remove all method-channel defs from Android
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@@ -24,71 +24,17 @@ interface LoadFilamentResourceFromOwner : Callback {
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interface FreeFilamentResourceFromOwner : Callback {
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fun freeResourceFromOwner(rb: ResourceBuffer, owner: Pointer?)
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}
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interface FilamentInterop : Library {
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fun create_filament_viewer(context:Pointer, loader:Pointer) : Pointer;
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fun create_swap_chain(viewer: Pointer, window:Pointer?, width:Int, height:Int);
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fun get_native_window_from_surface(surface:Object, env:JNIEnv) : Pointer;
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fun destroy_filament_viewer(viewer: Pointer)
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fun get_asset_manager(viewer: Pointer?): Pointer?
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fun create_render_target(viewer: Pointer, texture_id: Int, width: Int, height: Int)
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fun clear_background_image(viewer: Pointer)
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fun set_background_image(viewer: Pointer, path: String, fill_height: Boolean)
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fun set_background_image_position(viewer: Pointer, x: Float, y: Float, clamp: Boolean)
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fun set_background_color(viewer: Pointer, r: Float, g: Float, b: Float, a: Float)
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fun set_tone_mapping(viewer: Pointer, tone_mapping: Int)
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fun set_bloom(viewer: Pointer, strength: Float)
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fun load_skybox(viewer: Pointer, skybox_path: String)
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fun load_ibl(viewer: Pointer, ibl_path: String, intensity: Float)
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fun remove_skybox(viewer: Pointer)
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fun remove_ibl(viewer: Pointer)
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fun add_light(viewer: Pointer, type: Byte, colour: Float, intensity: Float, pos_x: Float, pos_y: Float, pos_z: Float, dir_x: Float, dir_y: Float, dir_z: Float, shadows: Boolean): EntityId
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fun remove_light(viewer: Pointer, entity_id: EntityId)
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fun clear_lights(viewer: Pointer)
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fun load_glb(asset_manager: Pointer, asset_path: String, unlit: Boolean): EntityId
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fun load_gltf(asset_manager: Pointer, asset_path: String, relative_path: String): EntityId
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fun set_camera(viewer: Pointer, asset: EntityId, node_name: String): Boolean
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fun render(viewer: Pointer, frame_time_in_nanos: Long)
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fun destroy_swap_chain(viewer: Pointer)
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fun set_frame_interval(viewer: Pointer, interval: Float)
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fun update_viewport_and_camera_projection(viewer: Pointer, width: UInt, height: UInt, scale_factor: Float)
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fun scroll_begin(viewer: Pointer)
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fun scroll_update(viewer: Pointer, x: Float, y: Float, z: Float)
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fun scroll_end(viewer: Pointer)
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fun grab_begin(viewer: Pointer, x: Float, y: Float, pan: Boolean)
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fun grab_update(viewer: Pointer, x: Float, y: Float)
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fun grab_end(viewer: Pointer)
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fun apply_weights(asset_manager: Pointer, asset: EntityId, entity_name: String, weights: FloatArray, count: Int)
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fun set_morph_target_weights(asset_manager: Pointer, asset: EntityId, entity_name: String, morph_data: FloatArray, num_weights: Int)
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fun set_morph_animation(asset_manager: Pointer, asset: EntityId, entity_name: String, morph_data: FloatArray, morph_indices: IntArray, num_morph_targets: Int, num_frames: Int, frame_length_in_ms: Int): Boolean
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fun set_bone_animation(asset_manager: Pointer, asset: EntityId, frame_data: FloatArray, num_frames: Int, num_bones: Int, bone_names: Array<String>, mesh_name: Array<String>, num_mesh_targets: Int, frame_length_in_ms: Int)
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fun play_animation(asset_manager: Pointer, asset: EntityId, index: Int, loop: Boolean, reverse: Boolean, replace_active: Boolean, crossfade: Float)
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fun set_animation_frame(asset_manager: Pointer, asset: EntityId, animation_index: Int, animation_frame: Int)
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fun stop_animation(asset_manager: Pointer, asset: EntityId, index: Int)
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fun get_animation_count(asset_manager: Pointer, asset: EntityId): Int
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fun get_animation_name(asset_manager: Pointer, asset: EntityId, out_ptr: String, index: Int)
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fun get_animation_duration(asset_manager: Pointer, asset: EntityId, index: Int): Float
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fun get_morph_target_name(asset_manager: Pointer, asset: EntityId, mesh_name: String, out_ptr: String, index: Int)
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fun get_morph_target_name_count(asset_manager: Pointer, asset: EntityId, mesh_name: String): Int
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fun remove_asset(viewer: Pointer, asset: EntityId)
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fun clear_assets(viewer: Pointer)
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fun load_texture(asset_manager: Pointer, asset: EntityId, asset_path: String, renderable_index: Int)
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fun set_texture(asset_manager: Pointer, asset: EntityId)
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fun set_material_color(asset_manager: Pointer, asset: EntityId, mesh_name: String, material_index: Int, r: Float, g: Float, b: Float, a: Float): Boolean
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fun transform_to_unit_cube(asset_manager: Pointer, asset: EntityId)
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fun set_position(asset_manager: Pointer, asset: EntityId, x: Float, y: Float, z: Float)
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fun set_rotation(asset_manager: Pointer, asset: EntityId, rads: Float, x: Float, y: Float, z: Float)
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fun set_scale(asset_manager: Pointer, asset: EntityId, scale: Float)
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fun set_camera_exposure(viewer: Pointer, aperture: Float, shutter_speed: Float, sensitivity: Float)
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fun set_camera_position(viewer: Pointer, x: Float, y: Float, z: Float)
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fun set_camera_rotation(viewer: Pointer, rads: Float, x: Float, y: Float, z: Float)
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fun set_camera_model_matrix(viewer: Pointer, matrix: FloatArray)
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fun set_camera_focal_length(viewer: Pointer, focal_length: Float)
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fun set_camera_focus_distance(viewer: Pointer, focus_distance: Float)
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fun hide_mesh(asset_manager: Pointer, asset: EntityId, mesh_name: String): Int
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fun reveal_mesh(asset_manager: Pointer, asset: EntityId, mesh_name: String): Int
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fun ios_dummy()
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fun make_resource_loader(loadResourceFromOwner: LoadFilamentResourceFromOwner, freeResource: FreeFilamentResourceFromOwner, owner:Pointer?) : Pointer;
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interface RenderCallback : Callback {
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fun renderCallback(owner:Pointer?)
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}
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interface FilamentInterop : Library {
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fun get_native_window_from_surface(surface:Object, env:JNIEnv) : Pointer?;
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fun make_render_callback_fn_pointer(renderCallback:RenderCallback) : Pointer
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fun make_resource_loader(loadResourceFromOwner: LoadFilamentResourceFromOwner, freeResource: FreeFilamentResourceFromOwner, owner:Pointer?) : Pointer;
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fun create_filament_viewer_ffi(context:Pointer?, platform:Pointer?, loader:Pointer?, rc:Pointer?, rco:Pointer?) : Pointer;
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}
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