add index operator to web PointerPointer extension
This commit is contained in:
@@ -460,45 +460,66 @@ external void reset_to_rest_pose(
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);
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Int,
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Float>, ffi.Int, ffi.Float)>(
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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)>(
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symbol: 'add_bone_animation',
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symbol: 'add_bone_animation',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external void add_bone_animation(
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external void add_bone_animation(
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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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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ffi.Pointer<ffi.Float> frameData,
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int numFrames,
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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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double frameLengthInMs,
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bool isModelSpace,
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);
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Bool Function(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>, EntityId, ffi.Pointer<ffi.Float>)>(
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EntityId,
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symbol: 'get_local_transform',
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ffi.Pointer<ffi.Char>,
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assetId: 'package:dart_filament/dart_filament.dart')
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ffi.Pointer<ffi.Float>,
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external void get_local_transform(
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ffi.Pointer<ffi.Char>)>(
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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',
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assetId: 'package:dart_filament/dart_filament.dart')
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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',
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assetId: 'package:dart_filament/dart_filament.dart')
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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',
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symbol: 'set_bone_transform',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external bool set_bone_transform(
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external bool set_bone_transform(
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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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.Float> transform,
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ffi.Pointer<ffi.Char> boneName,
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);
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);
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@ffi.Native<
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@ffi.Native<
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@@ -586,6 +607,35 @@ external void get_bone_names(
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int skinIndex,
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int skinIndex,
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);
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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: 'package:dart_filament/dart_filament.dart')
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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',
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assetId: 'package:dart_filament/dart_filament.dart')
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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',
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assetId: 'package:dart_filament/dart_filament.dart')
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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.Native<
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, EntityId,
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, EntityId,
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ffi.Pointer<ffi.Char>, ffi.Int)>(
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ffi.Pointer<ffi.Char>, ffi.Int)>(
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@@ -1060,6 +1110,14 @@ external bool add_animation_component(
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int entityId,
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int entityId,
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);
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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',
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assetId: 'package:dart_filament/dart_filament.dart')
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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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@ffi.Native<
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EntityId Function(
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EntityId Function(
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>,
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@@ -1081,6 +1139,13 @@ external int create_geometry(
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ffi.Pointer<ffi.Char> materialPath,
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ffi.Pointer<ffi.Char> materialPath,
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);
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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: 'package:dart_filament/dart_filament.dart')
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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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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, EntityId)>(
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symbol: 'set_parent', assetId: 'package:dart_filament/dart_filament.dart')
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symbol: 'set_parent', assetId: 'package:dart_filament/dart_filament.dart')
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external void set_parent(
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external void set_parent(
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@@ -1204,12 +1269,15 @@ external FilamentRenderCallback make_render_callback_fn_pointer(
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FilamentRenderCallback arg0,
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FilamentRenderCallback arg0,
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);
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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',
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symbol: 'set_rendering_ffi',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external void set_rendering_ffi(
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external void set_rendering_ffi(
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ffi.Pointer<ffi.Void> viewer,
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ffi.Pointer<ffi.Void> viewer,
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bool rendering,
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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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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float)>(
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float)>(
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@@ -1601,21 +1669,13 @@ external void set_morph_target_weights_ffi(
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);
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId,
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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.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
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symbol: 'set_bone_transform_ffi',
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symbol: 'update_bone_matrices_ffi',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external void set_bone_transform_ffi(
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external void update_bone_matrices_ffi(
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int asset,
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ffi.Pointer<ffi.Char> entityName,
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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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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
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);
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);
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@@ -1623,25 +1683,19 @@ external void set_bone_transform_ffi(
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ffi.Void Function(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>,
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EntityId,
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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.Pointer<ffi.Float>,
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ffi.Int,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
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ffi.Pointer<ffi.Char>,
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symbol: 'set_bone_transform_ffi',
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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)>(
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symbol: 'add_bone_animation_ffi',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external void add_bone_animation_ffi(
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external void set_bone_transform_ffi(
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int asset,
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ffi.Pointer<ffi.Float> frameData,
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int skinIndex,
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int numFrames,
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int boneIndex,
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ffi.Pointer<ffi.Char> boneName,
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ffi.Pointer<ffi.Float> transform,
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ffi.Pointer<ffi.Pointer<ffi.Char>> meshNames,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
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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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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Bool)>(
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Bool)>(
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@@ -1652,19 +1706,17 @@ external void set_post_processing_ffi(
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bool enabled,
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bool enabled,
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);
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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',
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symbol: 'reset_to_rest_pose_ffi',
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assetId: 'package:dart_filament/dart_filament.dart')
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assetId: 'package:dart_filament/dart_filament.dart')
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external void reset_to_rest_pose_ffi(
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external void reset_to_rest_pose_ffi(
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Void> sceneManager,
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int entityId,
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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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);
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@ffi.Native<ffi.Void Function()>(
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symbol: 'ios_dummy_ffi',
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assetId: 'package:dart_filament/dart_filament.dart')
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external void ios_dummy_ffi();
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>,
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@@ -126,6 +126,11 @@ extension PointerPointer<T extends ffi.NativeType>
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cast<ffi.Pointer<ffi.Void>>(), 0, value.cast<ffi.Void>());
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cast<ffi.Pointer<ffi.Void>>(), 0, value.cast<ffi.Void>());
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}
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}
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ffi.Pointer<T> operator [](int index) {
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return this.elementAt(index).value;
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}
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void operator []=(int index, ffi.Pointer<T> value) {
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void operator []=(int index, ffi.Pointer<T> value) {
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this.elementAt(index).value = value;
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this.elementAt(index).value = value;
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}
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}
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Reference in New Issue
Block a user