expose various methods for getting bones/transforms/etc
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@@ -30,7 +30,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void destroy_filament_viewer_ffi(void *const viewer);
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EMSCRIPTEN_KEEPALIVE void render_ffi(void *const viewer);
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EMSCRIPTEN_KEEPALIVE FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback);
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EMSCRIPTEN_KEEPALIVE void set_rendering_ffi(void *const viewer, bool rendering);
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EMSCRIPTEN_KEEPALIVE void set_rendering_ffi(void *const viewer, bool rendering, void(*onComplete)());
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EMSCRIPTEN_KEEPALIVE void set_frame_interval_ffi(void *const viewer, float frameInterval);
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EMSCRIPTEN_KEEPALIVE void update_viewport_and_camera_projection_ffi(void *const viewer, const uint32_t width, const uint32_t height, const float scaleFactor, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE void set_background_color_ffi(void *const viewer, const float r, const float g, const float b, const float a);
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@@ -91,26 +91,17 @@ extern "C"
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int numWeights,
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void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_ffi(void *sceneManager,
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EntityId asset, void(*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void set_bone_transform_ffi(
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void *sceneManager,
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EntityId asset,
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const char *entityName,
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int skinIndex,
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int boneIndex,
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const float *const transform,
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const char *boneName,
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void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void add_bone_animation_ffi(
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void *sceneManager,
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EntityId asset,
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const float *const frameData,
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int numFrames,
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const char *const boneName,
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const char **const meshNames,
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int numMeshTargets,
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float frameLengthInMs,
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bool isModelSpace);
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EMSCRIPTEN_KEEPALIVE void set_post_processing_ffi(void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void ios_dummy_ffi();
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void create_geometry_ffi(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath, void (*callback)(EntityId));
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#ifdef __cplusplus
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