module HGamer3D.Bindings.Ogre.ClassNode 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.StructQuaternion
import HGamer3D.Bindings.Ogre.StructVec3
import HGamer3D.Bindings.Ogre.EnumNodeTransformSpace
import HGamer3D.Bindings.Ogre.StructRadians
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
getName :: HG3DClass -> IO (String)
getName a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getName'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
getParent :: HG3DClass -> IO (HG3DClass)
getParent a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getParent'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
getOrientation :: HG3DClass -> IO (Quaternion)
getOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
setOrientation :: HG3DClass -> Quaternion -> IO ()
setOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
setOrientation'_ a1' a2' >>= \res ->
return ()
setOrientation2 :: HG3DClass -> Float -> Float -> Float -> Float -> IO ()
setOrientation2 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
setOrientation2'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
resetOrientation :: HG3DClass -> IO ()
resetOrientation a1 =
withHG3DClass a1 $ \a1' ->
resetOrientation'_ a1' >>= \res ->
return ()
setPosition :: HG3DClass -> Vec3 -> IO ()
setPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setPosition'_ a1' a2' >>= \res ->
return ()
setPosition2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setPosition2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setPosition2'_ a1' a2' a3' a4' >>= \res ->
return ()
getPosition :: HG3DClass -> IO (Vec3)
getPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setScale :: HG3DClass -> Vec3 -> IO ()
setScale a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
setScale'_ a1' a2' >>= \res ->
return ()
setScale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
setScale2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
setScale2'_ a1' a2' a3' a4' >>= \res ->
return ()
getScale :: HG3DClass -> IO (Vec3)
getScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getScale'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
setInheritOrientation :: HG3DClass -> Bool -> IO ()
setInheritOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setInheritOrientation'_ a1' a2' >>= \res ->
return ()
getInheritOrientation :: HG3DClass -> IO (Bool)
getInheritOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInheritOrientation'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setInheritScale :: HG3DClass -> Bool -> IO ()
setInheritScale a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setInheritScale'_ a1' a2' >>= \res ->
return ()
getInheritScale :: HG3DClass -> IO (Bool)
getInheritScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInheritScale'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
scale :: HG3DClass -> Vec3 -> IO ()
scale a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
scale'_ a1' a2' >>= \res ->
return ()
scale2 :: HG3DClass -> Float -> Float -> Float -> IO ()
scale2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
scale2'_ a1' a2' a3' a4' >>= \res ->
return ()
translate :: HG3DClass -> Vec3 -> EnumNodeTransformSpace -> IO ()
translate a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
translate'_ a1' a2' a3' >>= \res ->
return ()
translate2 :: HG3DClass -> Float -> Float -> Float -> EnumNodeTransformSpace -> IO ()
translate2 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' = cIntFromEnum a5} in
translate2'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
roll :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
roll a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
roll'_ a1' a2' a3' >>= \res ->
return ()
pitch :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
pitch a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
pitch'_ a1' a2' a3' >>= \res ->
return ()
yaw :: HG3DClass -> Radians -> EnumNodeTransformSpace -> IO ()
yaw a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
yaw'_ a1' a2' a3' >>= \res ->
return ()
rotate :: HG3DClass -> Vec3 -> Radians -> EnumNodeTransformSpace -> IO ()
rotate a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withRadians a3 $ \a3' ->
let {a4' = cIntFromEnum a4} in
rotate'_ a1' a2' a3' a4' >>= \res ->
return ()
rotate2 :: HG3DClass -> Quaternion -> EnumNodeTransformSpace -> IO ()
rotate2 a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
let {a3' = cIntFromEnum a3} in
rotate2'_ a1' a2' a3' >>= \res ->
return ()
createChild :: HG3DClass -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withQuaternion a3 $ \a3' ->
alloca $ \a4' ->
createChild'_ a1' a2' a3' a4' >>= \res ->
peek a4'>>= \a4'' ->
return (a4'')
createChild2 :: HG3DClass -> String -> Vec3 -> Quaternion -> IO (HG3DClass)
createChild2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
withVec3 a3 $ \a3' ->
withQuaternion a4 $ \a4' ->
alloca $ \a5' ->
createChild2'_ a1' a2' a3' a4' a5' >>= \res ->
peek a5'>>= \a5'' ->
return (a5'')
addChild :: HG3DClass -> HG3DClass -> IO ()
addChild a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
addChild'_ a1' a2' >>= \res ->
return ()
numChildren :: HG3DClass -> IO (Int)
numChildren a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
numChildren'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getChild :: HG3DClass -> Int -> IO (HG3DClass)
getChild a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
getChild'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
getChild2 :: HG3DClass -> String -> IO (HG3DClass)
getChild2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
getChild2'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
removeChild :: HG3DClass -> Int -> IO (HG3DClass)
removeChild a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
alloca $ \a3' ->
removeChild'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
removeChild2 :: HG3DClass -> HG3DClass -> IO (HG3DClass)
removeChild2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
alloca $ \a3' ->
removeChild2'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
removeChild3 :: HG3DClass -> String -> IO (HG3DClass)
removeChild3 a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
removeChild3'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
removeAllChildren :: HG3DClass -> IO ()
removeAllChildren a1 =
withHG3DClass a1 $ \a1' ->
removeAllChildren'_ a1' >>= \res ->
return ()
setInitialState :: HG3DClass -> IO ()
setInitialState a1 =
withHG3DClass a1 $ \a1' ->
setInitialState'_ a1' >>= \res ->
return ()
resetToInitialState :: HG3DClass -> IO ()
resetToInitialState a1 =
withHG3DClass a1 $ \a1' ->
resetToInitialState'_ a1' >>= \res ->
return ()
