thermion_dart/compatibility/native/compatibility
library
Constants
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calloc
→ const CallocAllocator
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Manages memory on the native heap.
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false1
→ const int
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malloc
→ const MallocAllocator
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Manages memory on the native heap.
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true1
→ const int
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Properties
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allocator
→ CallocAllocator
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final
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nullptr
→ Pointer<Never>
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Represents a pointer into the native C memory corresponding to 'NULL', e.g.
a pointer with address 0.
final
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zoneArena
→ Arena
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A zone-specific Arena.
no setter
Functions
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add_animation_component(Pointer<Void> sceneManager, int entityId)
→ bool
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add_bone_animation(Pointer<Void> sceneManager, int entity, int skinIndex, int boneIndex, Pointer<Float> frameData, int numFrames, double frameLengthInMs, double fadeOutInSecs, double fadeInInSecs, double maxDelta)
→ void
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add_collision_component(Pointer<Void> sceneManager, int entityId, Pointer<NativeFunction<Void Function(Int entityId1, Int entityId2)>> callback, bool affectsCollidingTransform)
→ void
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add_light(Pointer<Void> viewer, int type, double colour, double intensity, double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double falloffRadius, double spotLightConeInner, double spotLightConeOuter, double sunAngularRadius, double sunHaloSize, double sunHaloFallof, bool shadows)
→ int
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add_light_ffi(Pointer<Void> viewer, int type, double colour, double intensity, double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double falloffRadius, double spotLightConeInner, double spotLightConeOuter, double sunAngularRadius, double sunHaloSize, double sunHaloFallof, bool shadows, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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apply_weights(Pointer<Void> sceneManager, int entity, Pointer<Char> entityName, Pointer<Float> weights, int count)
→ void
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apply_weights_ffi(Pointer<Void> sceneManager, int asset, Pointer<Char> entityName, Pointer<Float> weights, int count)
→ void
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clear_background_image(Pointer<Void> viewer)
→ void
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clear_background_image_ffi(Pointer<Void> viewer)
→ void
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clear_entities(Pointer<Void> viewer)
→ void
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clear_entities_ffi(Pointer<Void> viewer, Pointer<NativeFunction<Void Function()>> callback)
→ void
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clear_lights(Pointer<Void> viewer)
→ void
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clear_lights_ffi(Pointer<Void> viewer)
→ void
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create_filament_viewer(Pointer<Void> context, Pointer<Void> loader, Pointer<Void> platform, Pointer<Char> uberArchivePath)
→ Pointer<Void>
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create_filament_viewer_ffi(Pointer<Void> context, Pointer<Void> platform, Pointer<Char> uberArchivePath, Pointer<Void> loader, Pointer<NativeFunction<Void Function(Pointer<Void> renderCallbackOwner)>> renderCallback, Pointer<Void> renderCallbackOwner, Pointer<NativeFunction<Void Function(Pointer<Void> viewer)>> callback)
→ void
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create_geometry(Pointer<Void> viewer, Pointer<Float> vertices, int numVertices, Pointer<Uint16> indices, int numIndices, int primitiveType, Pointer<Char> materialPath)
→ int
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create_geometry_ffi(Pointer<Void> viewer, Pointer<Float> vertices, int numVertices, Pointer<Uint16> indices, int numIndices, int primitiveType, Pointer<Char> materialPath, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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create_instance(Pointer<Void> sceneManager, int id)
→ int
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create_instance_ffi(Pointer<Void> sceneManager, int entityId, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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create_render_target(Pointer<Void> viewer, int texture, int width, int height)
→ void
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create_render_target_ffi(Pointer<Void> viewer, int nativeTextureId, int width, int height, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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create_swap_chain(Pointer<Void> viewer, Pointer<Void> window, int width, int height)
