-- 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\\Bullet\\ClassRigidBody.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. -- -- ClassRigidBody.chs -- module HGamer3D.Bindings.Bullet.ClassRigidBody 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.Bullet.Utils {-# LINE 40 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} import HGamer3D.Bindings.Bullet.ClassPtr {-# LINE 41 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} import HGamer3D.Bindings.Bullet.StructHG3DClass {-# LINE 42 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} import HGamer3D.Bindings.Bullet.StructVec3 {-# LINE 43 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} import HGamer3D.Bindings.Bullet.StructQuaternion {-# LINE 44 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function ~btRigidBody -} delete :: HG3DClass -> IO () delete a1 = withHG3DClass a1 $ \a1' -> delete'_ a1' >>= \res -> return () {-# LINE 49 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function saveKinematicState -} saveKinematicState :: HG3DClass -> Float -> IO () saveKinematicState a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in saveKinematicState'_ a1' a2' >>= \res -> return () {-# LINE 54 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyGravity -} applyGravity :: HG3DClass -> IO () applyGravity a1 = withHG3DClass a1 $ \a1' -> applyGravity'_ a1' >>= \res -> return () {-# LINE 58 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setGravity -} setGravity :: HG3DClass -> Vec3 -> IO () setGravity a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setGravity'_ a1' a2' >>= \res -> return () {-# LINE 63 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getGravity -} getGravity :: HG3DClass -> IO (Vec3) getGravity a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getGravity'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 68 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setDamping -} setDamping :: HG3DClass -> Float -> Float -> IO () setDamping a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in setDamping'_ a1' a2' a3' >>= \res -> return () {-# LINE 74 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getLinearDamping -} getLinearDamping :: HG3DClass -> IO (Float) getLinearDamping a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getLinearDamping'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 79 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getAngularDamping -} getAngularDamping :: HG3DClass -> IO (Float) getAngularDamping a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAngularDamping'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 84 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getLinearSleepingThreshold -} getLinearSleepingThreshold :: HG3DClass -> IO (Float) getLinearSleepingThreshold a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getLinearSleepingThreshold'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 89 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getAngularSleepingThreshold -} getAngularSleepingThreshold :: HG3DClass -> IO (Float) getAngularSleepingThreshold a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAngularSleepingThreshold'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 94 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyDamping -} applyDamping :: HG3DClass -> Float -> IO () applyDamping a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in applyDamping'_ a1' a2' >>= \res -> return () {-# LINE 99 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setMassProps -} setMassProps :: HG3DClass -> Float -> Vec3 -> IO () setMassProps a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in withVec3 a3 $ \a3' -> setMassProps'_ a1' a2' a3' >>= \res -> return () {-# LINE 105 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getLinearFactor -} getLinearFactor :: HG3DClass -> IO (Vec3) getLinearFactor a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getLinearFactor'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 110 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setLinearFactor -} setLinearFactor :: HG3DClass -> Vec3 -> IO () setLinearFactor a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setLinearFactor'_ a1' a2' >>= \res -> return () {-# LINE 115 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getInvMass -} getInvMass :: HG3DClass -> IO (Float) getInvMass a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getInvMass'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 120 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function integrateVelocities -} integrateVelocities :: HG3DClass -> Float -> IO () integrateVelocities a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in integrateVelocities'_ a1' a2' >>= \res -> return () {-# LINE 125 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyCentralForce -} applyCentralForce :: HG3DClass -> Vec3 -> IO () applyCentralForce a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> applyCentralForce'_ a1' a2' >>= \res -> return () {-# LINE 130 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getTotalForce -} getTotalForce :: HG3DClass -> IO (Vec3) getTotalForce a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getTotalForce'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 135 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getTotalTorque -} getTotalTorque :: HG3DClass -> IO (Vec3) getTotalTorque a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getTotalTorque'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 140 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getInvInertiaDiagLocal -} getInvInertiaDiagLocal :: HG3DClass -> IO (Vec3) getInvInertiaDiagLocal a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getInvInertiaDiagLocal'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 145 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setInvInertiaDiagLocal -} setInvInertiaDiagLocal :: HG3DClass -> Vec3 -> IO () setInvInertiaDiagLocal a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setInvInertiaDiagLocal'_ a1' a2' >>= \res -> return () {-# LINE 150 