module HGamer3D.Bindings.Ogre.ClassLight 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.EnumLightType
import HGamer3D.Bindings.Ogre.StructColour
import HGamer3D.Bindings.Ogre.StructVec3
import HGamer3D.Bindings.Ogre.StructRadians
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 ()
setType :: HG3DClass -> EnumLightType -> IO ()
setType a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = cIntFromEnum a2} in
setType'_ a1' a2' >>= \res ->
return ()
getType :: HG3DClass -> IO (EnumLightType)
getType a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getType'_ a1' a2' >>= \res ->
peekEnumUtil a2'>>= \a2'' ->
return (a2'')
setDiffuseColour :: HG3DClass -> Float -> Float -> Float -> IO ()
setDiffuseColour a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setDiffuseColour'_ a1' a2' a3' a4' >>= \res ->
return ()
setDiffuseColour2 :: HG3DClass -> Colour -> IO ()
setDiffuseColour2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
setDiffuseColour2'_ a1' a2' >>= \res ->
return ()
getDiffuseColour :: HG3DClass -> IO (Colour)
getDiffuseColour a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDiffuseColour'_ a1' a2' >>= \res ->
peekColour a2'>>= \a2'' ->
return (a2'')
setSpecularColour :: HG3DClass -> Float -> Float -> Float -> IO ()
setSpecularColour a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setSpecularColour'_ a1' a2' a3' a4' >>= \res ->
return ()
setSpecularColour2 :: HG3DClass -> Colour -> IO ()
setSpecularColour2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
setSpecularColour2'_ a1' a2' >>= \res ->
return ()
getSpecularColour :: HG3DClass -> IO (Colour)
getSpecularColour a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpecularColour'_ a1' a2' >>= \res ->
peekColour a2'>>= \a2'' ->
return (a2'')
setAttenuation :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
setAttenuation 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
setAttenuation'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
getAttenuationRange :: HG3DClass -> IO (Float)
getAttenuationRange a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationRange'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAttenuationConstant :: HG3DClass -> IO (Float)
getAttenuationConstant a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationConstant'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAttenuationLinear :: HG3DClass -> IO (Float)
getAttenuationLinear a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationLinear'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAttenuationQuadric :: HG3DClass -> IO (Float)
getAttenuationQuadric a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAttenuationQuadric'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setPosition :: HG3DClass -> Float -> Float -> Float -> IO ()
setPosition a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setPosition'_ a1' a2' a3' a4' >>= \res ->
return ()
setPosition2 :: HG3DClass -> Vec3 -> IO ()
setPosition2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setPosition2'_ a1' a2' >>= \res ->
return ()
getPosition :: HG3DClass -> IO (Vec3)
getPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setDirection :: HG3DClass -> Float -> Float -> Float -> IO ()
setDirection a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setDirection'_ a1' a2' a3' a4' >>= \res ->
return ()
setDirection2 :: HG3DClass -> Vec3 -> IO ()
setDirection2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setDirection2'_ a1' a2' >>= \res ->
return ()
getDirection :: HG3DClass -> IO (Vec3)
getDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setSpotlightRange :: HG3DClass -> Radians -> Radians -> Float -> IO ()
setSpotlightRange a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
withRadians a3 $ \a3' ->
let {a4' = realToFrac a4} in
setSpotlightRange'_ a1' a2' a3' a4' >>= \res ->
return ()
getSpotlightInnerAngle :: HG3DClass -> IO (Radians)
getSpotlightInnerAngle a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightInnerAngle'_ a1' a2' >>= \res ->
peekRadians a2'>>= \a2'' ->
return (a2'')
getSpotlightOuterAngle :: HG3DClass -> IO (Radians)
getSpotlightOuterAngle a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightOuterAngle'_ a1' a2' >>= \res ->
peekRadians a2'>>= \a2'' ->
return (a2'')
getSpotlightFalloff :: HG3DClass -> IO (Float)
getSpotlightFalloff a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightFalloff'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setSpotlightInnerAngle :: HG3DClass -> Radians -> IO ()
setSpotlightInnerAngle a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
setSpotlightInnerAngle'_ a1' a2' >>= \res ->
return ()
setSpotlightOuterAngle :: HG3DClass -> Radians -> IO ()
setSpotlightOuterAngle a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
setSpotlightOuterAngle'_ a1' a2' >>= \res ->
return ()
setSpotlightFalloff :: HG3DClass -> Float -> IO ()
setSpotlightFalloff a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setSpotlightFalloff'_ a1' a2' >>= \res ->
return ()
setSpotlightNearClipDistance :: HG3DClass -> Float -> IO ()
setSpotlightNearClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setSpotlightNearClipDistance'_ a1' a2' >>= \res ->
return ()
getSpotlightNearClipDistance :: HG3DClass -> IO (Float)
getSpotlightNearClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSpotlightNearClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setPowerScale :: HG3DClass -> Float -> IO ()
setPowerScale a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setPowerScale'_ a1' a2' >>= \res ->
return ()
getPowerScale :: HG3DClass -> IO (Float)
getPowerScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPowerScale'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getMovableType :: HG3DClass -> IO (String)
getMovableType a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getMovableType'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
getDerivedPosition :: HG3DClass -> Bool -> IO (Vec3)
getDerivedPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
alloca $ \a3' ->
getDerivedPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
