AnimationManager_setBoneTransformRenderThread function
- @Native<Void Function(Pointer<TAnimationManager>, EntityId, Int, Int, Pointer<Float>, Pointer<NativeFunction<Void Function(Bool)>>)>(ffi.Pointer<TAnimationManager>, EntityId, ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>, ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(isLeaf: true)
void
AnimationManager_setBoneTransformRenderThread(
- Pointer<TAnimationManager> tAnimationManager,
- int asset,
- int skinIndex,
- int boneIndex,
- Pointer<Float> transform,
- Pointer<NativeFunction<Void Function(Bool)>> callback,
)
Implementation
@ffi.Native<
ffi.Void Function(
ffi.Pointer<TAnimationManager>,
EntityId,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Float>,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>>)>(
isLeaf: true)
external void AnimationManager_setBoneTransformRenderThread(
ffi.Pointer<TAnimationManager> tAnimationManager,
int asset,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> transform,
ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Bool)>> callback,
);