add_bone_animation function

  1. @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(
  1. Pointer<Void> sceneManager,
  2. int entity,
  3. int skinIndex,
  4. int boneIndex,
  5. Pointer<Float> frameData,
  6. int numFrames,
  7. double frameLengthInMs,
  8. double fadeOutInSecs,
  9. double fadeInInSecs,
  10. 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,
);