module HGamer3D.Bindings.Ogre.ClassManualObject 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.Ogre.Utils
import HGamer3D.Bindings.Ogre.ClassPtr
import HGamer3D.Bindings.Ogre.StructHG3DClass
import HGamer3D.Bindings.Ogre.EnumRenderOperationOperationType
import HGamer3D.Bindings.Ogre.StructVec3
import HGamer3D.Bindings.Ogre.StructVec2
import HGamer3D.Bindings.Ogre.StructColour
import HGamer3D.Bindings.Ogre.StructSharedPtr
new :: String -> IO (HG3DClass)
new a1 =
withCString a1 $ \a1' ->
alloca $ \a2' ->
new'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
clear :: HG3DClass -> IO ()
clear a1 =
withHG3DClass a1 $ \a1' ->
clear'_ a1' >>= \res ->
return ()
estimateVertexCount :: HG3DClass -> Int -> IO ()
estimateVertexCount a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
estimateVertexCount'_ a1' a2' >>= \res ->
return ()
estimateIndexCount :: HG3DClass -> Int -> IO ()
estimateIndexCount a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
estimateIndexCount'_ a1' a2' >>= \res ->
return ()
begin :: HG3DClass -> String -> EnumRenderOperationOperationType -> String -> IO ()
begin a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
withCString a4 $ \a4' ->
begin'_ a1' a2' a3' a4' >>= \res ->
return ()
setDynamic :: HG3DClass -> Bool -> IO ()
setDynamic a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setDynamic'_ a1' a2' >>= \res ->
return ()
getDynamic :: HG3DClass -> IO (Bool)
getDynamic a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDynamic'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
beginUpdate :: HG3DClass -> Int -> IO ()
beginUpdate a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
beginUpdate'_ a1' a2' >>= \res ->
return ()
position :: HG3DClass -> Vec3 -> IO ()
position a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
position'_ a1' a2' >>= \res ->
return ()
position2 :: HG3DClass -> Float -> Float -> Float -> IO ()
position2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
position2'_ a1' a2' a3' a4' >>= \res ->
return ()
normal :: HG3DClass -> Vec3 -> IO ()
normal a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
normal'_ a1' a2' >>= \res ->
return ()
normal2 :: HG3DClass -> Float -> Float -> Float -> IO ()
normal2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
normal2'_ a1' a2' a3' a4' >>= \res ->
return ()
tangent :: HG3DClass -> Vec3 -> IO ()
tangent a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
tangent'_ a1' a2' >>= \res ->
return ()
tangent2 :: HG3DClass -> Float -> Float -> Float -> IO ()
tangent2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
tangent2'_ a1' a2' a3' a4' >>= \res ->
return ()
textureCoord :: HG3DClass -> Float -> IO ()
textureCoord a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
textureCoord'_ a1' a2' >>= \res ->
return ()
textureCoord2 :: HG3DClass -> Float -> Float -> IO ()
textureCoord2 a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
textureCoord2'_ a1' a2' a3' >>= \res ->
return ()
textureCoord3 :: HG3DClass -> Float -> Float -> Float -> IO ()
textureCoord3 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
textureCoord3'_ a1' a2' a3' a4' >>= \res ->
return ()
textureCoord4 :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
textureCoord4 a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
textureCoord4'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
textureCoord5 :: HG3DClass -> Vec2 -> IO ()
textureCoord5 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec2 a2 $ \a2' ->
textureCoord5'_ a1' a2' >>= \res ->
return ()
textureCoord6 :: HG3DClass -> Vec3 -> IO ()
textureCoord6 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
textureCoord6'_ a1' a2' >>= \res ->
return ()
colour :: HG3DClass -> Colour -> IO ()
colour a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
colour'_ a1' a2' >>= \res ->
return ()
colour2 :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
colour2 a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
colour2'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
index :: HG3DClass -> Int -> IO ()
index a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
index'_ a1' a2' >>= \res ->
return ()
triangle :: HG3DClass -> Int -> Int -> Int -> IO ()
triangle a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
let {a3' = fromIntegral a3} in
let {a4' = fromIntegral a4} in
triangle'_ a1' a2' a3' a4' >>= \res ->
return ()
quad :: HG3DClass -> Int -> Int -> Int -> Int -> IO ()
quad a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
let {a3' = fromIntegral a3} in
let {a4' = fromIntegral a4} in
let {a5' = fromIntegral a5} in
quad'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
getCurrentVertexCount :: HG3DClass -> IO (Int)
getCurrentVertexCount a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getCurrentVertexCount'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getCurrentIndexCount :: HG3DClass -> IO (Int)
getCurrentIndexCount a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getCurrentIndexCount'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
end :: HG3DClass -> IO (HG3DClass)
end a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
end'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setMaterialName :: HG3DClass -> Int -> String -> String -> IO ()
setMaterialName a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
withCString a3 $ \a3' ->
withCString a4 $ \a4' ->
setMaterialName'_ a1' a2' a3' a4' >>= \res ->
return ()
convertToMesh :: HG3DClass -> String -> String -> IO (SharedPtr)
convertToMesh a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
withCString a3 $ \a3' ->
alloca $ \a4' ->
convertToMesh'_ a1' a2' a3' a4' >>= \res ->
peekSharedPtr a4'>>= \a4'' ->
return (a4'')
setUseIdentityProjection :: HG3DClass -> Bool -> IO ()
