module HGamer3D.Bindings.Ogre.ClassCamera 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.StructVec3
import HGamer3D.Bindings.Ogre.StructRadians
import HGamer3D.Bindings.Ogre.StructQuaternion
import HGamer3D.Bindings.Ogre.EnumFrustumPlane
new :: String
-> HG3DClass
-> IO (HG3DClass)
new a1 a2 =
withCString a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
alloca $ \a3' ->
new'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
delete :: HG3DClass
-> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
getSceneManager :: HG3DClass
-> IO (HG3DClass)
getSceneManager a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSceneManager'_ a1' a2' >>= \res ->
peek 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'')
move :: HG3DClass
-> Vec3
-> IO ()
move a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
move'_ a1' a2' >>= \res ->
return ()
moveRelative :: HG3DClass
-> Vec3
-> IO ()
moveRelative a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
moveRelative'_ a1' a2' >>= \res ->
return ()
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'')
getUp :: HG3DClass
-> IO (Vec3)
getUp a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUp'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getRight :: HG3DClass
-> IO (Vec3)
getRight a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRight'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
lookAt :: HG3DClass
-> Vec3
-> IO ()
lookAt a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
lookAt'_ a1' a2' >>= \res ->
return ()
lookAt2 :: HG3DClass
-> Float
-> Float
-> Float
-> IO ()
lookAt2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
lookAt2'_ a1' a2' a3' a4' >>= \res ->
return ()
roll :: HG3DClass
-> Radians
-> IO ()
roll a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
roll'_ a1' a2' >>= \res ->
return ()
yaw :: HG3DClass
-> Radians
-> IO ()
yaw a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
yaw'_ a1' a2' >>= \res ->
return ()
pitch :: HG3DClass
-> Radians
-> IO ()
pitch a1 a2 =
withHG3DClass a1 $ \a1' ->
withRadians a2 $ \a2' ->
pitch'_ a1' a2' >>= \res ->
return ()
rotate :: HG3DClass
-> Vec3
-> Radians
-> IO ()
rotate a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
withRadians a3 $ \a3' ->
rotate'_ a1' a2' a3' >>= \res ->
return ()
rotate2 :: HG3DClass
-> Quaternion
-> IO ()
rotate2 a1 a2 =
withHG3DClass a1 $ \a1' ->
withQuaternion a2 $ \a2' ->
rotate2'_ a1' a2' >>= \res ->
return ()
setFixedYawAxis :: HG3DClass
-> Bool
-> Vec3
-> IO ()
setFixedYawAxis a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
withVec3 a3 $ \a3' ->
setFixedYawAxis'_ a1' a2' a3' >>= \res ->
return ()
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 ()
getDerivedOrientation :: HG3DClass
-> IO (Quaternion)
getDerivedOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
getDerivedPosition :: HG3DClass
-> IO (Vec3)
getDerivedPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getDerivedDirection :: HG3DClass
-> IO (Vec3)
getDerivedDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getDerivedUp :: HG3DClass
-> IO (Vec3)
getDerivedUp a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedUp'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getDerivedRight :: HG3DClass
-> IO (Vec3)
getDerivedRight a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDerivedRight'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getRealOrientation :: HG3DClass
-> IO (Quaternion)
getRealOrientation a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRealOrientation'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
getRealPosition :: HG3DClass
-> IO (Vec3)
getRealPosition a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRealPosition'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getRealDirection :: HG3DClass
-> IO (Vec3)
getRealDirection a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRealDirection'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getRealUp :: HG3DClass
-> IO (Vec3)
getRealUp a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRealUp'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getRealRight :: HG3DClass
-> IO (Vec3)
getRealRight a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getRealRight'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getMovableType :: HG3DClass
-> IO (String)
getMovableType a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getMovableType'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
setLodBias :: HG3DClass
-> Float
-> IO ()
setLodBias a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setLodBias'_ a1' a2' >>= \res ->
return ()
getLodBias :: HG3DClass
-> IO (Float)
getLodBias a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLodBias'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setLodCamera :: HG3DClass
-> HG3DClass
-> IO ()
setLodCamera a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
setLodCamera'_ a1' a2' >>= \res ->
return ()
getLodCamera :: HG3DClass
-> IO (HG3DClass)
getLodCamera a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLodCamera'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setWindow :: HG3DClass
-> Float
-> Float
-> Float
-> Float
-> IO ()
setWindow 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
setWindow'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
resetWindow :: HG3DClass
-> IO ()
resetWindow a1 =
withHG3DClass a1 $ \a1' ->
resetWindow'_ a1' >>= \res ->
return ()
isWindowSet :: HG3DClass
-> IO (Bool)
isWindowSet a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
isWindowSet'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getBoundingRadius :: HG3DClass
-> IO (Float)
getBoundingRadius a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getBoundingRadius'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getAutoTrackTarget :: HG3DClass
-> IO (HG3DClass)
getAutoTrackTarget a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAutoTrackTarget'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
getAutoTrackOffset :: HG3DClass
-> IO (Vec3)
getAutoTrackOffset a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAutoTrackOffset'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getViewport :: HG3DClass
-> IO (HG3DClass)
getViewport a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getViewport'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setAutoAspectRatio :: HG3DClass
-> Bool
-> IO ()
setAutoAspectRatio a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setAutoAspectRatio'_ a1' a2' >>= \res ->
return ()
getAutoAspectRatio :: HG3DClass
-> IO (Bool)
getAutoAspectRatio a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getAutoAspectRatio'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setCullingFrustum :: HG3DClass
-> HG3DClass
-> IO ()
setCullingFrustum a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
setCullingFrustum'_ a1' a2' >>= \res ->
return ()
getCullingFrustum :: HG3DClass
-> IO (HG3DClass)
getCullingFrustum a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getCullingFrustum'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
isVisible3 :: HG3DClass
-> Vec3
-> IO (EnumFrustumPlane, Bool)
isVisible3 a1 a2 =
withHG3DClass a1 $ \a1' ->
withVec3 a2 $ \a2' ->
alloca $ \a3' ->
alloca $ \a4' ->
isVisible3'_ a1' a2' a3' a4' >>= \res ->
peekEnumUtil a3'>>= \a3'' ->
peekBoolUtil a4'>>= \a4'' ->
return (a3'', a4'')
