-- 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\\ClassLight.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) 2011-2013 Peter Althainz -- -- The files are part of HGamer3D (www.hgamer3d.org) -- -- 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. -- -- ClassLight.chs -- 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 {-# LINE 42 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 43 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.StructHG3DClass {-# LINE 44 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.EnumLightType {-# LINE 45 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.StructColour {-# LINE 46 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.StructVec3 {-# LINE 47 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.StructRadians {-# LINE 48 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function Light2 -} new :: String -> IO (HG3DClass) new a1 = withCString a1 $ \a1' -> alloca $ \a2' -> new'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 54 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function ~Light -} delete :: HG3DClass -> IO () delete a1 = withHG3DClass a1 $ \a1' -> delete'_ a1' >>= \res -> return () {-# LINE 58 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setType -} setType :: HG3DClass -> EnumLightType -> IO () setType a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in setType'_ a1' a2' >>= \res -> return () {-# LINE 63 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getType -} getType :: HG3DClass -> IO (EnumLightType) getType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getType'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 68 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setDiffuseColour -} 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 () {-# LINE 75 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setDiffuseColour2 -} setDiffuseColour2 :: HG3DClass -> Colour -> IO () setDiffuseColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> setDiffuseColour2'_ a1' a2' >>= \res -> return () {-# LINE 80 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getDiffuseColour -} getDiffuseColour :: HG3DClass -> IO (Colour) getDiffuseColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getDiffuseColour'_ a1' a2' >>= \res -> peekColour a2'>>= \a2'' -> return (a2'') {-# LINE 85 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpecularColour -} 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 () {-# LINE 92 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpecularColour2 -} setSpecularColour2 :: HG3DClass -> Colour -> IO () setSpecularColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> setSpecularColour2'_ a1' a2' >>= \res -> return () {-# LINE 97 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getSpecularColour -} getSpecularColour :: HG3DClass -> IO (Colour) getSpecularColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSpecularColour'_ a1' a2' >>= \res -> peekColour a2'>>= \a2'' -> return (a2'') {-# LINE 102 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setAttenuation -} 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 () {-# LINE 110 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getAttenuationRange -} getAttenuationRange :: HG3DClass -> IO (Float) getAttenuationRange a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAttenuationRange'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 115 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getAttenuationConstant -} getAttenuationConstant :: HG3DClass -> IO (Float) getAttenuationConstant a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAttenuationConstant'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 120 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getAttenuationLinear -} getAttenuationLinear :: HG3DClass -> IO (Float) getAttenuationLinear a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAttenuationLinear'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 125 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getAttenuationQuadric -} getAttenuationQuadric :: HG3DClass -> IO (Float) getAttenuationQuadric a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAttenuationQuadric'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 130 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setPosition -} 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 () {-# LINE 137 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setPosition2 -} setPosition2 :: HG3DClass -> Vec3 -> IO () setPosition2 a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setPosition2'_ a1' a2' >>= \res -> return () {-# LINE 142 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getPosition -} getPosition :: HG3DClass -> IO (Vec3) getPosition a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getPosition'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 147 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setDirection -} 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 () {-# LINE 154 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setDirection2 -} setDirection2 :: HG3DClass -> Vec3 -> IO () setDirection2 a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setDirection2'_ a1' a2' >>= \res -> return () {-# LINE 159 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getDirection -} getDirection :: HG3DClass -> IO (Vec3) getDirection a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getDirection'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 164 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpotlightRange -} 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 () {-# LINE 171 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getSpotlightInnerAngle -} getSpotlightInnerAngle :: HG3DClass -> IO (Radians) getSpotlightInnerAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSpotlightInnerAngle'_ a1' a2' >>= \res -> peekRadians a2'>>= \a2'' -> return (a2'') {-# LINE 176 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getSpotlightOuterAngle -} getSpotlightOuterAngle :: HG3DClass -> IO (Radians) getSpotlightOuterAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSpotlightOuterAngle'_ a1' a2' >>= \res -> peekRadians a2'>>= \a2'' -> return (a2'') {-# LINE 