add_bone_animation function
- @Native<Void Function(Pointer<Void>, Int, Int, Int, Pointer<Float>, Int, Float, Float, Float, Float)>(ffi.Pointer<ffi.Void>, ffi.Int, ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>, ffi.Int, ffi.Float, ffi.Float, ffi.Float, ffi.Float)>()
void
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,
)
Implementation
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
ffi.Int,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Float,
ffi.Float,
ffi.Float,
ffi.Float)>()
external void add_bone_animation(
ffi.Pointer<ffi.Void> sceneManager,
int entity,
int skinIndex,
int boneIndex,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
double frameLengthInMs,
double fadeOutInSecs,
double fadeInInSecs,
double maxDelta,
);