chore: update bindings
This commit is contained in:
@@ -643,11 +643,21 @@ external int get_bone(
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@ffi.Native<
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@ffi.Native<
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ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId,
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ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId,
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ffi.Pointer<ffi.Float>)>(isLeaf: true)
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ffi.Pointer<ffi.Double>)>(isLeaf: true)
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external bool set_transform(
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external bool SceneManager_setTransform(
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ffi.Pointer<TSceneManager> sceneManager,
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ffi.Pointer<TSceneManager> sceneManager,
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int entityId,
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int entityId,
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ffi.Pointer<ffi.Float> transform,
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ffi.Pointer<ffi.Double> transform,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, ffi.Pointer<EntityId>,
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ffi.Pointer<ffi.Double>, ffi.Int)>(isLeaf: true)
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external void SceneManager_queueTransformUpdates(
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ffi.Pointer<TSceneManager> sceneManager,
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ffi.Pointer<EntityId> entities,
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ffi.Pointer<ffi.Double> transforms,
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int numEntities,
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);
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);
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId)>(
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@ffi.Native<ffi.Bool Function(ffi.Pointer<TSceneManager>, EntityId)>(
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@@ -715,18 +725,6 @@ external void transform_to_unit_cube(
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int asset,
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int asset,
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);
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Float, ffi.Float, ffi.Bool)>(isLeaf: true)
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external void queue_position_update(
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ffi.Pointer<TSceneManager> sceneManager,
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int entity,
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double x,
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double y,
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double z,
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bool relative,
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Float, ffi.Float, ffi.Float, ffi.Float)>(isLeaf: true)
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ffi.Float, ffi.Float, ffi.Float, ffi.Float)>(isLeaf: true)
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@@ -750,20 +748,6 @@ external void queue_position_update_from_viewport_coords(
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double viewportY,
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double viewportY,
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);
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Float, ffi.Float, ffi.Float, ffi.Float, ffi.Bool)>(isLeaf: true)
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external void queue_rotation_update(
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ffi.Pointer<TSceneManager> sceneManager,
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int entity,
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double rads,
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double x,
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double y,
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double z,
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double w,
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bool relative,
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId, ffi.Float,
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ffi.Float, ffi.Float)>(isLeaf: true)
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ffi.Float, ffi.Float)>(isLeaf: true)
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@@ -1461,6 +1445,16 @@ external void MaterialInstance_setDepthCulling(
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bool enabled,
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bool enabled,
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);
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TMaterialInstance>, ffi.Pointer<ffi.Char>,
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ffi.Double, ffi.Double)>(isLeaf: true)
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external void MaterialInstance_setParameterFloat2(
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ffi.Pointer<TMaterialInstance> materialInstance,
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ffi.Pointer<ffi.Char> name,
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double x,
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double y,
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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ffi.Pointer<ffi.Void>,
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@@ -1557,9 +1551,12 @@ external void set_rendering_render_thread(
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
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);
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TViewer>,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(isLeaf: true)
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external void request_frame_render_thread(
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external void request_frame_render_thread(
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ffi.Pointer<TViewer> viewer,
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ffi.Pointer<TViewer> viewer,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
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);
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, ffi.Float)>(isLeaf: true)
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, ffi.Float)>(isLeaf: true)
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@@ -1625,78 +1622,11 @@ external void load_skybox_render_thread(
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> onComplete,
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);
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TViewer>, ffi.Pointer<ffi.Char>, ffi.Float)>(isLeaf: true)
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external void load_ibl_render_thread(
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ffi.Pointer<TViewer> viewer,
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ffi.Pointer<ffi.Char> iblPath,
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double intensity,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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external void remove_skybox_render_thread(
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external void remove_skybox_render_thread(
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ffi.Pointer<TViewer> viewer,
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ffi.Pointer<TViewer> viewer,
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);
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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external void remove_ibl_render_thread(
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ffi.Pointer<TViewer> viewer,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TViewer>,
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ffi.Uint8,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Float,
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ffi.Bool,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(EntityId)>>)>(
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isLeaf: true)
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external void add_light_render_thread(
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ffi.Pointer<TViewer> viewer,
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int type,
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double colour,
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double intensity,
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double posX,
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double posY,
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double posZ,
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double dirX,
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double dirY,
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double dirZ,
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double falloffRadius,
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double spotLightConeInner,
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double spotLightConeOuter,
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double sunAngularRadius,
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double sunHaloSize,
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double sunHaloFallof,
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bool shadows,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(EntityId)>> callback,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>, EntityId)>(isLeaf: true)
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external void remove_light_render_thread(
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ffi.Pointer<TViewer> viewer,
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int entityId,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TViewer>)>(isLeaf: true)
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external void clear_lights_render_thread(
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ffi.Pointer<TViewer> viewer,
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);
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@ffi.Native<
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@ffi.Native<
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ffi.Void Function(
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ffi.Void Function(
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ffi.Pointer<TSceneManager>,
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ffi.Pointer<TSceneManager>,
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