add support for multiple bone animations using quaternions
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@@ -331,18 +331,6 @@ FLUTTER_PLUGIN_EXPORT bool set_camera_ffi(void *const viewer, EntityId asset,
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return fut.get();
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}
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FLUTTER_PLUGIN_EXPORT void set_bone_animation_ffi(
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void *assetManager, EntityId asset, const float *const frameData,
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int numFrames, int numBones, const char **const boneNames,
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const char **const meshName, int numMeshTargets, float frameLengthInMs) {
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std::packaged_task<void()> lambda([&] {
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set_bone_animation(assetManager, asset, frameData, numFrames, numBones,
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boneNames, meshName, numMeshTargets, frameLengthInMs);
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});
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auto fut = _rl->add_task(lambda);
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fut.wait();
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}
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FLUTTER_PLUGIN_EXPORT void
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get_morph_target_name_ffi(void *assetManager, EntityId asset,
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const char *meshName, char *const outPtr, int index) {
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