feat: add flag for keepData for gltf instancing, add highlightScene, add stencilHighlight method
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@@ -392,11 +392,12 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void load_gltf_ffi(void *const sceneManager,
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const char *path,
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const char *relativeResourcePath,
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bool keepData,
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void (*callback)(EntityId))
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{
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std::packaged_task<EntityId()> lambda([=]() mutable
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{
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auto entity = load_gltf(sceneManager, path, relativeResourcePath);
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auto entity = load_gltf(sceneManager, path, relativeResourcePath, keepData);
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#ifdef __EMSCRIPTEN__
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MAIN_THREAD_EM_ASM({
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moduleArg.dartFilamentResolveCallback($0, $1);
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@@ -409,12 +410,15 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void load_glb_ffi(void *const sceneManager,
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const char *path, int numInstances, void (*callback)(EntityId))
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const char *path,
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int numInstances,
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bool keepData,
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void (*callback)(EntityId))
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{
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std::packaged_task<EntityId()> lambda(
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[=]() mutable
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{
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auto entity = load_glb(sceneManager, path, numInstances);
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auto entity = load_glb(sceneManager, path, numInstances, keepData);
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#ifdef __EMSCRIPTEN__
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MAIN_THREAD_EM_ASM({
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moduleArg.dartFilamentResolveCallback($0, $1);
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@@ -428,12 +432,16 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_ffi(void *const sceneManager,
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const void *const data, size_t length, int numInstances, void (*callback)(EntityId))
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const void *const data,
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size_t length,
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int numInstances,
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bool keepData,
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void (*callback)(EntityId))
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{
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std::packaged_task<EntityId()> lambda(
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[=]() mutable
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{
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auto entity = load_glb_from_buffer(sceneManager, data, length);
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auto entity = load_glb_from_buffer(sceneManager, data, length, keepData);
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callback(entity);
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return entity;
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});
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