fix!: replace queuePosition/Rotation with queueTransforms
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@@ -196,7 +196,10 @@ extern "C"
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EntityId entityId,
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int skinIndex,
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int boneIndex);
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EMSCRIPTEN_KEEPALIVE bool set_transform(TSceneManager *sceneManager, EntityId entityId, const float *const transform);
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EMSCRIPTEN_KEEPALIVE bool SceneManager_setTransform(TSceneManager *sceneManager, EntityId entityId, const double *const transform);
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EMSCRIPTEN_KEEPALIVE void SceneManager_queueTransformUpdates(TSceneManager *sceneManager, EntityId* entities, const double* const transforms, int numEntities);
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EMSCRIPTEN_KEEPALIVE bool update_bone_matrices(TSceneManager *sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity);
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@@ -204,10 +207,10 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void clear_entities(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE bool set_material_color(TSceneManager *sceneManager, EntityId entity, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(TSceneManager *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void queue_position_update(TSceneManager *sceneManager, EntityId entity, float x, float y, float z, bool relative);
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EMSCRIPTEN_KEEPALIVE void queue_relative_position_update_world_axis(TSceneManager *sceneManager, EntityId entity, float viewportX, float viewportY, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void queue_position_update_from_viewport_coords(TSceneManager *sceneManager, EntityId entity, float viewportX, float viewportY);
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EMSCRIPTEN_KEEPALIVE void queue_rotation_update(TSceneManager *sceneManager, EntityId entity, float rads, float x, float y, float z, float w, bool relative);
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EMSCRIPTEN_KEEPALIVE void set_position(TSceneManager *sceneManager, EntityId entity, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_rotation(TSceneManager *sceneManager, EntityId entity, float rads, float x, float y, float z, float w);
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EMSCRIPTEN_KEEPALIVE void set_scale(TSceneManager *sceneManager, EntityId entity, float scale);
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@@ -317,6 +320,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthWrite(TMaterialInstance* materialInstance, bool enabled);
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EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthCulling(TMaterialInstance* materialInstance, bool enabled);
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EMSCRIPTEN_KEEPALIVE void MaterialInstance_setParameterFloat2(TMaterialInstance* materialInstance, const char* name, double x, double y);
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#ifdef __cplusplus
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