use EMSCRIPTEN_KEEPALIVE
This commit is contained in:
@@ -3,12 +3,14 @@
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#ifdef _WIN32
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#ifdef IS_DLL
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#define FLUTTER_PLUGIN_EXPORT __declspec(dllimport)
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#define EMSCRIPTEN_KEEPALIVE __declspec(dllimport)
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#else
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#define FLUTTER_PLUGIN_EXPORT __declspec(dllexport)
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#define EMSCRIPTEN_KEEPALIVE __declspec(dllexport)
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#endif
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#else
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#define FLUTTER_PLUGIN_EXPORT __attribute__((visibility("default")))
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#ifndef EMSCRIPTEN_KEEPALIVE
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#define EMSCRIPTEN_KEEPALIVE __attribute__((visibility("default")))
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#endif
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#endif
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// we copy the LLVM <stdbool.h> here rather than including,
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@@ -54,62 +56,62 @@ extern "C"
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{
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#endif
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FLUTTER_PLUGIN_EXPORT const void *create_filament_viewer(const void *const context, const ResourceLoaderWrapper *const loader, void *const platform, const char *uberArchivePath);
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FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void *get_scene_manager(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void create_render_target(const void *const viewer, intptr_t texture, uint32_t width, uint32_t height);
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FLUTTER_PLUGIN_EXPORT void clear_background_image(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_background_image(const void *const viewer, const char *path, bool fillHeight);
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FLUTTER_PLUGIN_EXPORT void set_background_image_position(const void *const viewer, float x, float y, bool clamp);
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FLUTTER_PLUGIN_EXPORT void set_background_color(const void *const viewer, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void set_tone_mapping(const void *const viewer, int toneMapping);
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FLUTTER_PLUGIN_EXPORT void set_bloom(const void *const viewer, float strength);
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FLUTTER_PLUGIN_EXPORT void load_skybox(const void *const viewer, const char *skyboxPath);
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FLUTTER_PLUGIN_EXPORT void load_ibl(const void *const viewer, const char *iblPath, float intensity);
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FLUTTER_PLUGIN_EXPORT void rotate_ibl(const void *const viewer, float *rotationMatrix);
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FLUTTER_PLUGIN_EXPORT void remove_skybox(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void remove_ibl(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId add_light(const void *const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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FLUTTER_PLUGIN_EXPORT void remove_light(const void *const viewer, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void clear_lights(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length);
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FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath);
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FLUTTER_PLUGIN_EXPORT EntityId create_instance(void *sceneManager, EntityId id);
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FLUTTER_PLUGIN_EXPORT int get_instance_count(void *sceneManager, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void get_instances(void *sceneManager, EntityId entityId, EntityId *out);
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FLUTTER_PLUGIN_EXPORT void set_main_camera(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId get_main_camera(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_camera(const void *const viewer, EntityId asset, const char *nodeName);
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FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void render(
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EMSCRIPTEN_KEEPALIVE const void *create_filament_viewer(const void *const context, const void *const loader, void *const platform, const char *uberArchivePath);
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EMSCRIPTEN_KEEPALIVE void destroy_filament_viewer(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void *get_scene_manager(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void create_render_target(const void *const viewer, intptr_t texture, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void clear_background_image(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void set_background_image(const void *const viewer, const char *path, bool fillHeight);
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EMSCRIPTEN_KEEPALIVE void set_background_image_position(const void *const viewer, float x, float y, bool clamp);
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EMSCRIPTEN_KEEPALIVE void set_background_color(const void *const viewer, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void set_tone_mapping(const void *const viewer, int toneMapping);
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EMSCRIPTEN_KEEPALIVE void set_bloom(const void *const viewer, float strength);
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EMSCRIPTEN_KEEPALIVE void load_skybox(const void *const viewer, const char *skyboxPath);
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EMSCRIPTEN_KEEPALIVE void load_ibl(const void *const viewer, const char *iblPath, float intensity);
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EMSCRIPTEN_KEEPALIVE void rotate_ibl(const void *const viewer, float *rotationMatrix);
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EMSCRIPTEN_KEEPALIVE void remove_skybox(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void remove_ibl(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId add_light(const void *const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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EMSCRIPTEN_KEEPALIVE void remove_light(const void *const viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances);
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EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length);
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EMSCRIPTEN_KEEPALIVE EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath);
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EMSCRIPTEN_KEEPALIVE EntityId create_instance(void *sceneManager, EntityId id);
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EMSCRIPTEN_KEEPALIVE int get_instance_count(void *sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void get_instances(void *sceneManager, EntityId entityId, EntityId *out);
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EMSCRIPTEN_KEEPALIVE void set_main_camera(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId get_main_camera(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE bool set_camera(const void *const viewer, EntityId asset, const char *nodeName);
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(const void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void render(
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const void *const viewer,
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uint64_t frameTimeInNanos,
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void *pixelBuffer,
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void (*callback)(void *buf, size_t size, void *data),
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void *data);
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FLUTTER_PLUGIN_EXPORT void create_swap_chain(const void *const viewer, const void *const window, uint32_t width, uint32_t height);
