use EMSCRIPTEN_KEEPALIVE

This commit is contained in:
Nick Fisher
2024-05-11 12:30:59 +08:00
parent e648ed6e7d
commit 5d053e6484

View File

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