module HGamer3D.Bindings.Ogre.ClassNodeAnimationTrack 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
new :: HG3DClass -> Int -> IO (HG3DClass)
new a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
new'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
getAssociatedNode :: HG3DClass -> IO (HG3DClass)
getAssociatedNode a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAssociatedNode'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setAssociatedNode :: HG3DClass -> HG3DClass -> IO ()
setAssociatedNode a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
setAssociatedNode'_ a1' a2' >>= \res ->
return ()
applyToNode :: HG3DClass -> HG3DClass -> HG3DClass -> Float -> Float -> IO ()
applyToNode a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
withHG3DClass a3 $ \a3' ->
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
applyToNode'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
setUseShortestRotationPath :: HG3DClass -> Bool -> IO ()
setUseShortestRotationPath a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setUseShortestRotationPath'_ a1' a2' >>= \res ->
return ()
getUseShortestRotationPath :: HG3DClass -> IO (Bool)
getUseShortestRotationPath a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUseShortestRotationPath'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
apply :: HG3DClass -> HG3DClass -> Float -> Float -> IO ()
apply a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
apply'_ a1' a2' a3' a4' >>= \res ->
return ()
hasNonZeroKeyFrames :: HG3DClass -> IO (Bool)
hasNonZeroKeyFrames a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
hasNonZeroKeyFrames'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
optimise :: HG3DClass -> IO ()
optimise a1 =
withHG3DClass a1 $ \a1' ->
optimise'_ a1' >>= \res ->
return ()
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_construct"
new'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_getAssociatedNode"
getAssociatedNode'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_setAssociatedNode"
setAssociatedNode'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_applyToNode"
applyToNode'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_setUseShortestRotationPath"
setUseShortestRotationPath'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_getUseShortestRotationPath"
getUseShortestRotationPath'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_apply"
apply'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_hasNonZeroKeyFrames"
hasNonZeroKeyFrames'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNodeAnimationTrack.chs.h ogre_noat_optimise"
optimise'_ :: ((HG3DClassPtr) -> (IO ()))