From 5d053e6484897b5bd8028704d08fe903612a341b Mon Sep 17 00:00:00 2001 From: Nick Fisher Date: Sat, 11 May 2024 12:30:59 +0800 Subject: [PATCH] use EMSCRIPTEN_KEEPALIVE --- .../native/include/DartFilamentApi.h | 216 +++++++++--------- 1 file changed, 109 insertions(+), 107 deletions(-) diff --git a/dart_filament/native/include/DartFilamentApi.h b/dart_filament/native/include/DartFilamentApi.h index 58d48403..fe2759e8 100644 --- a/dart_filament/native/include/DartFilamentApi.h +++ b/dart_filament/native/include/DartFilamentApi.h @@ -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 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 }