-- 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\\ClassNode.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.
-- 


-- ClassNode.chs

-- 

module HGamer3D.Bindings.Ogre.ClassNode 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
{-# LINE 40 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.ClassPtr
{-# LINE 41 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructHG3DClass
{-# LINE 42 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructQuaternion
{-# LINE 43 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructVec3
{-# LINE 44 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.EnumNodeTransformSpace
{-# LINE 45 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}
import HGamer3D.Bindings.Ogre.StructRadians
{-# LINE 46 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function ~Node -}
delete :: HG3DClass -> IO ()
delete a1 =
  withHG3DClass a1 $ \a1' -> 
  delete'_ a1' >>= \res ->
  return ()
{-# LINE 51 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getName -}
getName :: HG3DClass -> IO (String)
getName a1 =
  withHG3DClass a1 $ \a1' -> 
  alloc64k $ \a2' -> 
  getName'_ a1' a2' >>= \res ->
  peekCString  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 56 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getParent -}
getParent :: HG3DClass -> IO (HG3DClass)
getParent a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getParent'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 61 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getOrientation -}
getOrientation :: HG3DClass -> IO (Quaternion)
getOrientation a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getOrientation'_ a1' a2' >>= \res ->
  peekQuaternion  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 66 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setOrientation -}
setOrientation :: HG3DClass -> Quaternion -> IO ()
setOrientation a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withQuaternion a2 $ \a2' -> 
  setOrientation'_ a1' a2' >>= \res ->
  return ()
{-# LINE 71 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setOrientation2 -}
setOrientation2 :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
setOrientation2 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 
  setOrientation2'_ a1' a2' a3' a4' a5' >>= \res ->
  return ()
{-# LINE 79 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function resetOrientation -}
resetOrientation :: HG3DClass -> IO ()
resetOrientation a1 =
  withHG3DClass a1 $ \a1' -> 
  resetOrientation'_ a1' >>= \res ->
  return ()
{-# LINE 83 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setPosition -}
setPosition :: HG3DClass -> Vec3 -> IO ()
setPosition a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  setPosition'_ a1' a2' >>= \res ->
  return ()
{-# LINE 88 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setPosition2 -}
setPosition2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setPosition2 a1 a2 a3 a4 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  let {a3' = realToFrac a3} in 
  let {a4' = realToFrac a4} in 
  setPosition2'_ a1' a2' a3' a4' >>= \res ->
  return ()
{-# LINE 95 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getPosition -}
getPosition :: HG3DClass -> IO (Vec3)
getPosition a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getPosition'_ a1' a2' >>= \res ->
  peekVec3  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 100 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setScale -}
setScale :: HG3DClass -> Vec3 -> IO ()
setScale a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  setScale'_ a1' a2' >>= \res ->
  return ()
{-# LINE 105 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setScale2 -}
setScale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setScale2 a1 a2 a3 a4 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  let {a3' = realToFrac a3} in 
  let {a4' = realToFrac a4} in 
  setScale2'_ a1' a2' a3' a4' >>= \res ->
  return ()
{-# LINE 112 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getScale -}
getScale :: HG3DClass -> IO (Vec3)
getScale a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getScale'_ a1' a2' >>= \res ->
  peekVec3  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 117 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setInheritOrientation -}
setInheritOrientation :: HG3DClass -> Bool -> IO ()
setInheritOrientation a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromBool a2} in 
  setInheritOrientation'_ a1' a2' >>= \res ->
  return ()
{-# LINE 122 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getInheritOrientation -}
getInheritOrientation :: HG3DClass -> IO (Bool)
getInheritOrientation a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getInheritOrientation'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 127 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setInheritScale -}
setInheritScale :: HG3DClass -> Bool -> IO ()
setInheritScale a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromBool a2} in 
  setInheritScale'_ a1' a2' >>= \res ->
  return ()
{-# LINE 132 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getInheritScale -}
getInheritScale :: HG3DClass -> IO (Bool)
getInheritScale a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getInheritScale'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 137 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function scale -}
scale :: HG3DClass -> Vec3 -> IO ()
scale a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  scale'_ a1' a2' >>= \res ->
  return ()
{-# LINE 142 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function scale2 -}
scale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
scale2 a1 a2 a3 a4 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  let {a3' = realToFrac a3} in 
  let {a4' = realToFrac a4} in 
  scale2'_ a1' a2' a3' a4' >>= \res ->
  return ()
{-# LINE 149 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function translate -}
translate :: HG3DClass -> Vec3 -> EnumNodeTransformSpace -> IO ()
translate a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  let {a3' = cIntFromEnum a3} in 
  translate'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 155 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function translate2 -}
translate2 :: HG3DClass -> Float -> Float -> Float -> EnumNodeTransformSpace -> IO ()
translate2 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' = cIntFromEnum a5} in 
  translate2'_ a1' a2' a3' a4' a5' >>= \res ->
  return ()
{-# LINE 163 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function roll -}
roll :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
roll a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withRadians a2 $ \a2' -> 
  let {a3' = cIntFromEnum a3} in 
  roll'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 169 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function pitch -}
pitch :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
pitch a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withRadians a2 $ \a2' -> 
  let {a3' = cIntFromEnum a3} in 
  pitch'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 175 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function yaw -}
yaw :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
yaw a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withRadians a2 $ \a2' -> 
  let {a3' = cIntFromEnum a3} in 
  yaw'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 181 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function rotate -}
rotate :: HG3DClass -> Vec3 -> Radians -> EnumNodeTransformSpace -> IO ()
rotate a1 a2 a3 a4 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  withRadians a3 $ \a3' -> 
  let {a4' = cIntFromEnum a4} in 
  rotate'_ a1' a2' a3' a4' >>= \res ->
  return ()
{-# LINE 188 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function rotate2 -}
