feat: add flag for keepData for gltf instancing, add highlightScene, add stencilHighlight method
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@@ -166,14 +166,14 @@ extern "C"
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((FilamentViewer *)viewer)->clearLights();
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}
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EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances)
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EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances, bool keepData)
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{
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return ((SceneManager *)sceneManager)->loadGlb(assetPath, numInstances);
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return ((SceneManager *)sceneManager)->loadGlb(assetPath, numInstances, keepData);
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}
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EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length)
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EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length, bool keepData)
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{
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return ((SceneManager *)sceneManager)->loadGlbFromBuffer((const uint8_t *)data, length);
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return ((SceneManager *)sceneManager)->loadGlbFromBuffer((const uint8_t *)data, length, keepData);
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}
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EMSCRIPTEN_KEEPALIVE EntityId create_instance(void *sceneManager, EntityId entityId)
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@@ -191,9 +191,9 @@ extern "C"
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return ((SceneManager *)sceneManager)->getInstances(entityId, out);
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}
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EMSCRIPTEN_KEEPALIVE EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath)
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EMSCRIPTEN_KEEPALIVE EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath, bool keepData)
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{
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return ((SceneManager *)sceneManager)->loadGltf(assetPath, relativePath);
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return ((SceneManager *)sceneManager)->loadGltf(assetPath, relativePath, keepData);
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}
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EMSCRIPTEN_KEEPALIVE void set_main_camera(const void *const viewer)
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@@ -892,7 +892,10 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void set_gizmo_visibility(void *const sceneManager, bool visible) {
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((SceneManager*)sceneManager)->gizmo->setVisibility(visible);
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}
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EMSCRIPTEN_KEEPALIVE void set_stencil_highlight(void *const sceneManager, EntityId entityId) {
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((SceneManager*)sceneManager)->setStencilHighlight(entityId);
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}
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