update web bindings

This commit is contained in:
Nick Fisher
2024-06-01 12:44:40 +08:00
parent 18b0b7c20a
commit 231c9a96a7

View File

@@ -542,39 +542,63 @@ external void reset_to_rest_pose(
ffi.Void Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int,
ffi.Float,
ffi.Bool)>(symbol: '_add_bone_animation', assetId: 'dart_filament')
ffi.Float)>(symbol: '_add_bone_animation', assetId: 'dart_filament')
external void add_bone_animation(
ffi.Pointer<ffi.Void> sceneManager,
int entity,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
ffi.Pointer<ffi.Char> boneName,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshNames,
int numMeshTargets,
double frameLengthInMs,
bool isModelSpace,
);
@ffi.Native<
ffi.Bool Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Float>,
ffi.Pointer<ffi.Char>)>(
ffi.Void Function(
ffi.Pointer<ffi.Void>, EntityId, ffi.Pointer<ffi.Float>)>(
symbol: '_get_local_transform', assetId: 'dart_filament')
external void get_local_transform(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
ffi.Pointer<ffi.Float> arg2,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>, EntityId, ffi.Pointer<ffi.Float>)>(
symbol: '_get_world_transform', assetId: 'dart_filament')
external void get_world_transform(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
ffi.Pointer<ffi.Float> arg2,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Int,
ffi.Pointer<ffi.Float>)>(
symbol: '_get_inverse_bind_matrix', assetId: 'dart_filament')
external void get_inverse_bind_matrix(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> arg4,
);
@ffi.Native<
ffi.Bool Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Int,
ffi.Pointer<ffi.Float>)>(
symbol: '_set_bone_transform', assetId: 'dart_filament')
external bool set_bone_transform(
ffi.Pointer<ffi.Void> sceneManager,
int entity,
ffi.Pointer<ffi.Char> entityName,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> transform,
ffi.Pointer<ffi.Char> boneName,
);
@ffi.Native<
@@ -639,6 +663,54 @@ external double get_animation_duration(
int index,
);
@ffi.Native<ffi.Int Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int)>(
symbol: '_get_bone_count', assetId: 'dart_filament')
external int get_bone_count(
ffi.Pointer<ffi.Void> sceneManager,
int assetEntity,
int skinIndex,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int)>(symbol: '_get_bone_names', assetId: 'dart_filament')
external void get_bone_names(
ffi.Pointer<ffi.Void> sceneManager,
int assetEntity,
ffi.Pointer<ffi.Pointer<ffi.Char>> outPtr,
int skinIndex,
);
@ffi.Native<
EntityId Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Int)>(
symbol: '_get_bone', assetId: 'dart_filament')
external int get_bone(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
int skinIndex,
int boneIndex,
);
@ffi.Native<
ffi.Bool Function(
ffi.Pointer<ffi.Void>, EntityId, ffi.Pointer<ffi.Float>)>(
symbol: '_set_transform', assetId: 'dart_filament')
external bool set_transform(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
ffi.Pointer<ffi.Float> transform,
);
@ffi.Native<ffi.Bool Function(ffi.Pointer<ffi.Void>, EntityId)>(
symbol: '_update_bone_matrices', assetId: 'dart_filament')
external bool update_bone_matrices(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
@@ -1081,6 +1153,13 @@ external bool add_animation_component(
int entityId,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId)>(
symbol: '_remove_animation_component', assetId: 'dart_filament')
external void remove_animation_component(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
);
@ffi.Native<
EntityId Function(
ffi.Pointer<ffi.Void>,
@@ -1101,6 +1180,13 @@ external int create_geometry(
ffi.Pointer<ffi.Char> materialPath,
);
@ffi.Native<EntityId Function(ffi.Pointer<ffi.Void>, EntityId)>(
symbol: '_get_parent', assetId: 'dart_filament')
external int get_parent(
ffi.Pointer<ffi.Void> sceneManager,
int child,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, EntityId)>(
symbol: '_set_parent', assetId: 'dart_filament')
external void set_parent(
@@ -1217,11 +1303,14 @@ external FilamentRenderCallback make_render_callback_fn_pointer(
FilamentRenderCallback arg0,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Bool)>(
@ffi.Native<
ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Bool,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(
symbol: '_set_rendering_ffi', assetId: 'dart_filament')
external void set_rendering_ffi(
ffi.Pointer<ffi.Void> viewer,
bool rendering,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float)>(
@@ -1591,47 +1680,34 @@ external void set_morph_target_weights_ffi(
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
symbol: '_update_bone_matrices_ffi', assetId: 'dart_filament')
external void update_bone_matrices_ffi(
ffi.Pointer<ffi.Void> sceneManager,
int asset,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Char>,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Float>,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
symbol: '_set_bone_transform_ffi', assetId: 'dart_filament')
external void set_bone_transform_ffi(
ffi.Pointer<ffi.Void> sceneManager,
int asset,
ffi.Pointer<ffi.Char> entityName,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> transform,
ffi.Pointer<ffi.Char> boneName,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int,
ffi.Float,
ffi.Bool)>(symbol: '_add_bone_animation_ffi', assetId: 'dart_filament')
external void add_bone_animation_ffi(
ffi.Pointer<ffi.Void> sceneManager,
int asset,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
ffi.Pointer<ffi.Char> boneName,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshNames,
int numMeshTargets,
double frameLengthInMs,
bool isModelSpace,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Bool)>(
symbol: '_set_post_processing_ffi', assetId: 'dart_filament')
external void set_post_processing_ffi(
@@ -1639,17 +1715,16 @@ external void set_post_processing_ffi(
bool enabled,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId)>(
@ffi.Native<
ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(
symbol: '_reset_to_rest_pose_ffi', assetId: 'dart_filament')
external void reset_to_rest_pose_ffi(
ffi.Pointer<ffi.Void> sceneManager,
int entityId,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> callback,
);
@ffi.Native<ffi.Void Function()>(
symbol: '_ios_dummy_ffi', assetId: 'dart_filament')
external void ios_dummy_ffi();
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,