fix!: replace queuePosition/Rotation with queueTransforms
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@@ -364,6 +364,12 @@ abstract class ThermionViewer {
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///
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Future setTransform(ThermionEntity entity, Matrix4 transform);
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///
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/// Sets multiple transforms (relative to parent) simultaneously for [entity].
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/// Uses mutex to ensure that transform updates aren't split across frames.
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///
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Future queueTransformUpdates(List<ThermionEntity> entities, List<Matrix4> transforms);
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///
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/// Updates the bone matrices for [entity] (which must be the ThermionEntity
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/// returned by [loadGlb/loadGltf]).
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@@ -647,14 +653,6 @@ abstract class ThermionViewer {
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Future setRotation(
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ThermionEntity entity, double rads, double x, double y, double z);
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///
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/// Queues an update to the worldspace position for [entity] to {x,y,z}.
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/// The actual update will occur on the next frame, and will be subject to collision detection.
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///
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Future queuePositionUpdate(
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ThermionEntity entity, double x, double y, double z,
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{bool relative = false});
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///
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/// TODO
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///
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@@ -667,20 +665,6 @@ abstract class ThermionViewer {
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Future queueRelativePositionUpdateWorldAxis(ThermionEntity entity,
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double viewportX, double viewportY, double x, double y, double z);
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///
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/// Queues an update to the worldspace rotation for [entity].
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/// The actual update will occur on the next frame, and will be subject to collision detection.
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///
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Future queueRotationUpdate(
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ThermionEntity entity, double rads, double x, double y, double z,
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{bool relative = false});
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///
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/// Same as [queueRotationUpdate].
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///
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Future queueRotationUpdateQuat(ThermionEntity entity, Quaternion quat,
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{bool relative = false});
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///
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/// Enable/disable postprocessing (disabled by default).
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///
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