add model/view matrix getters & manipulator options
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@@ -178,8 +178,16 @@ abstract class FilamentController {
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///
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Future clearLights();
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///
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/// Load the .glb asset at the given path and insert into the scene.
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///
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Future<FilamentEntity> loadGlb(String path, {bool unlit = false});
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///
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/// Load the .gltf asset at the given path and insert into the scene.
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/// [relativeResourcePath] is the folder path where the glTF resources are stored;
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/// this is usually the parent directory of the .gltf file itself.
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///
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Future<FilamentEntity> loadGltf(String path, String relativeResourcePath);
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///
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@@ -314,13 +322,28 @@ abstract class FilamentController {
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///
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/// Get the camera position in world space.
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///
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Future<Vector3> getCameraPosition(double x, double y, double z);
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Future<Vector3> getCameraPosition();
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///
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/// Get the camera's model matrix.
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///
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Future<Matrix4> getCameraModelMatrix();
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///
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/// Get the camera's view matrix.
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///
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Future<Matrix4> getCameraViewMatrix();
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///
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/// Set the camera position in world space.
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///
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Future setCameraPosition(double x, double y, double z);
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///
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/// Get the camera rotation matrix.
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///
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Future<Matrix3> getCameraRotation();
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///
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/// Repositions the camera to the last vertex of the bounding box of [asset], looking at the penultimate vertex.
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///
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@@ -347,11 +370,14 @@ abstract class FilamentController {
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///
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Future setCameraModelMatrix(List<double> matrix);
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///
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/// Sets the `baseColorFactor` property for the material at index [materialIndex] in [entity] under node [meshName] to [color].
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///
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Future setMaterialColor(
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FilamentEntity entity, String meshName, int materialIndex, Color color);
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///
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/// Scales [asset] up/down so it fits within a unit cube.
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/// Scale [asset] to fit within the unit cube.
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///
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Future transformToUnitCube(FilamentEntity entity);
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@@ -369,6 +395,10 @@ abstract class FilamentController {
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/// Sets the scale for the given entity.
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///
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Future setScale(FilamentEntity entity, double scale);
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///
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/// Sets the rotation for [entity] to [rads] around the axis {x,y,z}.
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///
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Future setRotation(
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FilamentEntity entity, double rads, double x, double y, double z);
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