getWorldSpaceCorners :: HG3DClass
-> IO (Vec3)
getWorldSpaceCorners a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getWorldSpaceCorners'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getNearClipDistance :: HG3DClass
-> IO (Float)
getNearClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getNearClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getFarClipDistance :: HG3DClass
-> IO (Float)
getFarClipDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getFarClipDistance'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setUseRenderingDistance :: HG3DClass
-> Bool
-> IO ()
setUseRenderingDistance a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setUseRenderingDistance'_ a1' a2' >>= \res ->
return ()
getUseRenderingDistance :: HG3DClass
-> IO (Bool)
getUseRenderingDistance a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUseRenderingDistance'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
synchroniseBaseSettingsWith :: HG3DClass
-> HG3DClass
-> IO ()
synchroniseBaseSettingsWith a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
synchroniseBaseSettingsWith'_ a1' a2' >>= \res ->
return ()
getPositionForViewUpdate :: HG3DClass
-> IO (Vec3)
getPositionForViewUpdate a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPositionForViewUpdate'_ a1' a2' >>= \res ->
peekVec3 a2'>>= \a2'' ->
return (a2'')
getOrientationForViewUpdate :: HG3DClass
-> IO (Quaternion)
getOrientationForViewUpdate a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOrientationForViewUpdate'_ a1' a2' >>= \res ->
peekQuaternion a2'>>= \a2'' ->
return (a2'')
setUseMinPixelSize :: HG3DClass
-> Bool
-> IO ()
setUseMinPixelSize a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setUseMinPixelSize'_ a1' a2' >>= \res ->
return ()
getUseMinPixelSize :: HG3DClass
-> IO (Bool)
getUseMinPixelSize a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getUseMinPixelSize'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getPixelDisplayRatio :: HG3DClass
-> IO (Float)
getPixelDisplayRatio a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getPixelDisplayRatio'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_construct"
new'_ :: ((Ptr CChar) -> ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getSceneManager"
getSceneManager'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setPosition"
setPosition'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setPosition2"
setPosition2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getPosition"
getPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_move"
move'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_moveRelative"
moveRelative'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setDirection"
setDirection'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setDirection2"
setDirection2'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDirection"
getDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getUp"
getUp'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRight"
getRight'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_lookAt"
lookAt'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_lookAt2"
lookAt2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_roll"
roll'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_yaw"
yaw'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_pitch"
pitch'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_rotate"
rotate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((RadiansPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_rotate2"
rotate2'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setFixedYawAxis"
setFixedYawAxis'_ :: ((HG3DClassPtr) -> (CInt -> ((Vec3Ptr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getOrientation"
getOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setOrientation"
setOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDerivedOrientation"
getDerivedOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDerivedPosition"
getDerivedPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDerivedDirection"
getDerivedDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDerivedUp"
getDerivedUp'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getDerivedRight"
getDerivedRight'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRealOrientation"
getRealOrientation'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRealPosition"
getRealPosition'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRealDirection"
getRealDirection'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRealUp"
getRealUp'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getRealRight"
getRealRight'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getMovableType"
getMovableType'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setLodBias"
setLodBias'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getLodBias"
getLodBias'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setLodCamera"
setLodCamera'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getLodCamera"
getLodCamera'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setWindow"
setWindow'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_resetWindow"
resetWindow'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_isWindowSet"
isWindowSet'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getBoundingRadius"
getBoundingRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getAutoTrackTarget"
getAutoTrackTarget'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getAutoTrackOffset"
getAutoTrackOffset'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getViewport"
getViewport'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setAutoAspectRatio"
setAutoAspectRatio'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getAutoAspectRatio"
getAutoAspectRatio'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setCullingFrustum"
setCullingFrustum'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getCullingFrustum"
getCullingFrustum'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_isVisible3"
isVisible3'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> ((Ptr CInt) -> ((Ptr CInt) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getWorldSpaceCorners"
getWorldSpaceCorners'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getNearClipDistance"
getNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getFarClipDistance"
getFarClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setUseRenderingDistance"
setUseRenderingDistance'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getUseRenderingDistance"
getUseRenderingDistance'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_synchroniseBaseSettingsWith"
synchroniseBaseSettingsWith'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getPositionForViewUpdate"
getPositionForViewUpdate'_ :: ((HG3DClassPtr) -> ((Vec3Ptr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getOrientationForViewUpdate"
getOrientationForViewUpdate'_ :: ((HG3DClassPtr) -> ((QuaternionPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_setUseMinPixelSize"
setUseMinPixelSize'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getUseMinPixelSize"
getUseMinPixelSize'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassCamera.chs.h ogre_cam_getPixelDisplayRatio"
getPixelDisplayRatio'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))