rotate2 :: HG3DClass -> Quaternion -> EnumNodeTransformSpace -> IO ()
rotate2 a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withQuaternion a2 $ \a2' -> 
  let {a3' = cIntFromEnum a3} in 
  rotate2'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 194 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function createChild -}
createChild :: HG3DClass -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  withQuaternion a3 $ \a3' -> 
  alloca $ \a4' -> 
  createChild'_ a1' a2' a3' a4' >>= \res ->
  peek  a4'>>= \a4'' -> 
  return (a4'')
{-# LINE 201 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function createChild2 -}
createChild2 :: HG3DClass -> String -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild2 a1 a2 a3 a4 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  withVec3 a3 $ \a3' -> 
  withQuaternion a4 $ \a4' -> 
  alloca $ \a5' -> 
  createChild2'_ a1' a2' a3' a4' a5' >>= \res ->
  peek  a5'>>= \a5'' -> 
  return (a5'')
{-# LINE 209 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function addChild -}
addChild :: HG3DClass -> HG3DClass -> IO ()
addChild a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  addChild'_ a1' a2' >>= \res ->
  return ()
{-# LINE 214 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function numChildren -}
numChildren :: HG3DClass -> IO (Int)
numChildren a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  numChildren'_ a1' a2' >>= \res ->
  peekIntConv  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 219 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getChild -}
getChild :: HG3DClass -> Int -> IO (HG3DClass)
getChild a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromIntegral a2} in 
  alloca $ \a3' -> 
  getChild'_ a1' a2' a3' >>= \res ->
  peek  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 225 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getChild2 -}
getChild2 :: HG3DClass -> String -> IO (HG3DClass)
getChild2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  alloca $ \a3' -> 
  getChild2'_ a1' a2' a3' >>= \res ->
  peek  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 231 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function removeChild -}
removeChild :: HG3DClass -> Int -> IO (HG3DClass)
removeChild a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromIntegral a2} in 
  alloca $ \a3' -> 
  removeChild'_ a1' a2' a3' >>= \res ->
  peek  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 237 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function removeChild2 -}
removeChild2 :: HG3DClass -> HG3DClass -> IO (HG3DClass)
removeChild2 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  alloca $ \a3' -> 
  removeChild2'_ a1' a2' a3' >>= \res ->
  peek  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 243 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function removeChild3 -}
removeChild3 :: HG3DClass -> String -> IO (HG3DClass)
removeChild3 a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withCString a2 $ \a2' -> 
  alloca $ \a3' -> 
  removeChild3'_ a1' a2' a3' >>= \res ->
  peek  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 249 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function removeAllChildren -}
removeAllChildren :: HG3DClass -> IO ()
removeAllChildren a1 =
  withHG3DClass a1 $ \a1' -> 
  removeAllChildren'_ a1' >>= \res ->
  return ()
{-# LINE 253 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function setInitialState -}
setInitialState :: HG3DClass -> IO ()
setInitialState a1 =
  withHG3DClass a1 $ \a1' -> 
  setInitialState'_ a1' >>= \res ->
  return ()
{-# LINE 257 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function resetToInitialState -}
resetToInitialState :: HG3DClass -> IO ()
resetToInitialState a1 =
  withHG3DClass a1 $ \a1' -> 
  resetToInitialState'_ a1' >>= \res ->
  return ()
{-# LINE 261 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getInitialPosition -}
getInitialPosition :: HG3DClass -> IO (Vec3)
getInitialPosition a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getInitialPosition'_ a1' a2' >>= \res ->
  peekVec3  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 266 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function convertWorldToLocalPosition -}
convertWorldToLocalPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertWorldToLocalPosition a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  alloca $ \a3' -> 
  convertWorldToLocalPosition'_ a1' a2' a3' >>= \res ->
  peekVec3  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 272 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function convertLocalToWorldPosition -}
convertLocalToWorldPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertLocalToWorldPosition a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withVec3 a2 $ \a2' -> 
  alloca $ \a3' -> 
  convertLocalToWorldPosition'_ a1' a2' a3' >>= \res ->
  peekVec3  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 278 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function convertWorldToLocalOrientation -}
convertWorldToLocalOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertWorldToLocalOrientation a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withQuaternion a2 $ \a2' -> 
  alloca $ \a3' -> 
  convertWorldToLocalOrientation'_ a1' a2' a3' >>= \res ->
  peekQuaternion  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 284 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function convertLocalToWorldOrientation -}
convertLocalToWorldOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertLocalToWorldOrientation a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withQuaternion a2 $ \a2' -> 
  alloca $ \a3' -> 
  convertLocalToWorldOrientation'_ a1' a2' a3' >>= \res ->
  peekQuaternion  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 290 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getInitialOrientation -}
getInitialOrientation :: HG3DClass -> IO (Quaternion)
getInitialOrientation a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getInitialOrientation'_ a1' a2' >>= \res ->
  peekQuaternion  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 295 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getInitialScale -}
getInitialScale :: HG3DClass -> IO (Vec3)
getInitialScale a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getInitialScale'_ a1' a2' >>= \res ->
  peekVec3  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 300 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function getSquaredViewDepth -}
getSquaredViewDepth :: HG3DClass -> HG3DClass -> IO (Float)
getSquaredViewDepth a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  alloca $ \a3' -> 
  getSquaredViewDepth'_ a1' a2' a3' >>= \res ->
  peekFloatConv  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 306 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function needUpdate -}
needUpdate :: HG3DClass -> Bool -> IO ()
needUpdate a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromBool a2} in 
  needUpdate'_ a1' a2' >>= \res ->
  return ()
{-# LINE 311 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function requestUpdate -}
requestUpdate :: HG3DClass -> HG3DClass -> Bool -> IO ()
requestUpdate a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  let {a3' = fromBool a3} in 
  requestUpdate'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 317 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function cancelUpdate -}
cancelUpdate :: HG3DClass -> HG3DClass -> IO ()
cancelUpdate a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  cancelUpdate'_ a1' a2' >>= \res ->
  return ()
{-# LINE 322 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function queueNeedUpdate -}
queueNeedUpdate :: HG3DClass -> IO ()
queueNeedUpdate a1 =
  withHG3DClass a1 $ \a1' -> 
  queueNeedUpdate'_ a1' >>= \res ->
  return ()
{-# LINE 326 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}