setUseIdentityProjection a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setUseIdentityProjection'_ a1' a2' >>= \res ->
return ()
getUseIdentityProjection :: HG3DClass -> IO (Bool)
getUseIdentityProjection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUseIdentityProjection'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setUseIdentityView :: HG3DClass -> Bool -> IO ()
setUseIdentityView a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setUseIdentityView'_ a1' a2' >>= \res ->
return ()
getUseIdentityView :: HG3DClass -> IO (Bool)
getUseIdentityView a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUseIdentityView'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getSection :: HG3DClass -> Int -> IO (HG3DClass)
getSection a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
getSection'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
getNumSections :: HG3DClass -> IO (Int)
getNumSections a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getNumSections'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
setKeepDeclarationOrder :: HG3DClass -> Bool -> IO ()
setKeepDeclarationOrder a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setKeepDeclarationOrder'_ a1' a2' >>= \res ->
return ()
getKeepDeclarationOrder :: HG3DClass -> IO (Bool)
getKeepDeclarationOrder a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getKeepDeclarationOrder'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getMovableType :: HG3DClass -> IO (String)
getMovableType a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getMovableType'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
getBoundingRadius :: HG3DClass -> IO (Float)
getBoundingRadius a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getBoundingRadius'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
hasEdgeList :: HG3DClass -> IO (Bool)
hasEdgeList a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
hasEdgeList'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_construct"
new'_ :: ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_clear"
clear'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_estimateVertexCount"
estimateVertexCount'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_estimateIndexCount"
estimateIndexCount'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_begin"
begin'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CInt -> ((Ptr CChar) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_setDynamic"
setDynamic'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getDynamic"
getDynamic'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_beginUpdate"
beginUpdate'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_position"
position'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_position2"
position2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_normal"
normal'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_normal2"
normal2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_tangent"
tangent'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_tangent2"
tangent2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord"
textureCoord'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord2"
textureCoord2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord3"
textureCoord3'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord4"
textureCoord4'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord5"
textureCoord5'_ :: ((HG3DClassPtr) -> ((Vec2Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_textureCoord6"
textureCoord6'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_colour"
colour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_colour2"
colour2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_index"
index'_ :: ((HG3DClassPtr) -> (CUInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_triangle"
triangle'_ :: ((HG3DClassPtr) -> (CUInt -> (CUInt -> (CUInt -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_quad"
quad'_ :: ((HG3DClassPtr) -> (CUInt -> (CUInt -> (CUInt -> (CUInt -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getCurrentVertexCount"
getCurrentVertexCount'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getCurrentIndexCount"
getCurrentIndexCount'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_end"
end'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_setMaterialName"
setMaterialName'_ :: ((HG3DClassPtr) -> (CInt -> ((Ptr CChar) -> ((Ptr CChar) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_convertToMesh"
convertToMesh'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CChar) -> ((SharedPtrPtr) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_setUseIdentityProjection"
setUseIdentityProjection'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getUseIdentityProjection"
getUseIdentityProjection'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_setUseIdentityView"
setUseIdentityView'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getUseIdentityView"
getUseIdentityView'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getSection"
getSection'_ :: ((HG3DClassPtr) -> (CUInt -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getNumSections"
getNumSections'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_setKeepDeclarationOrder"
setKeepDeclarationOrder'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getKeepDeclarationOrder"
getKeepDeclarationOrder'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getMovableType"
getMovableType'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_getBoundingRadius"
getBoundingRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassManualObject.chs.h ogre_mno_hasEdgeList"
hasEdgeList'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))