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setSleepingThresholds -} setSleepingThresholds :: HG3DClass -> Float -> Float -> IO () setSleepingThresholds a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in setSleepingThresholds'_ a1' a2' a3' >>= \res -> return () {-# LINE 156 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyTorque -} applyTorque :: HG3DClass -> Vec3 -> IO () applyTorque a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> applyTorque'_ a1' a2' >>= \res -> return () {-# LINE 161 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyForce -} applyForce :: HG3DClass -> Vec3 -> Vec3 -> IO () applyForce a1 a2 a3 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> withVec3 a3 $ \a3' -> applyForce'_ a1' a2' a3' >>= \res -> return () {-# LINE 167 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyCentralImpulse -} applyCentralImpulse :: HG3DClass -> Vec3 -> IO () applyCentralImpulse a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> applyCentralImpulse'_ a1' a2' >>= \res -> return () {-# LINE 172 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyTorqueImpulse -} applyTorqueImpulse :: HG3DClass -> Vec3 -> IO () applyTorqueImpulse a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> applyTorqueImpulse'_ a1' a2' >>= \res -> return () {-# LINE 177 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function applyImpulse -} applyImpulse :: HG3DClass -> Vec3 -> Vec3 -> IO () applyImpulse a1 a2 a3 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> withVec3 a3 $ \a3' -> applyImpulse'_ a1' a2' a3' >>= \res -> return () {-# LINE 183 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function clearForces -} clearForces :: HG3DClass -> IO () clearForces a1 = withHG3DClass a1 $ \a1' -> clearForces'_ a1' >>= \res -> return () {-# LINE 187 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function updateInertiaTensor -} updateInertiaTensor :: HG3DClass -> IO () updateInertiaTensor a1 = withHG3DClass a1 $ \a1' -> updateInertiaTensor'_ a1' >>= \res -> return () {-# LINE 191 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getCenterOfMassPosition -} getCenterOfMassPosition :: HG3DClass -> IO (Vec3) getCenterOfMassPosition a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getCenterOfMassPosition'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 196 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getOrientation -} getOrientation :: HG3DClass -> IO (Quaternion) getOrientation a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getOrientation'_ a1' a2' >>= \res -> peekQuaternion a2'>>= \a2'' -> return (a2'') {-# LINE 201 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getLinearVelocity -} getLinearVelocity :: HG3DClass -> IO (Vec3) getLinearVelocity a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getLinearVelocity'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 206 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getAngularVelocity -} getAngularVelocity :: HG3DClass -> IO (Vec3) getAngularVelocity a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAngularVelocity'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 211 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setLinearVelocity -} setLinearVelocity :: HG3DClass -> Vec3 -> IO () setLinearVelocity a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setLinearVelocity'_ a1' a2' >>= \res -> return () {-# LINE 216 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setAngularVelocity -} setAngularVelocity :: HG3DClass -> Vec3 -> IO () setAngularVelocity a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setAngularVelocity'_ a1' a2' >>= \res -> return () {-# LINE 221 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getVelocityInLocalPoint -} getVelocityInLocalPoint :: HG3DClass -> Vec3 -> IO (Vec3) getVelocityInLocalPoint a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> alloca $ \a3' -> getVelocityInLocalPoint'_ a1' a2' a3' >>= \res -> peekVec3 a3'>>= \a3'' -> return (a3'') {-# LINE 227 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function translate -} translate :: HG3DClass -> Vec3 -> IO () translate a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> translate'_ a1' a2' >>= \res -> return () {-# LINE 232 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getAabb -} getAabb :: HG3DClass -> IO (Vec3, Vec3) getAabb a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> alloca $ \a3' -> getAabb'_ a1' a2' a3' >>= \res -> peekVec3 a2'>>= \a2'' -> peekVec3 a3'>>= \a3'' -> return (a2'', a3'') {-# LINE 238 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getMotionState -} getMotionState :: HG3DClass -> IO (HG3DClass) getMotionState a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getMotionState'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 243 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getMotionState2 -} getMotionState2 :: HG3DClass -> IO (HG3DClass) getMotionState2 a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getMotionState2'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 248 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setMotionState -} setMotionState :: HG3DClass -> HG3DClass -> IO () setMotionState a1 a2 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> setMotionState'_ a1' a2' >>= \res -> return () {-# LINE 253 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setAngularFactor -} setAngularFactor :: HG3DClass -> Vec3 -> IO () setAngularFactor a1 a2 = withHG3DClass a1 $ \a1' -> withVec3 a2 $ \a2' -> setAngularFactor'_ a1' a2' >>= \res -> return () {-# LINE 258 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setAngularFactor2 -} setAngularFactor2 :: HG3DClass -> Float -> IO () setAngularFactor2 a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in setAngularFactor2'_ a1' a2' >>= \res -> return () {-# LINE 263 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getAngularFactor -} getAngularFactor :: HG3DClass -> IO (Vec3) getAngularFactor a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getAngularFactor'_ a1' a2' >>= \res -> peekVec3 a2'>>= \a2'' -> return (a2'') {-# LINE 268 