-- 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\\ClassMesh.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 -- -- Copyright 2011 Dr. 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. -- -- ClassMesh.chs -- -- -- -- -- File for type, method, enum or function stubs -- in: "..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreMesh.h" -- -- each stub combines the following files: -- a C++ implementation file, transforming cpp calls into C-functions -- a C-header file, making this C-functions available for the C2HS parser -- a chs file, give instructions to the C2HS parser. -- -- module HGamer3D.Bindings.Ogre.ClassMesh where import C2HS import Foreign import Foreign.Ptr import Foreign.C import Monad (liftM, liftM2) import HGamer3D.Data.HG3DClass import HGamer3D.Data.Vector2 import HGamer3D.Data.Vector3 import HGamer3D.Data.Vector4 import HGamer3D.Data.Quaternion import HGamer3D.Data.ColourValue import HGamer3D.Data.Radian import HGamer3D.Data.Degree import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.TypeHG3DClass {-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.Utils {-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.EnumVertexElementSemantic {-# LINE 57 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.EnumVertexAnimationType {-# LINE 58 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} cMCreateSubMesh :: HG3DClass -> IO (HG3DClass) cMCreateSubMesh a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMCreateSubMesh'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 64 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMCreateSubMesh2 :: HG3DClass -> String -> IO (HG3DClass) cMCreateSubMesh2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cMCreateSubMesh2'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 69 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUnnameSubMesh :: HG3DClass -> String -> IO () cMUnnameSubMesh a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMUnnameSubMesh'_ a1' a2' >>= \res -> return () {-# LINE 73 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetNumSubMeshes :: HG3DClass -> IO (Int) cMGetNumSubMeshes a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetNumSubMeshes'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 77 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetSubMesh :: HG3DClass -> Int -> IO (HG3DClass) cMGetSubMesh a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> cMGetSubMesh'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 82 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetSubMesh2 :: HG3DClass -> String -> IO (HG3DClass) cMGetSubMesh2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cMGetSubMesh2'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 87 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMDestroySubMesh :: HG3DClass -> Int -> IO () cMDestroySubMesh a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in cMDestroySubMesh'_ a1' a2' >>= \res -> return () {-# LINE 91 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMDestroySubMesh2 :: HG3DClass -> String -> IO () cMDestroySubMesh2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMDestroySubMesh2'_ a1' a2' >>= \res -> return () {-# LINE 95 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetBoundingSphereRadius :: HG3DClass -> IO (Float) cMGetBoundingSphereRadius a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetBoundingSphereRadius'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 99 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMSetBoundingSphereRadius :: HG3DClass -> Float -> IO () cMSetBoundingSphereRadius a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cMSetBoundingSphereRadius'_ a1' a2' >>= \res -> return () {-# LINE 103 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMSetSkeletonName :: HG3DClass -> String -> IO () cMSetSkeletonName a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMSetSkeletonName'_ a1' a2' >>= \res -> return () {-# LINE 107 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMHasSkeleton :: HG3DClass -> IO (Bool) cMHasSkeleton a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMHasSkeleton'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 111 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMHasVertexAnimation :: HG3DClass -> IO (Bool) cMHasVertexAnimation a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMHasVertexAnimation'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 115 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetSkeletonName :: HG3DClass -> IO (String) cMGetSkeletonName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cMGetSkeletonName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 119 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMClearBoneAssignments :: HG3DClass -> IO () cMClearBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMClearBoneAssignments'_ a1' >>= \res -> return () {-# LINE 122 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMCreateManualLodLevel :: HG3DClass -> Float -> String -> String -> IO () cMCreateManualLodLevel a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in withCString a3 $ \a3' -> withCString a4 $ \a4' -> cMCreateManualLodLevel'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 128 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMIsLodManual :: HG3DClass -> IO (Bool) cMIsLodManual a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMIsLodManual'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 132 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMSetLodInfo :: HG3DClass -> Int -> Bool -> IO () cMSetLodInfo a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in let {a3' = fromBool a3} in cMSetLodInfo'_ a1' a2' a3' >>= \res -> return () {-# LINE 137 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveLodLevels :: HG3DClass -> IO () cMRemoveLodLevels a1 = withHG3DClass a1 $ \a1' -> cMRemoveLodLevels'_ a1' >>= \res -> return () {-# LINE 140 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMIsVertexBufferShadowed :: HG3DClass -> IO (Bool) cMIsVertexBufferShadowed a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMIsVertexBufferShadowed'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 144 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMIsIndexBufferShadowed :: HG3DClass -> IO (Bool) cMIsIndexBufferShadowed a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMIsIndexBufferShadowed'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 148 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMCompileBoneAssignments :: HG3DClass -> IO () cMCompileBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMCompileBoneAssignments'_ a1' >>= \res -> return () {-# LINE 151 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUpdateCompiledBoneAssignments :: HG3DClass -> IO () cMUpdateCompiledBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMUpdateCompiledBoneAssignments'_ a1' >>= \res -> return () {-# LINE 154 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMBuildTangentVectors :: HG3DClass -> EnumVertexElementSemantic -> Int -> Int -> Bool -> Bool -> Bool -> IO () cMBuildTangentVectors a1 a2 a3 a4 a5 a6 a7 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in let {a3' = fromIntegral a3} in let {a4' = fromIntegral a4} in let {a5' = fromBool a5} in let {a6' = fromBool a6} in let {a7' = fromBool a7} in cMBuildTangentVectors'_ a1' a2' a3' a4' a5' a6' a7' >>= \res -> return () {-# LINE 163 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMBuildEdgeList :: HG3DClass -> IO () cMBuildEdgeList a1 = withHG3DClass a1 $ \a1' -> cMBuildEdgeList'_ a1' >>= \res -> return () {-# LINE 166 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMFreeEdgeList :: HG3DClass -> IO () cMFreeEdgeList a1 = withHG3DClass a1 $ \a1' -> cMFreeEdgeList'_ a1' >>= \res -> return () {-# LINE 169 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMPrepareForShadowVolume :: HG3DClass -> IO () cMPrepareForShadowVolume a1 = withHG3DClass a1 $ \a1' -> cMPrepareForShadowVolume'_ a1' >>= \res -> return () {-# LINE 172 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMIsPreparedForShadowVolumes :: HG3DClass -> IO (Bool) cMIsPreparedForShadowVolumes a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMIsPreparedForShadowVolumes'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 176 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMIsEdgeListBuilt :: HG3DClass -> IO (Bool) cMIsEdgeListBuilt a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMIsEdgeListBuilt'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 180 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMSetAutoBuildEdgeLists :: HG3DClass -> Bool -> IO () cMSetAutoBuildEdgeLists a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cMSetAutoBuildEdgeLists'_ a1' a2' >>= \res -> return () {-# LINE 184 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetAutoBuildEdgeLists :: HG3DClass -> IO (Bool) cMGetAutoBuildEdgeLists a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetAutoBuildEdgeLists'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 188 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetSharedVertexDataAnimationType :: HG3DClass -> IO (EnumVertexAnimationType) cMGetSharedVertexDataAnimationType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetSharedVertexDataAnimationType'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 192 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMCreateAnimation :: HG3DClass -> String -> Float -> IO (HG3DClass) cMCreateAnimation a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = realToFrac a3} in alloca $ \a4' -> cMCreateAnimation'_ a1' a2' a3' a4' >>= \res -> peek a4'>>= \a4'' -> return (a4'') {-# LINE 198 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetAnimation :: HG3DClass -> String -> IO (HG3DClass) cMGetAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cMGetAnimation'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 203 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetAnimationImpl :: HG3DClass -> String -> IO (HG3DClass) cMGetAnimationImpl a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cMGetAnimationImpl'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 208 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMHasAnimation :: HG3DClass -> String -> IO (Bool) cMHasAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> cMHasAnimation'_ a1' a2' a3' >>= \res -> peekBoolUtil a3'>>= \a3'' -> return (a3'') {-# LINE 213 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAnimation :: HG3DClass -> String -> IO () cMRemoveAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMRemoveAnimation'_ a1' a2' >>= \res -> return () {-# LINE 217 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetNumAnimations :: HG3DClass -> IO (Int) cMGetNumAnimations a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetNumAnimations'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 221 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetAnimation2 :: HG3DClass -> Int -> IO (HG3DClass) cMGetAnimation2 a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> cMGetAnimation2'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 226 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAllAnimations :: HG3DClass -> IO () cMRemoveAllAnimations a1 = withHG3DClass a1 $ \a1' -> cMRemoveAllAnimations'_ a1' >>= \res -> return () {-# LINE 229 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUpdateMaterialForAllSubMeshes :: HG3DClass -> IO () cMUpdateMaterialForAllSubMeshes a1 = withHG3DClass a1 $ \a1' -> cMUpdateMaterialForAllSubMeshes'_ a1' >>= \res -> return () {-# LINE 232 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMDetermineAnimationTypes :: HG3DClass -> IO () cMDetermineAnimationTypes a1 = withHG3DClass a1 $ \a1' -> cMDetermineAnimationTypes'_ a1' >>= \res -> return () {-# LINE 235 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetAnimationTypesDirty :: HG3DClass -> IO (Bool) cMGetAnimationTypesDirty a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetAnimationTypesDirty'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 239 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetPoseCount :: HG3DClass -> IO (Int) cMGetPoseCount a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetPoseCount'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 243 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemovePose2 :: HG3DClass -> String -> IO () cMRemovePose2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMRemovePose2'_ a1' a2' >>= \res -> return () {-# LINE 247 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAllPoses :: HG3DClass -> IO () cMRemoveAllPoses a1 = withHG3DClass a1 $ \a1' -> cMRemoveAllPoses'_ a1' >>= \res -> return () {-# LINE 250 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_createSubMesh_c" cMCreateSubMesh'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_createSubMesh2_c" cMCreateSubMesh2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_unnameSubMesh_c" cMUnnameSubMesh'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getNumSubMeshes_c" cMGetNumSubMeshes'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getSubMesh_c" cMGetSubMesh'_ :: ((HG3DClassPtr) -> (CUInt -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getSubMesh2_c" cMGetSubMesh2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_destroySubMesh_c" cMDestroySubMesh'_ :: ((HG3DClassPtr) -> (CUInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_destroySubMesh2_c" cMDestroySubMesh2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getBoundingSphereRadius_c" cMGetBoundingSphereRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__setBoundingSphereRadius_c" cMSetBoundingSphereRadius'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_setSkeletonName_c" cMSetSkeletonName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_hasSkeleton_c" cMHasSkeleton'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_hasVertexAnimation_c" cMHasVertexAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getSkeletonName_c" cMGetSkeletonName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_clearBoneAssignments_c" cMClearBoneAssignments'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_createManualLodLevel_c" cMCreateManualLodLevel'_ :: ((HG3DClassPtr) -> (CFloat -> ((Ptr CChar) -> ((Ptr CChar) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_isLodManual_c" cMIsLodManual'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__setLodInfo_c" cMSetLodInfo'_ :: ((HG3DClassPtr) -> (CUInt -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_removeLodLevels_c" cMRemoveLodLevels'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_isVertexBufferShadowed_c" cMIsVertexBufferShadowed'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_isIndexBufferShadowed_c" cMIsIndexBufferShadowed'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__compileBoneAssignments_c" cMCompileBoneAssignments'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__updateCompiledBoneAssignments_c" cMUpdateCompiledBoneAssignments'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_buildTangentVectors_c" cMBuildTangentVectors'_ :: ((HG3DClassPtr) -> (CInt -> (CUInt -> (CUInt -> (CInt -> (CInt -> (CInt -> (IO ())))))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_buildEdgeList_c" cMBuildEdgeList'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_freeEdgeList_c" cMFreeEdgeList'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_prepareForShadowVolume_c" cMPrepareForShadowVolume'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_isPreparedForShadowVolumes_c" cMIsPreparedForShadowVolumes'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_isEdgeListBuilt_c" cMIsEdgeListBuilt'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_setAutoBuildEdgeLists_c" cMSetAutoBuildEdgeLists'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getAutoBuildEdgeLists_c" cMGetAutoBuildEdgeLists'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getSharedVertexDataAnimationType_c" cMGetSharedVertexDataAnimationType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_createAnimation_c" cMCreateAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CFloat -> ((HG3DClassPtr) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getAnimation_c" cMGetAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__getAnimationImpl_c" cMGetAnimationImpl'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_hasAnimation_c" cMHasAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CInt) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_removeAnimation_c" cMRemoveAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getNumAnimations_c" cMGetNumAnimations'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getAnimation2_c" cMGetAnimation2'_ :: ((HG3DClassPtr) -> (CUInt -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_removeAllAnimations_c" cMRemoveAllAnimations'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_updateMaterialForAllSubMeshes_c" cMUpdateMaterialForAllSubMeshes'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__determineAnimationTypes_c" cMDetermineAnimationTypes'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM__getAnimationTypesDirty_c" cMGetAnimationTypesDirty'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getPoseCount_c" cMGetPoseCount'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_removePose2_c" cMRemovePose2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_removeAllPoses_c" cMRemoveAllPoses'_ :: ((HG3DClassPtr) -> (IO ()))