-- 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_v1-7-4\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.Colour import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.TypeHG3DClass {-# LINE 52 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 53 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.Utils {-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.TypeSharedPtr {-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.EnumVertexElementSemantic {-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.EnumVertexAnimationType {-# LINE 57 "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 63 "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 68 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUnnameSubMesh :: HG3DClass -> String -> IO () cMUnnameSubMesh a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMUnnameSubMesh'_ a1' a2' >>= \res -> return () {-# LINE 72 "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 76 "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 81 "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 86 "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 90 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMDestroySubMesh2 :: HG3DClass -> String -> IO () cMDestroySubMesh2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMDestroySubMesh2'_ a1' a2' >>= \res -> return () {-# LINE 94 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMClone :: HG3DClass -> String -> String -> IO (SharedPtr) cMClone a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> withCString a3 $ \a3' -> alloca $ \a4' -> cMClone'_ a1' a2' a3' a4' >>= \res -> peek a4'>>= \a4'' -> return (a4'') {-# LINE 100 "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 104 "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 108 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMSetSkeletonName :: HG3DClass -> String -> IO () cMSetSkeletonName a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMSetSkeletonName'_ a1' a2' >>= \res -> return () {-# LINE 112 "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 116 "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 120 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMGetSkeleton :: HG3DClass -> IO (SharedPtr) cMGetSkeleton a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMGetSkeleton'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 124 "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 128 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMClearBoneAssignments :: HG3DClass -> IO () cMClearBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMClearBoneAssignments'_ a1' >>= \res -> return () {-# LINE 131 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMNotifySkeleton :: HG3DClass -> IO (SharedPtr) cMNotifySkeleton a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cMNotifySkeleton'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 135 "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 141 "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 145 "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 150 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveLodLevels :: HG3DClass -> IO () cMRemoveLodLevels a1 = withHG3DClass a1 $ \a1' -> cMRemoveLodLevels'_ a1' >>= \res -> return () {-# LINE 153 "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 157 "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 161 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMCompileBoneAssignments :: HG3DClass -> IO () cMCompileBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMCompileBoneAssignments'_ a1' >>= \res -> return () {-# LINE 164 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUpdateCompiledBoneAssignments :: HG3DClass -> IO () cMUpdateCompiledBoneAssignments a1 = withHG3DClass a1 $ \a1' -> cMUpdateCompiledBoneAssignments'_ a1' >>= \res -> return () {-# LINE 167 "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 176 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMBuildEdgeList :: HG3DClass -> IO () cMBuildEdgeList a1 = withHG3DClass a1 $ \a1' -> cMBuildEdgeList'_ a1' >>= \res -> return () {-# LINE 179 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMFreeEdgeList :: HG3DClass -> IO () cMFreeEdgeList a1 = withHG3DClass a1 $ \a1' -> cMFreeEdgeList'_ a1' >>= \res -> return () {-# LINE 182 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMPrepareForShadowVolume :: HG3DClass -> IO () cMPrepareForShadowVolume a1 = withHG3DClass a1 $ \a1' -> cMPrepareForShadowVolume'_ a1' >>= \res -> return () {-# LINE 185 "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 189 "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 193 "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 197 "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 201 "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 205 "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 211 "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 216 "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 221 "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 226 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAnimation :: HG3DClass -> String -> IO () cMRemoveAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMRemoveAnimation'_ a1' a2' >>= \res -> return () {-# LINE 230 "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 234 "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 239 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAllAnimations :: HG3DClass -> IO () cMRemoveAllAnimations a1 = withHG3DClass a1 $ \a1' -> cMRemoveAllAnimations'_ a1' >>= \res -> return () {-# LINE 242 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMUpdateMaterialForAllSubMeshes :: HG3DClass -> IO () cMUpdateMaterialForAllSubMeshes a1 = withHG3DClass a1 $ \a1' -> cMUpdateMaterialForAllSubMeshes'_ a1' >>= \res -> return () {-# LINE 245 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMDetermineAnimationTypes :: HG3DClass -> IO () cMDetermineAnimationTypes a1 = withHG3DClass a1 $ \a1' -> cMDetermineAnimationTypes'_ a1' >>= \res -> return () {-# LINE 248 "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 252 "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 256 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemovePose2 :: HG3DClass -> String -> IO () cMRemovePose2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> cMRemovePose2'_ a1' a2' >>= \res -> return () {-# LINE 260 "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} ; cMRemoveAllPoses :: HG3DClass -> IO () cMRemoveAllPoses a1 = withHG3DClass a1 $ \a1' -> cMRemoveAllPoses'_ a1' >>= \res -> return () {-# LINE 263 "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 CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getSubMesh_c" cMGetSubMesh'_ :: ((HG3DClassPtr) -> (CUShort -> ((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) -> (CUShort -> (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_clone_c" cMClone'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CChar) -> ((SharedPtrPtr) -> (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_getSkeleton_c" cMGetSkeleton'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (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__notifySkeleton_c" cMNotifySkeleton'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (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) -> (CUShort -> (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 -> (CUShort -> (CUShort -> (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 CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h cM_getAnimation2_c" cMGetAnimation2'_ :: ((HG3DClassPtr) -> (CUShort -> ((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 ()))