AnimationManager_setBoneTransformRenderThread function

  1. @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(
  1. Pointer<TAnimationManager> tAnimationManager,
  2. int asset,
  3. int skinIndex,
  4. int boneIndex,
  5. Pointer<Float> transform,
  6. 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,
);