internal: regenerate bindings
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@@ -268,6 +268,68 @@ external void LightManager_setDirection(
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double z,
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);
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@ffi.Native<ffi.Int Function(ffi.Pointer<TLightManager>, EntityId, ffi.Int)>(
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isLeaf: true)
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external int LightManager_createLight(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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int type,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TLightManager>, EntityId)>(
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isLeaf: true)
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external void LightManager_destroyLight(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TLightManager>, EntityId, ffi.Double,
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ffi.Double, ffi.Double)>(isLeaf: true)
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external void LightManager_setColor(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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double r,
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double g,
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double b,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TLightManager>, EntityId, ffi.Double)>(isLeaf: true)
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external void LightManager_setIntensity(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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double intensity,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TLightManager>, EntityId, ffi.Double)>(isLeaf: true)
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external void LightManager_setFalloff(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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double falloff,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TLightManager>, EntityId, ffi.Double,
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ffi.Double)>(isLeaf: true)
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external void LightManager_setSpotLightCone(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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double inner,
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double outer,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TLightManager>, EntityId, ffi.Bool)>(
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isLeaf: true)
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external void LightManager_setShadowCaster(
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ffi.Pointer<TLightManager> tLightManager,
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int entity,
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bool enabled,
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);
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@ffi.Native<
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ffi.Pointer<TViewer> Function(ffi.Pointer<ffi.Void>, ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>, ffi.Pointer<ffi.Char>)>(isLeaf: true)
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@@ -491,6 +553,11 @@ external void set_background_color(
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double a,
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);
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@ffi.Native<EntityId Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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external int Viewer_getMainCamera(
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ffi.Pointer<TViewer> viewer,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, ffi.Pointer<ffi.Char>)>(
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isLeaf: true)
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external void Viewer_loadSkybox(
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@@ -535,11 +602,6 @@ external void rotate_ibl(
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ffi.Pointer<ffi.Float> rotationMatrix,
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);
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@ffi.Native<EntityId Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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external int get_main_camera(
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ffi.Pointer<TViewer> viewer,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, ffi.Float)>(isLeaf: true)
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external void set_frame_interval(
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ffi.Pointer<TViewer> viewer,
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@@ -2214,6 +2276,54 @@ external bool RenderableManager_isRenderable(
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int entityId,
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);
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/// Checks if the given entity has a renderable component
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TRenderableManager>, EntityId)>(
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isLeaf: true)
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external bool RenderableManager_hasComponent(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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int entityId,
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);
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/// Returns true if this manager has no components
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TRenderableManager>)>(isLeaf: true)
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external bool RenderableManager_empty(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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);
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/// Returns whether a light channel is enabled on a specified renderable
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@ffi.Native<
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ffi.Bool Function(ffi.Pointer<TRenderableManager>, EntityId,
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ffi.UnsignedInt)>(isLeaf: true)
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external bool RenderableManager_getLightChannel(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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int entityId,
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int channel,
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);
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/// Checks if the renderable can cast shadows
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TRenderableManager>, EntityId)>(
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isLeaf: true)
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external bool RenderableManager_isShadowCaster(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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int entityId,
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);
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/// Checks if the renderable can receive shadows
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TRenderableManager>, EntityId)>(
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isLeaf: true)
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external bool RenderableManager_isShadowReceiver(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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int entityId,
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);
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/// Returns whether large-scale fog is enabled for this renderable
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TRenderableManager>, EntityId)>(
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isLeaf: true)
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external bool RenderableManager_getFogEnabled(
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ffi.Pointer<TRenderableManager> tRenderableManager,
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int entityId,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TSceneAsset>, ffi.Pointer<TScene>)>(
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isLeaf: true)
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external void SceneAsset_addToScene(
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