getDerivedDirection :: HG3DClass -> IO (Vec3)
getDerivedDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setVisible :: HG3DClass -> Bool -> IO ()
setVisible a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setVisible'_ a1' a2' >>= \res ->
return ()
getBoundingRadius :: HG3DClass -> IO (Float)
getBoundingRadius a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getBoundingRadius'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getTypeFlags :: HG3DClass -> IO (Int)
getTypeFlags a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTypeFlags'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
resetCustomShadowCameraSetup :: HG3DClass -> IO ()
resetCustomShadowCameraSetup a1 =
withHG3DClass a1 $ \a1' ->
resetCustomShadowCameraSetup'_ a1' >>= \res ->
return ()
setShadowFarDistance :: HG3DClass -> Float -> IO ()
setShadowFarDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowFarDistance'_ a1' a2' >>= \res ->
return ()
resetShadowFarDistance :: HG3DClass -> IO ()
resetShadowFarDistance a1 =
withHG3DClass a1 $ \a1' ->
resetShadowFarDistance'_ a1' >>= \res ->
return ()
getShadowFarDistance :: HG3DClass -> IO (Float)
getShadowFarDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getShadowFarDistanceSquared :: HG3DClass -> IO (Float)
getShadowFarDistanceSquared a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarDistanceSquared'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setShadowNearClipDistance :: HG3DClass -> Float -> IO ()
setShadowNearClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowNearClipDistance'_ a1' a2' >>= \res ->
return ()
getShadowNearClipDistance :: HG3DClass -> IO (Float)
getShadowNearClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowNearClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setShadowFarClipDistance :: HG3DClass -> Float -> IO ()
setShadowFarClipDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setShadowFarClipDistance'_ a1' a2' >>= \res ->
return ()
getShadowFarClipDistance :: HG3DClass -> IO (Float)
getShadowFarClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowFarClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_construct"
new'_ :: ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setType"
setType'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getType"
getType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDiffuseColour"
setDiffuseColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDiffuseColour2"
setDiffuseColour2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDiffuseColour"
getDiffuseColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpecularColour"
setSpecularColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpecularColour2"
setSpecularColour2'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpecularColour"
getSpecularColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setAttenuation"
setAttenuation'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationRange"
getAttenuationRange'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationConstant"
getAttenuationConstant'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationLinear"
getAttenuationLinear'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getAttenuationQuadric"
getAttenuationQuadric'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPosition"
setPosition'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPosition2"
setPosition2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getPosition"
getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDirection"
setDirection'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setDirection2"
setDirection2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDirection"
getDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightRange"
setSpotlightRange'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> ((RadiansPtr) -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightInnerAngle"
getSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightOuterAngle"
getSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightFalloff"
getSpotlightFalloff'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightInnerAngle"
setSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightOuterAngle"
setSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightFalloff"
setSpotlightFalloff'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setSpotlightNearClipDistance"
setSpotlightNearClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getSpotlightNearClipDistance"
getSpotlightNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setPowerScale"
setPowerScale'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getPowerScale"
getPowerScale'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getMovableType"
getMovableType'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDerivedPosition"
getDerivedPosition'_ :: ((HG3DClassPtr) -> (CInt -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getDerivedDirection"
getDerivedDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setVisible"
setVisible'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getBoundingRadius"
getBoundingRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getTypeFlags"
getTypeFlags'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_resetCustomShadowCameraSetup"
resetCustomShadowCameraSetup'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowFarDistance"
setShadowFarDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_resetShadowFarDistance"
resetShadowFarDistance'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarDistance"
getShadowFarDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarDistanceSquared"
getShadowFarDistanceSquared'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowNearClipDistance"
setShadowNearClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowNearClipDistance"
getShadowNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_setShadowFarClipDistance"
setShadowFarClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h ogre_lgt_getShadowFarClipDistance"
getShadowFarClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))