getInitialPosition :: HG3DClass -> IO (Vec3)
getInitialPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
convertWorldToLocalPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertWorldToLocalPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
convertWorldToLocalPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
convertLocalToWorldPosition :: HG3DClass -> Vec3 -> IO (Vec3)
convertLocalToWorldPosition a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
convertLocalToWorldPosition'_ a1' a2' a3' >>= \res ->
peekVec3 a3'>>= \a3'' ->
return (a3'')
convertWorldToLocalOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertWorldToLocalOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
alloca $ \a3' ->
convertWorldToLocalOrientation'_ a1' a2' a3' >>= \res ->
peekQuaternion a3'>>= \a3'' ->
return (a3'')
convertLocalToWorldOrientation :: HG3DClass -> Quaternion -> IO (Quaternion)
convertLocalToWorldOrientation a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
alloca $ \a3' ->
convertLocalToWorldOrientation'_ a1' a2' a3' >>= \res ->
peekQuaternion a3'>>= \a3'' ->
return (a3'')
getInitialOrientation :: HG3DClass -> IO (Quaternion)
getInitialOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
getInitialScale :: HG3DClass -> IO (Vec3)
getInitialScale a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getInitialScale'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getSquaredViewDepth :: HG3DClass -> HG3DClass -> IO (Float)
getSquaredViewDepth a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
alloca $ \a3' ->
getSquaredViewDepth'_ a1' a2' a3' >>= \res ->
peekFloatConv a3'>>= \a3'' ->
return (a3'')
needUpdate :: HG3DClass -> Bool -> IO ()
needUpdate a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
needUpdate'_ a1' a2' >>= \res ->
return ()
requestUpdate :: HG3DClass -> HG3DClass -> Bool -> IO ()
requestUpdate a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
let {a3' = fromBool a3} in
requestUpdate'_ a1' a2' a3' >>= \res ->
return ()
cancelUpdate :: HG3DClass -> HG3DClass -> IO ()
cancelUpdate a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
cancelUpdate'_ a1' a2' >>= \res ->
return ()
queueNeedUpdate :: HG3DClass -> IO ()
queueNeedUpdate a1 =
withHG3DClass a1 $ \a1' ->
queueNeedUpdate'_ a1' >>= \res ->
return ()
processQueuedUpdates :: IO ()
processQueuedUpdates =
processQueuedUpdates'_ >>= \res ->
return ()
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getName"
getName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getParent"
getParent'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getOrientation"
getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation"
setOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setOrientation2"
setOrientation2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetOrientation"
resetOrientation'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition"
setPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setPosition2"
setPosition2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getPosition"
getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale"
setScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setScale2"
setScale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getScale"
getScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritOrientation"
setInheritOrientation'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritOrientation"
getInheritOrientation'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInheritScale"
setInheritScale'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInheritScale"
getInheritScale'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale"
scale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_scale2"
scale2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate"
translate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_translate2"
translate2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CInt -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_roll"
roll'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_pitch"
pitch'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_yaw"
yaw'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate"
rotate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((RadiansPtr) -> (CInt -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_rotate2"
rotate2'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild"
createChild'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_createChild2"
createChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Vec3Ptr) -> ((QuaternionPtr) -> ((HG3DClassPtr) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_addChild"
addChild'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_numChildren"
numChildren'_ :: ((HG3DClassPtr) -> ((Ptr CUShort) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild"
getChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getChild2"
getChild2'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild"
removeChild'_ :: ((HG3DClassPtr) -> (CUShort -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild2"
removeChild2'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeChild3"
removeChild3'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_removeAllChildren"
removeAllChildren'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_setInitialState"
setInitialState'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_resetToInitialState"
resetToInitialState'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialPosition"
getInitialPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalPosition"
convertWorldToLocalPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldPosition"
convertLocalToWorldPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertWorldToLocalOrientation"
convertWorldToLocalOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_convertLocalToWorldOrientation"
convertLocalToWorldOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> ((QuaternionPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialOrientation"
getInitialOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getInitialScale"
getInitialScale'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_getSquaredViewDepth"
getSquaredViewDepth'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_needUpdate"
needUpdate'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_requestUpdate"
requestUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_cancelUpdate"
cancelUpdate'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_queueNeedUpdate"
queueNeedUpdate'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassNode.chs.h ogre_nd_processQueuedUpdates"
processQueuedUpdates'_ :: (IO ())