#ifndef _FLUTTER_FILAMENT_FFI_API_H #define _FLUTTER_FILAMENT_FFI_API_H #include "FlutterFilamentApi.h" #ifdef __cplusplus extern "C" { #endif /// /// This header replicates most of the methods in FlutterFilamentApi.h, and is only intended to be used to generate client FFI bindings. /// The intention is that calling one of these methods will call its respective method in FlutterFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety. /// typedef int32_t EntityId; typedef void (*FilamentRenderCallback)(void *const owner); FLUTTER_PLUGIN_EXPORT void create_filament_viewer_ffi( void *const context, void *const platform, const char *uberArchivePath, const ResourceLoaderWrapper *const loader, void (*renderCallback)(void *const renderCallbackOwner), void *const renderCallbackOwner, void (*callback)(void* const viewer) ); FLUTTER_PLUGIN_EXPORT void create_swap_chain_ffi(void *const viewer, void *const surface, uint32_t width, uint32_t height, void (*onComplete)()); FLUTTER_PLUGIN_EXPORT void destroy_swap_chain_ffi(void *const viewer, void (*onComplete)()); FLUTTER_PLUGIN_EXPORT void create_render_target_ffi(void *const viewer, intptr_t nativeTextureId, uint32_t width, uint32_t height, void (*onComplete)()); FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT void render_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback); FLUTTER_PLUGIN_EXPORT void set_rendering_ffi(void *const viewer, bool rendering); FLUTTER_PLUGIN_EXPORT void set_frame_interval_ffi(float frameInterval); FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection_ffi(void *const viewer, const uint32_t width, const uint32_t height, const float scaleFactor, void (*onComplete)()); FLUTTER_PLUGIN_EXPORT void set_background_color_ffi(void *const viewer, const float r, const float g, const float b, const float a); FLUTTER_PLUGIN_EXPORT void clear_background_image_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT void set_background_image_ffi(void *const viewer, const char *path, bool fillHeight); FLUTTER_PLUGIN_EXPORT void set_background_image_position_ffi(void *const viewer, float x, float y, bool clamp); FLUTTER_PLUGIN_EXPORT void set_tone_mapping_ffi(void *const viewer, int toneMapping); FLUTTER_PLUGIN_EXPORT void set_bloom_ffi(void *const viewer, float strength); FLUTTER_PLUGIN_EXPORT void load_skybox_ffi(void *const viewer, const char *skyboxPath); FLUTTER_PLUGIN_EXPORT void load_ibl_ffi(void *const viewer, const char *iblPath, float intensity); FLUTTER_PLUGIN_EXPORT void remove_skybox_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT void remove_ibl_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT void add_light_ffi( void *const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows, void (*callback)(EntityId)); FLUTTER_PLUGIN_EXPORT void remove_light_ffi(void *const viewer, EntityId entityId); FLUTTER_PLUGIN_EXPORT void clear_lights_ffi(void *const viewer); FLUTTER_PLUGIN_EXPORT void load_glb_ffi(void *const sceneManager, const char *assetPath, int numInstances, void (*callback)(EntityId)); FLUTTER_PLUGIN_EXPORT void load_glb_from_buffer_ffi(void *const sceneManager, const void *const data, size_t length, int numInstances, void (*callback)(EntityId)); FLUTTER_PLUGIN_EXPORT void load_gltf_ffi(void *const sceneManager, const char *assetPath, const char *relativePath, void (*callback)(EntityId)); FLUTTER_PLUGIN_EXPORT void create_instance_ffi(void *const sceneManager, EntityId entityId, void (*callback)(EntityId)); FLUTTER_PLUGIN_EXPORT void remove_entity_ffi(void *const viewer, EntityId asset, void (*callback)()); FLUTTER_PLUGIN_EXPORT void clear_entities_ffi(void *const viewer, void (*callback)()); FLUTTER_PLUGIN_EXPORT void set_camera_ffi(void *const viewer, EntityId asset, const char *nodeName, void (*callback)(bool)); FLUTTER_PLUGIN_EXPORT void apply_weights_ffi( void *const sceneManager, EntityId asset, const char *const entityName, float *const weights, int count); FLUTTER_PLUGIN_EXPORT void play_animation_ffi(void *const sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade); FLUTTER_PLUGIN_EXPORT void set_animation_frame_ffi(void *const sceneManager, EntityId asset, int animationIndex, int animationFrame); FLUTTER_PLUGIN_EXPORT void stop_animation_ffi(void *const sceneManager, EntityId asset, int index); FLUTTER_PLUGIN_EXPORT void get_animation_count_ffi(void *const sceneManager, EntityId asset, void (*callback)(int)); FLUTTER_PLUGIN_EXPORT void get_animation_name_ffi(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)()); FLUTTER_PLUGIN_EXPORT void get_morph_target_name_ffi(void *const sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index, void (*callback)()); FLUTTER_PLUGIN_EXPORT void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, const char *meshName, void (*callback)(int32_t)); FLUTTER_PLUGIN_EXPORT void set_morph_target_weights_ffi(void *const sceneManager, EntityId asset, const char *const entityName, const float *const morphData, int numWeights); FLUTTER_PLUGIN_EXPORT void set_morph_animation_ffi( void *sceneManager, EntityId asset, const char *const entityName, const float *const morphData, const int *const morphIndices, int numMorphTargets, int numFrames, float frameLengthInMs, void (*callback)(bool)); FLUTTER_PLUGIN_EXPORT void set_bone_transform_ffi( void *sceneManager, EntityId asset, const char *entityName, const float *const transform, const char *boneName, void (*callback)(bool)); FLUTTER_PLUGIN_EXPORT void add_bone_animation_ffi( void *sceneManager, EntityId asset, const float *const frameData, int numFrames, const char *const boneName, const char **const meshNames, int numMeshTargets, float frameLengthInMs, bool isModelSpace); FLUTTER_PLUGIN_EXPORT void set_post_processing_ffi(void *const viewer, bool enabled); FLUTTER_PLUGIN_EXPORT void pick_ffi(void *const viewer, int x, int y, EntityId *entityId); FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId); FLUTTER_PLUGIN_EXPORT void ios_dummy_ffi(); FLUTTER_PLUGIN_EXPORT void create_geometry_ffi(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, const char *materialPath, void (*callback)(EntityId)); #ifdef __cplusplus } #endif #endif // _FLUTTER_FILAMENT_FFI_API_H