→ void
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create_swap_chain_ffi(Pointer<Void> viewer, Pointer<Void> surface, int width, int height, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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destroy_filament_viewer(Pointer<Void> viewer)
→ void
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destroy_filament_viewer_ffi(Pointer<Void> viewer)
→ void
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destroy_swap_chain(Pointer<Void> viewer)
→ void
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destroy_swap_chain_ffi(Pointer<Void> viewer, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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filament_pick(Pointer<Void> viewer, int x, int y, Pointer<NativeFunction<Void Function(Int entityId, Int x, Int y)>> callback)
→ void
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find_child_entity_by_name(Pointer<Void> sceneManager, int parent, Pointer<Char> name)
→ int
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get_animation_count(Pointer<Void> sceneManager, int asset)
→ int
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get_animation_count_ffi(Pointer<Void> sceneManager, int asset, Pointer<NativeFunction<Void Function(Int)>> callback)
→ void
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get_animation_duration(Pointer<Void> sceneManager, int entity, int index)
→ double
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get_animation_name(Pointer<Void> sceneManager, int entity, Pointer<Char> outPtr, int index)
→ void
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get_animation_name_ffi(Pointer<Void> sceneManager, int asset, Pointer<Char> outPtr, int index, Pointer<NativeFunction<Void Function()>> callback)
→ void
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get_bone(Pointer<Void> sceneManager, int entityId, int skinIndex, int boneIndex)
→ int
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get_bone_count(Pointer<Void> sceneManager, int assetEntity, int skinIndex)
→ int
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get_bone_names(Pointer<Void> sceneManager, int assetEntity, Pointer<Pointer<Char>> outPtr, int skinIndex)
→ void
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get_camera_culling_far(Pointer<Void> viewer)
→ double
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get_camera_culling_near(Pointer<Void> viewer)
→ double
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get_camera_culling_projection_matrix(Pointer<Void> viewer)
→ Pointer<Double>
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get_camera_frustum(Pointer<Void> viewer)
→ Pointer<Double>
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get_camera_model_matrix(Pointer<Void> viewer)
→ Pointer<Double>
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get_camera_position(Pointer<Void> viewer)
→ void
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get_camera_projection_matrix(Pointer<Void> viewer)
→ Pointer<Double>
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get_camera_view_matrix(Pointer<Void> viewer)
→ Pointer<Double>
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get_entities(Pointer<Void> sceneManager, int target, bool renderableOnly, Pointer<Int> out)
→ void
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get_entity_count(Pointer<Void> sceneManager, int target, bool renderableOnly)
→ int
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get_entity_name_at(Pointer<Void> sceneManager, int target, int index, bool renderableOnly)
→ Pointer<Char>
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get_gizmo(Pointer<Void> sceneManager, Pointer<Int> out)
→ void
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get_instance_count(Pointer<Void> sceneManager, int entityId)
→ int
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get_instances(Pointer<Void> sceneManager, int entityId, Pointer<Int> out)
→ void
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get_inverse_bind_matrix(Pointer<Void> sceneManager, int entityId, int skinIndex, int boneIndex, Pointer<Float> arg4)
→ void
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get_local_transform(Pointer<Void> sceneManager, int entityId, Pointer<Float> arg2)
→ void
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get_main_camera(Pointer<Void> viewer)
→ int
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get_morph_target_name(Pointer<Void> sceneManager, int assetEntity, int childEntity, Pointer<Char> outPtr, int index)
→ void
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get_morph_target_name_count(Pointer<Void> sceneManager, int assetEntity, int childEntity)
→ int
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get_morph_target_name_count_ffi(Pointer<Void> sceneManager, int asset, int childEntity, Pointer<NativeFunction<Void Function(Int32)>> callback)
→ void
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get_morph_target_name_ffi(Pointer<Void> sceneManager, int assetEntity, int childEntity, Pointer<Char> outPtr, int index, Pointer<NativeFunction<Void Function()>> callback)
→ void
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get_name_for_entity(Pointer<Void> sceneManager, int entityId)
→ Pointer<Char>
