expose various methods for getting bones/transforms/etc
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@@ -143,19 +143,23 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void add_bone_animation(
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void *sceneManager,
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EntityId entity,
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int skinIndex,
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int boneIndex,
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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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float frameLengthInMs);
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EMSCRIPTEN_KEEPALIVE void get_local_transform(void *sceneManager,
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EntityId entityId, float* const);
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EMSCRIPTEN_KEEPALIVE void get_world_transform(void *sceneManager,
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EntityId entityId, float* const);
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EMSCRIPTEN_KEEPALIVE void get_inverse_bind_matrix(void *sceneManager,
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EntityId entityId, int skinIndex, int boneIndex, float* const);
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EMSCRIPTEN_KEEPALIVE bool set_bone_transform(
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void *sceneManager,
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EntityId entity,
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const char *entityName,
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const float *const transform,
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const char *boneName);
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int skinIndex,
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int boneIndex,
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const float *const transform);
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EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId entity, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId entity, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId entity, int index);
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@@ -164,7 +168,12 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId entity, int index);
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EMSCRIPTEN_KEEPALIVE int get_bone_count(void *sceneManager, EntityId assetEntity, int skinIndex);
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EMSCRIPTEN_KEEPALIVE void get_bone_names(void *sceneManager, EntityId assetEntity, const char** outPtr, int skinIndex);
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EMSCRIPTEN_KEEPALIVE EntityId get_bone(void *sceneManager,
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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(void* sceneManager, EntityId entityId, const float* const transform);
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EMSCRIPTEN_KEEPALIVE bool update_bone_matrices(void* sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId assetEntity, EntityId childEntity);
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EMSCRIPTEN_KEEPALIVE void remove_entity(const void *const viewer, EntityId asset);
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@@ -216,8 +225,10 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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EMSCRIPTEN_KEEPALIVE void remove_collision_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE bool add_animation_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void remove_animation_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE EntityId create_geometry(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath);
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EMSCRIPTEN_KEEPALIVE EntityId get_parent(void *const sceneManager, EntityId child);
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EMSCRIPTEN_KEEPALIVE void set_parent(void *const sceneManager, EntityId child, EntityId parent);
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EMSCRIPTEN_KEEPALIVE void test_collisions(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void set_priority(void *const sceneManager, EntityId entityId, int priority);
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