181 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getSpotlightFalloff -} getSpotlightFalloff :: HG3DClass -> IO (Float) getSpotlightFalloff a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSpotlightFalloff'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 186 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpotlightInnerAngle -} setSpotlightInnerAngle :: HG3DClass -> Radians -> IO () setSpotlightInnerAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadians a2 $ \a2' -> setSpotlightInnerAngle'_ a1' a2' >>= \res -> return () {-# LINE 191 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpotlightOuterAngle -} setSpotlightOuterAngle :: HG3DClass -> Radians -> IO () setSpotlightOuterAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadians a2 $ \a2' -> setSpotlightOuterAngle'_ a1' a2' >>= \res -> return () {-# LINE 196 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpotlightFalloff -} setSpotlightFalloff :: HG3DClass -> Float -> IO () setSpotlightFalloff a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setSpotlightFalloff'_ a1' a2' >>= \res -> return () {-# LINE 201 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setSpotlightNearClipDistance -} setSpotlightNearClipDistance :: HG3DClass -> Float -> IO () setSpotlightNearClipDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setSpotlightNearClipDistance'_ a1' a2' >>= \res -> return () {-# LINE 206 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getSpotlightNearClipDistance -} getSpotlightNearClipDistance :: HG3DClass -> IO (Float) getSpotlightNearClipDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSpotlightNearClipDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 211 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setPowerScale -} setPowerScale :: HG3DClass -> Float -> IO () setPowerScale a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setPowerScale'_ a1' a2' >>= \res -> return () {-# LINE 216 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getPowerScale -} getPowerScale :: HG3DClass -> IO (Float) getPowerScale a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getPowerScale'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 221 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getMovableType -} getMovableType :: HG3DClass -> IO (String) getMovableType a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> getMovableType'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 226 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getDerivedPosition -} 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'') {-# LINE 232 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getDerivedDirection -} getDerivedDirection :: HG3DClass -> IO (Vec3) getDerivedDirection a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getDerivedDirection'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 237 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setVisible -} setVisible :: HG3DClass -> Bool -> IO () setVisible a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in setVisible'_ a1' a2' >>= \res -> return () {-# LINE 242 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getBoundingRadius -} getBoundingRadius :: HG3DClass -> IO (Float) getBoundingRadius a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getBoundingRadius'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 247 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getTypeFlags -} getTypeFlags :: HG3DClass -> IO (Int) getTypeFlags a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getTypeFlags'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 252 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function resetCustomShadowCameraSetup -} resetCustomShadowCameraSetup :: HG3DClass -> IO () resetCustomShadowCameraSetup a1 = withHG3DClass a1 $ \a1' -> resetCustomShadowCameraSetup'_ a1' >>= \res -> return () {-# LINE 256 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setShadowFarDistance -} setShadowFarDistance :: HG3DClass -> Float -> IO () setShadowFarDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setShadowFarDistance'_ a1' a2' >>= \res -> return () {-# LINE 261 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function resetShadowFarDistance -} resetShadowFarDistance :: HG3DClass -> IO () resetShadowFarDistance a1 = withHG3DClass a1 $ \a1' -> resetShadowFarDistance'_ a1' >>= \res -> return () {-# LINE 265 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getShadowFarDistance -} getShadowFarDistance :: HG3DClass -> IO (Float) getShadowFarDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getShadowFarDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 270 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getShadowFarDistanceSquared -} getShadowFarDistanceSquared :: HG3DClass -> IO (Float) getShadowFarDistanceSquared a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getShadowFarDistanceSquared'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 275 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setShadowNearClipDistance -} setShadowNearClipDistance :: HG3DClass -> Float -> IO () setShadowNearClipDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setShadowNearClipDistance'_ a1' a2' >>= \res -> return () {-# LINE 280 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getShadowNearClipDistance -} getShadowNearClipDistance :: HG3DClass -> IO (Float) getShadowNearClipDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getShadowNearClipDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 285 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function setShadowFarClipDistance -} setShadowFarClipDistance :: HG3DClass -> Float -> IO () setShadowFarClipDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setShadowFarClipDistance'_ a1' a2' >>= \res -> return () {-# LINE 290 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} {- function getShadowFarClipDistance -} getShadowFarClipDistance :: HG3DClass -> IO (Float) getShadowFarClipDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getShadowFarClipDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 295 ".\\HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} 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 ())))