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get_parent(Pointer<Void> sceneManager, int child)
→ int
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get_rest_local_transforms(Pointer<Void> sceneManager, int entityId, int skinIndex, Pointer<Float> out, int numBones)
→ void
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get_scene_manager(Pointer<Void> viewer)
→ Pointer<Void>
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get_world_transform(Pointer<Void> sceneManager, int entityId, Pointer<Float> arg2)
→ void
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grab_begin(Pointer<Void> viewer, double x, double y, bool pan)
→ void
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grab_end(Pointer<Void> viewer)
→ void
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grab_update(Pointer<Void> viewer, double x, double y)
→ void
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hide_mesh(Pointer<Void> sceneManager, int entity, Pointer<Char> meshName)
→ int
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ios_dummy()
→ void
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load_glb(Pointer<Void> sceneManager, Pointer<Char> assetPath, int numInstances)
→ int
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load_glb_ffi(Pointer<Void> sceneManager, Pointer<Char> assetPath, int numInstances, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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load_glb_from_buffer(Pointer<Void> sceneManager, Pointer<Void> data, int length)
→ int
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load_glb_from_buffer_ffi(Pointer<Void> sceneManager, Pointer<Void> data, int length, int numInstances, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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load_gltf(Pointer<Void> sceneManager, Pointer<Char> assetPath, Pointer<Char> relativePath)
→ int
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load_gltf_ffi(Pointer<Void> sceneManager, Pointer<Char> assetPath, Pointer<Char> relativePath, Pointer<NativeFunction<Void Function(EntityId)>> callback)
→ void
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load_ibl(Pointer<Void> viewer, Pointer<Char> iblPath, double intensity)
→ void
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load_ibl_ffi(Pointer<Void> viewer, Pointer<Char> iblPath, double intensity)
→ void
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load_skybox(Pointer<Void> viewer, Pointer<Char> skyboxPath)
→ void
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load_skybox_ffi(Pointer<Void> viewer, Pointer<Char> skyboxPath, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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make_render_callback_fn_pointer(FilamentRenderCallback arg0)
→ FilamentRenderCallback
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make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, Pointer<Void> owner)
→ Pointer<Void>
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move_camera_to_asset(Pointer<Void> viewer, int asset)
→ void
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play_animation(Pointer<Void> sceneManager, int entity, int index, bool loop, bool reverse, bool replaceActive, double crossfade)
→ void
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play_animation_ffi(Pointer<Void> sceneManager, int asset, int index, bool loop, bool reverse, bool replaceActive, double crossfade)
→ void
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queue_position_update(Pointer<Void> sceneManager, int entity, double x, double y, double z, bool relative)
→ void
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queue_rotation_update(Pointer<Void> sceneManager, int entity, double rads, double x, double y, double z, double w, bool relative)
→ void
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remove_animation_component(Pointer<Void> sceneManager, int entityId)
→ void
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remove_collision_component(Pointer<Void> sceneManager, int entityId)
→ void
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remove_entity(Pointer<Void> viewer, int asset)
→ void
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remove_entity_ffi(Pointer<Void> viewer, int asset, Pointer<NativeFunction<Void Function()>> callback)
→ void
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remove_ibl(Pointer<Void> viewer)
→ void
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remove_ibl_ffi(Pointer<Void> viewer)
→ void
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remove_light(Pointer<Void> viewer, int entityId)
→ void
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remove_light_ffi(Pointer<Void> viewer, int entityId)
→ void
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remove_skybox(Pointer<Void> viewer)
→ void
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remove_skybox_ffi(Pointer<Void> viewer)
→ void
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render(Pointer<Void> viewer, int frameTimeInNanos, Pointer<Void> pixelBuffer, Pointer<NativeFunction<Void Function(Pointer<Void> buf, Size size, Pointer<Void> data)>> callback, Pointer<Void> data)
→ void
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render_ffi(Pointer<Void> viewer)
→ void
