AnimationManager_getInverseBindMatrix function

  1. @Native<Void Function(Pointer<TAnimationManager>, Pointer<TSceneAsset>, Int, Int, Pointer<Float>)>(ffi.Pointer<TAnimationManager>, ffi.Pointer<TSceneAsset>, ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>)>(isLeaf: true)
void AnimationManager_getInverseBindMatrix(
  1. Pointer<TAnimationManager> tAnimationManager,
  2. Pointer<TSceneAsset> sceneAsset,
  3. int skinIndex,
  4. int boneIndex,
  5. Pointer<Float> out,
)

Implementation

@ffi.Native<
    ffi.Void Function(ffi.Pointer<TAnimationManager>, ffi.Pointer<TSceneAsset>,
        ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>)>(isLeaf: true)
external void AnimationManager_getInverseBindMatrix(
  ffi.Pointer<TAnimationManager> tAnimationManager,
  ffi.Pointer<TSceneAsset> sceneAsset,
  int skinIndex,
  int boneIndex,
  ffi.Pointer<ffi.Float> out,
);