AnimationManager_addBoneAnimation function
- @Native<Bool Function(Pointer<TAnimationManager>, Pointer<TSceneAsset>, Int, Int, Pointer<Float>, Int, Float, Float, Float, Float)>(ffi.Pointer<TAnimationManager>, ffi.Pointer<TSceneAsset>, ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>, ffi.Int, ffi.Float, ffi.Float, ffi.Float, ffi.Float)>(isLeaf: true)
bool
AnimationManager_addBoneAnimation(
- Pointer<TAnimationManager> tAnimationManager,
- Pointer<TSceneAsset> tSceneAsset,
- int skinIndex,
- int boneIndex,
- Pointer<Float> frameData,
- int numFrames,
- double frameLengthInMs,
- double fadeOutInSecs,
- double fadeInInSecs,
- double maxDelta,
)
Implementation
@ffi.Native<
ffi.Bool Function(
ffi.Pointer<TAnimationManager>,
ffi.Pointer<TSceneAsset>,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float)>(isLeaf: true)
external bool AnimationManager_addBoneAnimation(
ffi.Pointer<TAnimationManager> tAnimationManager,
ffi.Pointer<TSceneAsset> tSceneAsset,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
double frameLengthInMs,
double fadeOutInSecs,
double fadeInInSecs,
double maxDelta,
);