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reset_to_rest_pose(Pointer<Void> sceneManager, int asset)
→ void
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reset_to_rest_pose_ffi(Pointer<Void> sceneManager, int entityId, Pointer<NativeFunction<Void Function()>> callback)
→ void
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reveal_mesh(Pointer<Void> sceneManager, int entity, Pointer<Char> meshName)
→ int
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rotate_ibl(Pointer<Void> viewer, Pointer<Float> rotationMatrix)
→ void
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scroll_begin(Pointer<Void> viewer)
→ void
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scroll_end(Pointer<Void> viewer)
→ void
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scroll_update(Pointer<Void> viewer, double x, double y, double z)
→ void
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set_animation_frame(Pointer<Void> sceneManager, int entity, int animationIndex, int animationFrame)
→ void
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set_animation_frame_ffi(Pointer<Void> sceneManager, int asset, int animationIndex, int animationFrame)
→ void
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set_antialiasing(Pointer<Void> viewer, bool msaa, bool fxaa, bool taa)
→ void
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set_background_color(Pointer<Void> viewer, double r, double g, double b, double a)
→ void
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set_background_color_ffi(Pointer<Void> viewer, double r, double g, double b, double a)
→ void
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set_background_image(Pointer<Void> viewer, Pointer<Char> path, bool fillHeight)
→ void
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set_background_image_ffi(Pointer<Void> viewer, Pointer<Char> path, bool fillHeight, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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set_background_image_position(Pointer<Void> viewer, double x, double y, bool clamp)
→ void
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set_background_image_position_ffi(Pointer<Void> viewer, double x, double y, bool clamp)
→ void
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set_bloom(Pointer<Void> viewer, double strength)
→ void
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set_bloom_ffi(Pointer<Void> viewer, double strength)
→ void
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set_bone_transform(Pointer<Void> sceneManager, int entity, int skinIndex, int boneIndex, Pointer<Float> transform)
→ bool
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set_bone_transform_ffi(Pointer<Void> sceneManager, int asset, int skinIndex, int boneIndex, Pointer<Float> transform, Pointer<NativeFunction<Void Function(Bool)>> callback)
→ void
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set_camera(Pointer<Void> viewer, int entity, Pointer<Char> nodeName)
→ bool
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set_camera_culling(Pointer<Void> viewer, double near, double far)
→ void
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set_camera_exposure(Pointer<Void> viewer, double aperture, double shutterSpeed, double sensitivity)
→ void
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set_camera_ffi(Pointer<Void> viewer, int asset, Pointer<Char> nodeName, Pointer<NativeFunction<Void Function(Bool)>> callback)
→ void
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set_camera_focal_length(Pointer<Void> viewer, double focalLength)
→ void
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set_camera_focus_distance(Pointer<Void> viewer, double focusDistance)
→ void
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set_camera_fov(Pointer<Void> viewer, double fovInDegrees, double aspect)
→ void
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set_camera_manipulator_options(Pointer<Void> viewer, int mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed)
→ void
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set_camera_model_matrix(Pointer<Void> viewer, Pointer<Float> matrix)
→ void
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set_camera_position(Pointer<Void> viewer, double x, double y, double z)
→ void
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set_camera_projection_matrix(Pointer<Void> viewer, Pointer<Double> matrix, double near, double far)
→ void
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set_camera_rotation(Pointer<Void> viewer, double w, double x, double y, double z)
→ void
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set_frame_interval(Pointer<Void> viewer, double interval)
→ void
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set_frame_interval_ffi(Pointer<Void> viewer, double frameInterval)
→ void
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set_main_camera(Pointer<Void> viewer)
→ void
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set_material_color(Pointer<Void> sceneManager, int entity, Pointer<Char> meshName, int materialIndex, double r, double g, double b, double a)
→ bool
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set_morph_animation(Pointer<Void> sceneManager, int entity, Pointer<Float> morphData, Pointer<Int> morphIndices, int numMorphTargets, int numFrames, double frameLengthInMs)
