chore: update bindings

This commit is contained in:
Nick Fisher
2024-09-27 15:13:45 +08:00
parent d29dd207b6
commit 566856c8fb

View File

@@ -643,11 +643,21 @@ external int get_bone(
@ffi.Native<
ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId,
ffi.Pointer<ffi.Float>)>(isLeaf: true)
external bool set_transform(
ffi.Pointer<ffi.Double>)>(isLeaf: true)
external bool SceneManager_setTransform(
ffi.Pointer<TSceneManager> sceneManager,
int entityId,
ffi.Pointer<ffi.Float> transform,
ffi.Pointer<ffi.Double> transform,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TSceneManager>, ffi.Pointer<EntityId>,
ffi.Pointer<ffi.Double>, ffi.Int)>(isLeaf: true)
external void SceneManager_queueTransformUpdates(
ffi.Pointer<TSceneManager> sceneManager,
ffi.Pointer<EntityId> entities,
ffi.Pointer<ffi.Double> transforms,
int numEntities,
);
@ffi.Native<ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId)>(
@@ -715,18 +725,6 @@ external void transform_to_unit_cube(
int asset,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
ffi.Float, ffi.Float, ffi.Bool)>(isLeaf: true)
external void queue_position_update(
ffi.Pointer<TSceneManager> sceneManager,
int entity,
double x,
double y,
double z,
bool relative,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
ffi.Float, ffi.Float, ffi.Float, ffi.Float)>(isLeaf: true)
@@ -750,20 +748,6 @@ external void queue_position_update_from_viewport_coords(
double viewportY,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
ffi.Float, ffi.Float, ffi.Float, ffi.Float, ffi.Bool)>(isLeaf: true)
external void queue_rotation_update(
ffi.Pointer<TSceneManager> sceneManager,
int entity,
double rads,
double x,
double y,
double z,
double w,
bool relative,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
ffi.Float, ffi.Float)>(isLeaf: true)
@@ -1461,6 +1445,16 @@ external void MaterialInstance_setDepthCulling(
bool enabled,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<TMaterialInstance>, ffi.Pointer<ffi.Char>,
ffi.Double, ffi.Double)>(isLeaf: true)
external void MaterialInstance_setParameterFloat2(
ffi.Pointer<TMaterialInstance> materialInstance,
ffi.Pointer<ffi.Char> name,
double x,
double y,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
@@ -1557,9 +1551,12 @@ external void set_rendering_render_thread(
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
@ffi.Native<
ffi.Void Function(ffi.Pointer<TViewer>,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(isLeaf: true)
external void request_frame_render_thread(
ffi.Pointer<TViewer> viewer,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, ffi.Float)>(isLeaf: true)
@@ -1625,78 +1622,11 @@ external void load_skybox_render_thread(
ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TViewer>, ffi.Pointer<ffi.Char>, ffi.Float)>(isLeaf: true)
external void load_ibl_render_thread(
ffi.Pointer<TViewer> viewer,
ffi.Pointer<ffi.Char> iblPath,
double intensity,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
external void remove_skybox_render_thread(
ffi.Pointer<TViewer> viewer,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
external void remove_ibl_render_thread(
ffi.Pointer<TViewer> viewer,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TViewer>,
ffi.Uint8,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Bool,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(EntityId)>>)>(
isLeaf: true)
external void add_light_render_thread(
ffi.Pointer<TViewer> viewer,
int type,
double colour,
double intensity,
double posX,
double posY,
double posZ,
double dirX,
double dirY,
double dirZ,
double falloffRadius,
double spotLightConeInner,
double spotLightConeOuter,
double sunAngularRadius,
double sunHaloSize,
double sunHaloFallof,
bool shadows,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(EntityId)>> callback,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, EntityId)>(isLeaf: true)
external void remove_light_render_thread(
ffi.Pointer<TViewer> viewer,
int entityId,
);
@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
external void clear_lights_render_thread(
ffi.Pointer<TViewer> viewer,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TSceneManager>,