-- 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\\ClassMesh.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. -- -- ClassMesh.chs -- module HGamer3D.Bindings.Ogre.ClassMesh 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\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 43 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.StructHG3DClass {-# LINE 44 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.StructSharedPtr {-# LINE 45 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} import HGamer3D.Bindings.Ogre.EnumVertexAnimationType {-# LINE 46 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function ~Mesh -} delete :: HG3DClass -> IO () delete a1 = withHG3DClass a1 $ \a1' -> delete'_ a1' >>= \res -> return () {-# LINE 51 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function unnameSubMesh -} unnameSubMesh :: HG3DClass -> String -> IO () unnameSubMesh a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> unnameSubMesh'_ a1' a2' >>= \res -> return () {-# LINE 56 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getNumSubMeshes -} getNumSubMeshes :: HG3DClass -> IO (Int) getNumSubMeshes a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getNumSubMeshes'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 61 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function destroySubMesh -} destroySubMesh :: HG3DClass -> Int -> IO () destroySubMesh a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in destroySubMesh'_ a1' a2' >>= \res -> return () {-# LINE 66 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function destroySubMesh2 -} destroySubMesh2 :: HG3DClass -> String -> IO () destroySubMesh2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> destroySubMesh2'_ a1' a2' >>= \res -> return () {-# LINE 71 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function clone -} clone :: HG3DClass -> String -> String -> IO (SharedPtr) clone a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> withCString a3 $ \a3' -> alloca $ \a4' -> clone'_ a1' a2' a3' a4' >>= \res -> peekSharedPtr a4'>>= \a4'' -> return (a4'') {-# LINE 78 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getBoundingSphereRadius -} getBoundingSphereRadius :: HG3DClass -> IO (Float) getBoundingSphereRadius a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getBoundingSphereRadius'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 83 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function setSkeletonName -} setSkeletonName :: HG3DClass -> String -> IO () setSkeletonName a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> setSkeletonName'_ a1' a2' >>= \res -> return () {-# LINE 88 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function hasSkeleton -} hasSkeleton :: HG3DClass -> IO (Bool) hasSkeleton a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> hasSkeleton'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 93 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function hasVertexAnimation -} hasVertexAnimation :: HG3DClass -> IO (Bool) hasVertexAnimation a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> hasVertexAnimation'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 98 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getSkeleton -} getSkeleton :: HG3DClass -> IO (SharedPtr) getSkeleton a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSkeleton'_ a1' a2' >>= \res -> peekSharedPtr a2'>>= \a2'' -> return (a2'') {-# LINE 103 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getSkeletonName -} getSkeletonName :: HG3DClass -> IO (String) getSkeletonName a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> getSkeletonName'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 108 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function clearBoneAssignments -} clearBoneAssignments :: HG3DClass -> IO () clearBoneAssignments a1 = withHG3DClass a1 $ \a1' -> clearBoneAssignments'_ a1' >>= \res -> return () {-# LINE 112 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function createManualLodLevel -} createManualLodLevel :: HG3DClass -> Float -> String -> String -> IO () createManualLodLevel a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in withCString a3 $ \a3' -> withCString a4 $ \a4' -> createManualLodLevel'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 119 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function isLodManual -} isLodManual :: HG3DClass -> IO (Bool) isLodManual a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isLodManual'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 124 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function removeLodLevels -} removeLodLevels :: HG3DClass -> IO () removeLodLevels a1 = withHG3DClass a1 $ \a1' -> removeLodLevels'_ a1' >>= \res -> return () {-# LINE 128 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function isVertexBufferShadowed -} isVertexBufferShadowed :: HG3DClass -> IO (Bool) isVertexBufferShadowed a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isVertexBufferShadowed'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 133 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function isIndexBufferShadowed -} isIndexBufferShadowed :: HG3DClass -> IO (Bool) isIndexBufferShadowed a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isIndexBufferShadowed'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 138 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function buildEdgeList -} buildEdgeList :: HG3DClass -> IO () buildEdgeList a1 = withHG3DClass a1 $ \a1' -> buildEdgeList'_ a1' >>= \res -> return () {-# LINE 142 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function freeEdgeList -} freeEdgeList :: HG3DClass -> IO () freeEdgeList a1 = withHG3DClass a1 $ \a1' -> freeEdgeList'_ a1' >>= \res -> return () {-# LINE 146 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function prepareForShadowVolume -} prepareForShadowVolume :: HG3DClass -> IO () prepareForShadowVolume a1 = withHG3DClass a1 $ \a1' -> prepareForShadowVolume'_ a1' >>= \res -> return () {-# LINE 150 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function isPreparedForShadowVolumes -} isPreparedForShadowVolumes :: HG3DClass -> IO (Bool) isPreparedForShadowVolumes a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isPreparedForShadowVolumes'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 155 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function isEdgeListBuilt -} isEdgeListBuilt :: HG3DClass -> IO (Bool) isEdgeListBuilt a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isEdgeListBuilt'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 160 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function setAutoBuildEdgeLists -} setAutoBuildEdgeLists :: HG3DClass -> Bool -> IO () setAutoBuildEdgeLists a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in setAutoBuildEdgeLists'_ a1' a2' >>= \res -> return () {-# LINE 165 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getAutoBuildEdgeLists -} getAutoBuildEdgeLists :: HG3DClass -> IO (Bool) getAutoBuildEdgeLists a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAutoBuildEdgeLists'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 170 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getSharedVertexDataAnimationType -} getSharedVertexDataAnimationType :: HG3DClass -> IO (EnumVertexAnimationType) getSharedVertexDataAnimationType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSharedVertexDataAnimationType'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 175 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getSharedVertexDataAnimationIncludesNormals -} getSharedVertexDataAnimationIncludesNormals :: HG3DClass -> IO (Bool) getSharedVertexDataAnimationIncludesNormals a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getSharedVertexDataAnimationIncludesNormals'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 180 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function createAnimation -} createAnimation :: HG3DClass -> String -> Float -> IO (HG3DClass) createAnimation a1 a2 a3 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> let {a3' = realToFrac a3} in alloca $ \a4' -> createAnimation'_ a1' a2' a3' a4' >>= \res -> peek a4'>>= \a4'' -> return (a4'') {-# LINE 187 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getAnimation -} getAnimation :: HG3DClass -> String -> IO (HG3DClass) getAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> getAnimation'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 193 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function hasAnimation -} hasAnimation :: HG3DClass -> String -> IO (Bool) hasAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> alloca $ \a3' -> hasAnimation'_ a1' a2' a3' >>= \res -> peekBoolUtil a3'>>= \a3'' -> return (a3'') {-# LINE 199 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function removeAnimation -} removeAnimation :: HG3DClass -> String -> IO () removeAnimation a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> removeAnimation'_ a1' a2' >>= \res -> return () {-# LINE 204 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getNumAnimations -} getNumAnimations :: HG3DClass -> IO (Int) getNumAnimations a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getNumAnimations'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 209 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getAnimation2 -} getAnimation2 :: HG3DClass -> Int -> IO (HG3DClass) getAnimation2 a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> getAnimation2'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 215 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function removeAllAnimations -} removeAllAnimations :: HG3DClass -> IO () removeAllAnimations a1 = withHG3DClass a1 $ \a1' -> removeAllAnimations'_ a1' >>= \res -> return () {-# LINE 219 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function updateMaterialForAllSubMeshes -} updateMaterialForAllSubMeshes :: HG3DClass -> IO () updateMaterialForAllSubMeshes a1 = withHG3DClass a1 $ \a1' -> updateMaterialForAllSubMeshes'_ a1' >>= \res -> return () {-# LINE 223 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function getPoseCount -} getPoseCount :: HG3DClass -> IO (Int) getPoseCount a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getPoseCount'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 228 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function removePose2 -} removePose2 :: HG3DClass -> String -> IO () removePose2 a1 a2 = withHG3DClass a1 $ \a1' -> withCString a2 $ \a2' -> removePose2'_ a1' a2' >>= \res -> return () {-# LINE 233 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} {- function removeAllPoses -} removeAllPoses :: HG3DClass -> IO () removeAllPoses a1 = withHG3DClass a1 $ \a1' -> removeAllPoses'_ a1' >>= \res -> return () {-# LINE 237 ".\\HGamer3D\\Bindings\\Ogre\\ClassMesh.chs" #-} foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_destruct" delete'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_unnameSubMesh" unnameSubMesh'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getNumSubMeshes" getNumSubMeshes'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_destroySubMesh" destroySubMesh'_ :: ((HG3DClassPtr) -> (CUShort -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_destroySubMesh2" destroySubMesh2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_clone" clone'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CChar) -> ((SharedPtrPtr) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getBoundingSphereRadius" getBoundingSphereRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_setSkeletonName" setSkeletonName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_hasSkeleton" hasSkeleton'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_hasVertexAnimation" hasVertexAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getSkeleton" getSkeleton'_ :: ((HG3DClassPtr) -> ((SharedPtrPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getSkeletonName" getSkeletonName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_clearBoneAssignments" clearBoneAssignments'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_createManualLodLevel" createManualLodLevel'_ :: ((HG3DClassPtr) -> (CFloat -> ((Ptr CChar) -> ((Ptr CChar) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_isLodManual" isLodManual'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_removeLodLevels" removeLodLevels'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_isVertexBufferShadowed" isVertexBufferShadowed'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_isIndexBufferShadowed" isIndexBufferShadowed'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_buildEdgeList" buildEdgeList'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_freeEdgeList" freeEdgeList'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_prepareForShadowVolume" prepareForShadowVolume'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_isPreparedForShadowVolumes" isPreparedForShadowVolumes'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_isEdgeListBuilt" isEdgeListBuilt'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_setAutoBuildEdgeLists" setAutoBuildEdgeLists'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getAutoBuildEdgeLists" getAutoBuildEdgeLists'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getSharedVertexDataAnimationType" getSharedVertexDataAnimationType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getSharedVertexDataAnimationIncludesNormals" getSharedVertexDataAnimationIncludesNormals'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_createAnimation" createAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CFloat -> ((HG3DClassPtr) -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getAnimation" getAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_hasAnimation" hasAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CInt) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_removeAnimation" removeAnimation'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getNumAnimations" getNumAnimations'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getAnimation2" getAnimation2'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_removeAllAnimations" removeAllAnimations'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_updateMaterialForAllSubMeshes" updateMaterialForAllSubMeshes'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_getPoseCount" getPoseCount'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_removePose2" removePose2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassMesh.chs.h ogre_msh_removeAllPoses" removeAllPoses'_ :: ((HG3DClassPtr) -> (IO ()))