→ bool
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set_morph_target_weights(Pointer<Void> sceneManager, int entity, Pointer<Float> morphData, int numWeights)
→ bool
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set_morph_target_weights_ffi(Pointer<Void> sceneManager, int asset, Pointer<Float> morphData, int numWeights, Pointer<NativeFunction<Void Function(Bool)>> callback)
→ void
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set_parent(Pointer<Void> sceneManager, int child, int parent)
→ void
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set_position(Pointer<Void> sceneManager, int entity, double x, double y, double z)
→ void
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set_post_processing(Pointer<Void> viewer, bool enabled)
→ void
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set_post_processing_ffi(Pointer<Void> viewer, bool enabled)
→ void
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set_priority(Pointer<Void> sceneManager, int entityId, int priority)
→ void
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set_recording(Pointer<Void> viewer, bool recording)
→ void
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set_recording_output_directory(Pointer<Void> viewer, Pointer<Char> outputDirectory)
→ void
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set_rendering_ffi(Pointer<Void> viewer, bool rendering, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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set_rotation(Pointer<Void> sceneManager, int entity, double rads, double x, double y, double z, double w)
→ void
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set_scale(Pointer<Void> sceneManager, int entity, double scale)
→ void
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set_shadow_type(Pointer<Void> viewer, int shadowType)
→ void
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set_shadows_enabled(Pointer<Void> viewer, bool enabled)
→ void
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set_soft_shadow_options(Pointer<Void> viewer, double penumbraScale, double penumbraRatioScale)
→ void
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set_tone_mapping(Pointer<Void> viewer, int toneMapping)
→ void
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set_tone_mapping_ffi(Pointer<Void> viewer, int toneMapping)
→ void
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set_transform(Pointer<Void> sceneManager, int entityId, Pointer<Float> transform)
→ bool
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set_view_frustum_culling(Pointer<Void> viewer, bool enabled)
→ void
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sizeOf<T extends SizedNativeType>()
→ int
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Number of bytes used by native type T.
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stop_animation(Pointer<Void> sceneManager, int entity, int index)
→ void
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stop_animation_ffi(Pointer<Void> sceneManager, int asset, int index)
→ void
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test_collisions(Pointer<Void> sceneManager, int entity)
→ void
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thermion_flutter_free(Pointer<Void> ptr)
→ void
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transform_to_unit_cube(Pointer<Void> sceneManager, int asset)
→ void
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update_bone_matrices(Pointer<Void> sceneManager, int entityId)
→ bool
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update_bone_matrices_ffi(Pointer<Void> sceneManager, int asset, Pointer<NativeFunction<Void Function(Bool)>> callback)
→ void
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update_viewport_and_camera_projection(Pointer<Void> viewer, int width, int height, double scaleFactor)
→ void
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update_viewport_and_camera_projection_ffi(Pointer<Void> viewer, int width, int height, double scaleFactor, Pointer<NativeFunction<Void Function()>> onComplete)
→ void
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using<R>(R computation(Arena), [Allocator wrappedAllocator = calloc])
→ R
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Runs
computation
with a new Arena, and releases all allocations at the
end.
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withBoolCallback(dynamic func(Pointer<NativeFunction<Void Function(Bool)>>))
→ Future<bool>
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withCharPtrCallback(dynamic func(Pointer<NativeFunction<Void Function(Pointer<Char>)>>))
→ Future<String>
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withIntCallback(dynamic func(Pointer<NativeFunction<Void Function(Int32)>>))
→ Future<int>
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withVoidCallback(dynamic func(Pointer<NativeFunction<Void Function()>>))
→ Future<void>
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withVoidPointerCallback(dynamic func(Pointer<NativeFunction<Void Function(Pointer<Void>)>>))
→ Future<int>
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withZoneArena<R>(R computation(), [Allocator wrappedAllocator = calloc])
→ R
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Creates a zoned Arena to manage native resources.