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function isInWorld -} isInWorld :: HG3DClass -> IO (Bool) isInWorld a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> isInWorld'_ a1' a2' >>= \res -> peekBoolUtil a2'>>= \a2'' -> return (a2'') {-# LINE 273 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getNumConstraintRefs -} getNumConstraintRefs :: HG3DClass -> IO (Int) getNumConstraintRefs a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getNumConstraintRefs'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 278 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function setFlags -} setFlags :: HG3DClass -> Int -> IO () setFlags a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in setFlags'_ a1' a2' >>= \res -> return () {-# LINE 283 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function getFlags -} getFlags :: HG3DClass -> IO (Int) getFlags a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> getFlags'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 288 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function computeGyroscopicForce -} computeGyroscopicForce :: HG3DClass -> Float -> IO (Vec3) computeGyroscopicForce a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in alloca $ \a3' -> computeGyroscopicForce'_ a1' a2' a3' >>= \res -> peekVec3 a3'>>= \a3'' -> return (a3'') {-# LINE 294 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} {- function calculateSerializeBufferSize -} calculateSerializeBufferSize :: HG3DClass -> IO (Int) calculateSerializeBufferSize a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> calculateSerializeBufferSize'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 299 ".\\HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs" #-} foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_destruct" delete'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_saveKinematicState" saveKinematicState'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyGravity" applyGravity'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setGravity" setGravity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getGravity" getGravity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setDamping" setDamping'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearDamping" getLinearDamping'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularDamping" getAngularDamping'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearSleepingThreshold" getLinearSleepingThreshold'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularSleepingThreshold" getAngularSleepingThreshold'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyDamping" applyDamping'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setMassProps" setMassProps'_ :: ((HG3DClassPtr) -> (CFloat -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearFactor" getLinearFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setLinearFactor" setLinearFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getInvMass" getInvMass'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_integrateVelocities" integrateVelocities'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyCentralForce" applyCentralForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getTotalForce" getTotalForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getTotalTorque" getTotalTorque'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getInvInertiaDiagLocal" getInvInertiaDiagLocal'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setInvInertiaDiagLocal" setInvInertiaDiagLocal'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setSleepingThresholds" setSleepingThresholds'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyTorque" applyTorque'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyForce" applyForce'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyCentralImpulse" applyCentralImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyTorqueImpulse" applyTorqueImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_applyImpulse" applyImpulse'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_clearForces" clearForces'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_updateInertiaTensor" updateInertiaTensor'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getCenterOfMassPosition" getCenterOfMassPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getOrientation" getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getLinearVelocity" getLinearVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularVelocity" getAngularVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setLinearVelocity" setLinearVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularVelocity" setAngularVelocity'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getVelocityInLocalPoint" getVelocityInLocalPoint'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_translate" translate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAabb" getAabb'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getMotionState" getMotionState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getMotionState2" getMotionState2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setMotionState" setMotionState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularFactor" setAngularFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setAngularFactor2" setAngularFactor2'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getAngularFactor" getAngularFactor'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_isInWorld" isInWorld'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getNumConstraintRefs" getNumConstraintRefs'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_setFlags" setFlags'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_getFlags" getFlags'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_computeGyroscopicForce" computeGyroscopicForce'_ :: ((HG3DClassPtr) -> (CFloat -> ((Vec3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Bullet\\ClassRigidBody.chs.h bt_rgdbd_calculateSerializeBufferSize" calculateSerializeBufferSize'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))