set_bone_transform function

  1. @Native<Bool Function(Pointer<Void>, Int, Int, Int, Pointer<Float>)>(ffi.Pointer<ffi.Void>, ffi.Int, ffi.Int, ffi.Int, ffi.Pointer<ffi.Float>)>()
bool set_bone_transform(
  1. Pointer<Void> sceneManager,
  2. int entity,
  3. int skinIndex,
  4. int boneIndex,
  5. Pointer<Float> transform,
)

Implementation

@ffi.Native<
    ffi.Bool Function(ffi.Pointer<ffi.Void>, ffi.Int, ffi.Int, ffi.Int,
        ffi.Pointer<ffi.Float>)>()
external bool set_bone_transform(
  ffi.Pointer<ffi.Void> sceneManager,
  int entity,
  int skinIndex,
  int boneIndex,
  ffi.Pointer<ffi.Float> transform,
);