{- function processQueuedUpdates -}
processQueuedUpdates :: IO ()
processQueuedUpdates =
  processQueuedUpdates'_ >>= \res ->
  return ()
{-# LINE 330 ".\\HGamer3D\\Bindings\\Ogre\\ClassNode.chs" #-}


foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_destruct"
  delete'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getName"
  getName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getParent"
  getParent'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getOrientation"
  getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation"
  setOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation2"
  setOrientation2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetOrientation"
  resetOrientation'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition"
  setPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition2"
  setPosition2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getPosition"
  getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale"
  setScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale2"
  setScale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getScale"
  getScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritOrientation"
  setInheritOrientation'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritOrientation"
  getInheritOrientation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritScale"
  setInheritScale'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritScale"
  getInheritScale'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale"
  scale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale2"
  scale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate"
  translate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate2"
  translate2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CInt -> (IO ()))))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_roll"
  roll'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_pitch"
  pitch'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_yaw"
  yaw'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate"
  rotate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((RadiansPtr) -> (CInt -> (IO ())))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate2"
  rotate2'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild"
  createChild'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ())))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild2"
  createChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ()))))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_addChild"
  addChild'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_numChildren"
  numChildren'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild"
  getChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild2"
  getChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild"
  removeChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild2"
  removeChild2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild3"
  removeChild3'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeAllChildren"
  removeAllChildren'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInitialState"
  setInitialState'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetToInitialState"
  resetToInitialState'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialPosition"
  getInitialPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalPosition"
  convertWorldToLocalPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldPosition"
  convertLocalToWorldPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalOrientation"
  convertWorldToLocalOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldOrientation"
  convertLocalToWorldOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialOrientation"
  getInitialOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialScale"
  getInitialScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getSquaredViewDepth"
  getSquaredViewDepth'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_needUpdate"
  needUpdate'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_requestUpdate"
  requestUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CInt -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_cancelUpdate"
  cancelUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_queueNeedUpdate"
  queueNeedUpdate'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_processQueuedUpdates"
  processQueuedUpdates'_ :: (IO ())