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FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_frame_interval(const void *const viewer, float interval);
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FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(const void *const viewer, uint32_t width, uint32_t height, float scaleFactor);
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FLUTTER_PLUGIN_EXPORT void scroll_begin(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void scroll_update(const void *const viewer, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void scroll_end(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void grab_begin(const void *const viewer, float x, float y, bool pan);
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FLUTTER_PLUGIN_EXPORT void grab_update(const void *const viewer, float x, float y);
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FLUTTER_PLUGIN_EXPORT void grab_end(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void apply_weights(
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EMSCRIPTEN_KEEPALIVE void create_swap_chain(const void *const viewer, const void *const window, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void destroy_swap_chain(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void set_frame_interval(const void *const viewer, float interval);
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EMSCRIPTEN_KEEPALIVE void update_viewport_and_camera_projection(const void *const viewer, uint32_t width, uint32_t height, float scaleFactor);
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EMSCRIPTEN_KEEPALIVE void scroll_begin(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void scroll_update(const void *const viewer, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void scroll_end(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void grab_begin(const void *const viewer, float x, float y, bool pan);
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EMSCRIPTEN_KEEPALIVE void grab_update(const void *const viewer, float x, float y);
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EMSCRIPTEN_KEEPALIVE void grab_end(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void apply_weights(
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void *sceneManager,
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EntityId asset,
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const char *const entityName,
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float *const weights,
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int count);
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FLUTTER_PLUGIN_EXPORT bool set_morph_target_weights(
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EMSCRIPTEN_KEEPALIVE bool set_morph_target_weights(
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void *sceneManager,
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EntityId asset,
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const float *const morphData,
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int numWeights);
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FLUTTER_PLUGIN_EXPORT bool set_morph_animation(
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EMSCRIPTEN_KEEPALIVE bool set_morph_animation(
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void *sceneManager,
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EntityId asset,
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const float *const morphData,
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@@ -118,10 +120,10 @@ extern "C"
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int numFrames,
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float frameLengthInMs);
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FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose(
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose(
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void *sceneManager,
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EntityId asset);
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FLUTTER_PLUGIN_EXPORT void add_bone_animation(
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EMSCRIPTEN_KEEPALIVE void add_bone_animation(
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void *sceneManager,
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EntityId asset,
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const float *const frameData,
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@@ -131,75 +133,75 @@ extern "C"
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int numMeshTargets,
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float frameLengthInMs,
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bool isModelSpace);
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FLUTTER_PLUGIN_EXPORT bool set_bone_transform(
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EMSCRIPTEN_KEEPALIVE bool set_bone_transform(
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void *sceneManager,
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EntityId asset,
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const char *entityName,
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const float *const transform,
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const char *boneName);
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FLUTTER_PLUGIN_EXPORT void play_animation(void *sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *sceneManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation(void *sceneManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT int get_animation_count(void *sceneManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void get_animation_name(void *sceneManager, EntityId asset, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *sceneManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void remove_entity(const void *const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_entities(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_material_color(void *sceneManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *sceneManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void queue_position_update(void *sceneManager, EntityId asset, float x, float y, float z, bool relative);
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FLUTTER_PLUGIN_EXPORT void queue_rotation_update(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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FLUTTER_PLUGIN_EXPORT void set_position(void *sceneManager, EntityId asset, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void set_rotation(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w);
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FLUTTER_PLUGIN_EXPORT void set_scale(void *sceneManager, EntityId asset, float scale);
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EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId asset, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE int get_animation_count(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void get_animation_name(void *sceneManager, EntityId asset, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE void remove_entity(const void *const viewer, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void clear_entities(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE bool set_material_color(void *sceneManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void queue_position_update(void *sceneManager, EntityId asset, float x, float y, float z, bool relative);
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EMSCRIPTEN_KEEPALIVE void queue_rotation_update(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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EMSCRIPTEN_KEEPALIVE void set_position(void *sceneManager, EntityId asset, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_rotation(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w);
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EMSCRIPTEN_KEEPALIVE void set_scale(void *sceneManager, EntityId asset, float scale);
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// Camera methods
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FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void *const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void set_camera_exposure(const void *const viewer, float aperture, float shutterSpeed, float sensitivity);
