SceneAsset_createFromFilamentAssetRenderThread function

  1. @Native<Void Function(Pointer<TEngine>, Pointer<TGltfAssetLoader>, Pointer<TNameComponentManager>, Pointer<TFilamentAsset>, Pointer<NativeFunction<Void Function(Pointer<TSceneAsset>)>>)>(ffi.Pointer<TEngine>, ffi.Pointer<TGltfAssetLoader>, ffi.Pointer<TNameComponentManager>, ffi.Pointer<TFilamentAsset>, ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(isLeaf: true)
void SceneAsset_createFromFilamentAssetRenderThread(
  1. Pointer<TEngine> tEngine,
  2. Pointer<TGltfAssetLoader> tAssetLoader,
  3. Pointer<TNameComponentManager> tNameComponentManager,
  4. Pointer<TFilamentAsset> tFilamentAsset,
  5. Pointer<NativeFunction<Void Function(Pointer<TSceneAsset>)>> onComplete,
)

Implementation

@ffi.Native<
        ffi.Void Function(
            ffi.Pointer<TEngine>,
            ffi.Pointer<TGltfAssetLoader>,
            ffi.Pointer<TNameComponentManager>,
            ffi.Pointer<TFilamentAsset>,
            ffi.Pointer<
                ffi
                .NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>)>(
    isLeaf: true)
external void SceneAsset_createFromFilamentAssetRenderThread(
  ffi.Pointer<TEngine> tEngine,
  ffi.Pointer<TGltfAssetLoader> tAssetLoader,
  ffi.Pointer<TNameComponentManager> tNameComponentManager,
  ffi.Pointer<TFilamentAsset> tFilamentAsset,
  ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Pointer<TSceneAsset>)>>
      onComplete,
);