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