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FLUTTER_PLUGIN_EXPORT void set_camera_position(const void *const viewer, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void get_camera_position(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_camera_rotation(const void *const viewer, float w, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(const void *const viewer, const float *const matrix);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_model_matrix(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_view_matrix(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_projection_matrix(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_camera_projection_matrix(const void *const viewer, const double *const matrix, double near, double far);
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FLUTTER_PLUGIN_EXPORT void set_camera_culling(const void *const viewer, double near, double far);
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FLUTTER_PLUGIN_EXPORT double get_camera_culling_near(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT double get_camera_culling_far(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_culling_projection_matrix(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_frustum(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_camera_fov(const void *const viewer, float fovInDegrees, float aspect);
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FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void *const viewer, float focalLength);
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FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void *const viewer, float focusDistance);
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FLUTTER_PLUGIN_EXPORT void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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EMSCRIPTEN_KEEPALIVE void move_camera_to_asset(const void *const viewer, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(const void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_camera_exposure(const void *const viewer, float aperture, float shutterSpeed, float sensitivity);
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EMSCRIPTEN_KEEPALIVE void set_camera_position(const void *const viewer, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void get_camera_position(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void set_camera_rotation(const void *const viewer, float w, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_camera_model_matrix(const void *const viewer, const float *const matrix);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_model_matrix(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_view_matrix(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_projection_matrix(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void set_camera_projection_matrix(const void *const viewer, const double *const matrix, double near, double far);
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EMSCRIPTEN_KEEPALIVE void set_camera_culling(const void *const viewer, double near, double far);
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EMSCRIPTEN_KEEPALIVE double get_camera_culling_near(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE double get_camera_culling_far(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_culling_projection_matrix(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_frustum(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void set_camera_fov(const void *const viewer, float fovInDegrees, float aspect);
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EMSCRIPTEN_KEEPALIVE void set_camera_focal_length(const void *const viewer, float focalLength);
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EMSCRIPTEN_KEEPALIVE void set_camera_focus_distance(const void *const viewer, float focusDistance);
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EMSCRIPTEN_KEEPALIVE void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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FLUTTER_PLUGIN_EXPORT int hide_mesh(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT int reveal_mesh(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void set_antialiasing(void *const viewer, bool msaa, bool fxaa, bool taa);
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FLUTTER_PLUGIN_EXPORT void filament_pick(void *const viewer, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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FLUTTER_PLUGIN_EXPORT const char *get_name_for_entity(void *const sceneManager, const EntityId entityId);
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FLUTTER_PLUGIN_EXPORT EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char *name);
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FLUTTER_PLUGIN_EXPORT int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT void get_entities(void *const sceneManager, const EntityId target, bool renderableOnly, EntityId *out);
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FLUTTER_PLUGIN_EXPORT const char *get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT void set_recording(void *const viewer, bool recording);
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FLUTTER_PLUGIN_EXPORT void set_recording_output_directory(void *const viewer, const char *outputDirectory);
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FLUTTER_PLUGIN_EXPORT void ios_dummy();
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FLUTTER_PLUGIN_EXPORT void flutter_filament_free(void *ptr);
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FLUTTER_PLUGIN_EXPORT void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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FLUTTER_PLUGIN_EXPORT void remove_collision_component(void *const sceneManager, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT bool add_animation_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE void set_post_processing(void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_antialiasing(void *const viewer, bool msaa, bool fxaa, bool taa);
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EMSCRIPTEN_KEEPALIVE void filament_pick(void *const viewer, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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EMSCRIPTEN_KEEPALIVE const char *get_name_for_entity(void *const sceneManager, const EntityId entityId);
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EMSCRIPTEN_KEEPALIVE EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char *name);
|
||||
EMSCRIPTEN_KEEPALIVE int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly);
|
||||
EMSCRIPTEN_KEEPALIVE void get_entities(void *const sceneManager, const EntityId target, bool renderableOnly, EntityId *out);
|
||||
EMSCRIPTEN_KEEPALIVE const char *get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly);
|
||||
EMSCRIPTEN_KEEPALIVE void set_recording(void *const viewer, bool recording);
|
||||
EMSCRIPTEN_KEEPALIVE void set_recording_output_directory(void *const viewer, const char *outputDirectory);
|
||||
EMSCRIPTEN_KEEPALIVE void ios_dummy();
|
||||
EMSCRIPTEN_KEEPALIVE void flutter_filament_free(void *ptr);
|
||||
EMSCRIPTEN_KEEPALIVE void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
|
||||
EMSCRIPTEN_KEEPALIVE void remove_collision_component(void *const sceneManager, EntityId entityId);
|
||||
EMSCRIPTEN_KEEPALIVE bool add_animation_component(void *const sceneManager, EntityId entityId);
|
||||
|
||||
FLUTTER_PLUGIN_EXPORT EntityId create_geometry(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath);
|
||||
FLUTTER_PLUGIN_EXPORT void set_parent(void *const sceneManager, EntityId child, EntityId parent);
|
||||
FLUTTER_PLUGIN_EXPORT void test_collisions(void *const sceneManager, EntityId entity);
|
||||
FLUTTER_PLUGIN_EXPORT void set_priority(void *const sceneManager, EntityId entityId, int priority);
|
||||
FLUTTER_PLUGIN_EXPORT void get_gizmo(void *const sceneManager, EntityId *out);
|
||||
EMSCRIPTEN_KEEPALIVE EntityId create_geometry(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath);
|
||||
EMSCRIPTEN_KEEPALIVE void set_parent(void *const sceneManager, EntityId child, EntityId parent);
|
||||
EMSCRIPTEN_KEEPALIVE void test_collisions(void *const sceneManager, EntityId entity);
|
||||
EMSCRIPTEN_KEEPALIVE void set_priority(void *const sceneManager, EntityId entityId, int priority);
|
||||
EMSCRIPTEN_KEEPALIVE void get_gizmo(void *const sceneManager, EntityId *out);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user