fix dynamic bone animations
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@@ -659,7 +659,8 @@ class NativeLibrary {
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int numFrames,
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int numBones,
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ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
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ffi.Pointer<ffi.Char> meshName,
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ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
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int numMeshTargets,
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double frameLengthInMs,
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) {
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return _set_bone_animation(
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@@ -670,6 +671,7 @@ class NativeLibrary {
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numBones,
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boneNames,
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meshName,
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numMeshTargets,
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frameLengthInMs,
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);
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}
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@@ -683,7 +685,8 @@ class NativeLibrary {
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ffi.Int,
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ffi.Int,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Pointer<ffi.Char>,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Int,
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ffi.Float)>>('set_bone_animation');
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late final _set_bone_animation = _set_bone_animationPtr.asFunction<
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void Function(
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@@ -693,7 +696,8 @@ class NativeLibrary {
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int,
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int,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Pointer<ffi.Char>,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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int,
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double)>();
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void play_animation(
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