass -> HG3DClass -> IO (HG3DClass) new a1 a2 a3 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> withHG3DClass a3 $ \a3' -> alloca $ \a4' -> new'_ a1' a2' a3' a4' >>= \res -> peek a4'>>= \a4'' -> return (a4'') {-# LINE 50 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function ~btCollisionWorld -} delete :: HG3DClass -> IO () delete a1 = withHG3DClass a1 $ \a1' -> delete'_ a1' >>= \res -> return () {-# LINE 54 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function setBroadphase -} setBroadphase :: HG3DClass -> HG3DClass -> IO () setBroadphase a1 a2 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> setBroadphase'_ a1' a2' >>= \res -> return () {-# LINE 59 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getBroadphase -} getBroadphase :: HG3DClass -> IO (HG3DClass) getBroadphase a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getBroadphase'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 64 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getBroadphase2 -} getBroadphase2 :: HG3DClass -> IO (HG3DClass) getBroadphase2 a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getBroadphase2'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 69 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getDispatcher -} getDispatcher :: HG3DClass -> IO (HG3DClass) getDispatcher a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getDispatcher'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 74 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getDispatcher2 -} getDispatcher2 :: HG3DClass -> IO (HG3DClass) getDispatcher2 a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getDispatcher2'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 79 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function updateAabbs -} updateAabbs :: HG3DClass -> IO () updateAabbs a1 = withHG3DClass a1 $ \a1' -> updateAabbs'_ a1' >>= \res -> return () {-# LINE 83 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function computeOverlappingPairs -} computeOverlappingPairs :: HG3DClass -> IO () computeOverlappingPairs a1 = withHG3DClass a1 $ \a1' -> computeOverlappingPairs'_ a1' >>= \res -> return () {-# LINE 87 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function debugDrawWorld -} debugDrawWorld :: HG3DClass -> IO () debugDrawWorld a1 = withHG3DClass a1 $ \a1' -> debugDrawWorld'_ a1' >>= \res -> return () {-# LINE 91 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getNumCollisionObjects -} getNumCollisionObjects :: HG3DClass -> IO (Int) getNumCollisionObjects a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getNumCollisionObjects'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 96 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function performDiscreteCollisionDetection -} performDiscreteCollisionDetection :: HG3DClass -> IO () performDiscreteCollisionDetection a1 = withHG3DClass a1 $ \a1' -> performDiscreteCollisionDetection'_ a1' >>= \res -> return () {-# LINE 100 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function getForceUpdateAllAabbs -} getForceUpdateAllAabbs :: HG3DClass -> IO (Bool) getForceUpdateAllAabbs a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getForceUpdateAllAabbs'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 105 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} {- function setForceUpdateAllAabbs -} setForceUpdateAllAabbs :: HG3DClass -> Bool -> IO () setForceUpdateAllAabbs a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in setForceUpdateAllAabbs'_ a1' a2' >>= \res -> return () {-# LINE 110 ".\\HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs" #-} foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_construct" new'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_destruct" delete'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_setBroadphase" setBroadphase'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getBroadphase" getBroadphase'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getBroadphase2" getBroadphase2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getDispatcher" getDispatcher'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getDispatcher2" getDispatcher2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_updateAabbs" updateAabbs'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_computeOverlappingPairs" computeOverlappingPairs'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_debugDrawWorld" debugDrawWorld'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getNumCollisionObjects" getNumCollisionObjects'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_performDiscreteCollisionDetection" performDiscreteCollisionDetection'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_getForceUpdateAllAabbs" getForceUpdateAllAabbs'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassCollisionWorld.chs.h bt_cllsnwrld_setForceUpdateAllAabbs" setForceUpdateAllAabbs'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))