// 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. // // ClassSceneNode.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreSceneNode.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. // // #include "wchar.h" #include "ClassPtr.h" #include "Utils.h" #include "TypeVector3.h" #include "TypeQuaternion.h" #include "TypeRadian.h" #include "EnumTransformSpace.h" // original function: void attachObject(MovableObject* obj); void cSn_attachObject_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * obj_c); // original function: unsigned short numAttachedObjects(); void cSn_numAttachedObjects_c(struct hg3dclass_struct *classptr_c, unsigned short * result_c); // original function: MovableObject* getAttachedObject(unsigned short index); void cSn_getAttachedObject_c(struct hg3dclass_struct *classptr_c, unsigned short index_c, struct hg3dclass_struct * result_c); // original function: MovableObject* getAttachedObject(const String& name); void cSn_getAttachedObject2_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: MovableObject* detachObject(unsigned short index); void cSn_detachObject_c(struct hg3dclass_struct *classptr_c, unsigned short index_c, struct hg3dclass_struct * result_c); // original function: void detachObject(MovableObject* obj); void cSn_detachObject2_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * obj_c); // original function: MovableObject* detachObject(const String& name); void cSn_detachObject3_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: void detachAllObjects(); void cSn_detachAllObjects_c(struct hg3dclass_struct *classptr_c); // original function: bool isInSceneGraph(); void cSn_isInSceneGraph_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void _notifyRootNode(); void cSn__notifyRootNode_c(struct hg3dclass_struct *classptr_c); // original function: void _update(bool updateChildren, bool parentHasChanged); void cSn__update_c(struct hg3dclass_struct *classptr_c, int updateChildren_c, int parentHasChanged_c); // original function: void _updateBounds(); void cSn__updateBounds_c(struct hg3dclass_struct *classptr_c); // original function: SceneManager* getCreator(); void cSn_getCreator_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: void removeAndDestroyChild(const String& name); void cSn_removeAndDestroyChild_c(struct hg3dclass_struct *classptr_c, char * name_c); // original function: void removeAndDestroyChild(unsigned short index); void cSn_removeAndDestroyChild2_c(struct hg3dclass_struct *classptr_c, unsigned short index_c); // original function: void removeAndDestroyAllChildren(); void cSn_removeAndDestroyAllChildren_c(struct hg3dclass_struct *classptr_c); // original function: void showBoundingBox(bool bShow); void cSn_showBoundingBox_c(struct hg3dclass_struct *classptr_c, int bShow_c); // original function: void hideBoundingBox(bool bHide); void cSn_hideBoundingBox_c(struct hg3dclass_struct *classptr_c, int bHide_c); // original function: bool getShowBoundingBox(); void cSn_getShowBoundingBox_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: SceneNode* createChildSceneNode(const Vector3& translate, const Quaternion& rotate); void cSn_createChildSceneNode_c(struct hg3dclass_struct *classptr_c, struct vector3_struct * translate_c, struct quaternion_struct * rotate_c, struct hg3dclass_struct * result_c); // original function: SceneNode* createChildSceneNode(const String& name, const Vector3& translate, const Quaternion& rotate); void cSn_createChildSceneNode2_c(struct hg3dclass_struct *classptr_c, char * name_c, struct vector3_struct * translate_c, struct quaternion_struct * rotate_c, struct hg3dclass_struct * result_c); // original function: void setFixedYawAxis(bool useFixed, const Vector3& fixedAxis); void cSn_setFixedYawAxis_c(struct hg3dclass_struct *classptr_c, int useFixed_c, struct vector3_struct * fixedAxis_c); // original function: void yaw(const Radian& angle, TransformSpace relativeTo); void cSn_yaw_c(struct hg3dclass_struct *classptr_c, struct radian_struct * angle_c, enum EnumTransformSpace relativeTo_c); // original function: void setDirection(Real x, Real y, Real z, TransformSpace relativeTo, const Vector3& localDirectionVector); void cSn_setDirection_c(struct hg3dclass_struct *classptr_c, float x_c, float y_c, float z_c, enum EnumTransformSpace relativeTo_c, struct vector3_struct * localDirectionVector_c); // original function: void setDirection(const Vector3& vec, TransformSpace relativeTo, const Vector3& localDirectionVector); void cSn_setDirection2_c(struct hg3dclass_struct *classptr_c, struct vector3_struct * vec_c, enum EnumTransformSpace relativeTo_c, struct vector3_struct * localDirectionVector_c); // original function: void lookAt(const Vector3& targetPoint, TransformSpace relativeTo, const Vector3& localDirectionVector); void cSn_lookAt_c(struct hg3dclass_struct *classptr_c, struct vector3_struct * targetPoint_c, enum EnumTransformSpace relativeTo_c, struct vector3_struct * localDirectionVector_c); // original function: void setAutoTracking(bool enabled, SceneNode* target, const Vector3& localDirectionVector, const Vector3& offset); void cSn_setAutoTracking_c(struct hg3dclass_struct *classptr_c, int enabled_c, struct hg3dclass_struct * target_c, struct vector3_struct * localDirectionVector_c, struct vector3_struct * offset_c); // original function: SceneNode* getAutoTrackTarget(); void cSn_getAutoTrackTarget_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: const Vector3& getAutoTrackOffset(); void cSn_getAutoTrackOffset_c(struct hg3dclass_struct *classptr_c, struct vector3_struct * result_c); // original function: const Vector3& getAutoTrackLocalDirection(); void cSn_getAutoTrackLocalDirection_c(struct hg3dclass_struct *classptr_c, struct vector3_struct * result_c); // original function: void _autoTrack(); void cSn__autoTrack_c(struct hg3dclass_struct *classptr_c); // original function: SceneNode* getParentSceneNode(); void cSn_getParentSceneNode_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: void setVisible(bool visible, bool cascade); void cSn_setVisible_c(struct hg3dclass_struct *classptr_c, int visible_c, int cascade_c); // original function: void flipVisibility(bool cascade); void cSn_flipVisibility_c(struct hg3dclass_struct *classptr_c, int cascade_c); // original function: void setDebugDisplayEnabled(bool enabled, bool cascade); void cSn_setDebugDisplayEnabled_c(struct hg3dclass_struct *classptr_c, int enabled_c, int cascade_c);