add setCameraModelMatrix method for iOS
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@@ -81,6 +81,7 @@ namespace polyvox {
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void setCameraPosition(float x, float y, float z);
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void setCameraRotation(float rads, float x, float y, float z);
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void setCameraModelMatrix(const float* const matrix);
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void setCameraFocalLength(float fl);
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void setCameraFocusDistance(float focusDistance);
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@@ -52,17 +52,17 @@ void grab_begin(void* viewer, float x, float y, bool pan);
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void grab_update(void* viewer, float x, float y);
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void grab_end(void* viewer);
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void apply_weights(void* asset, float* const weights, int count);
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void set_animation(
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void* asset,
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const float* const morphData,
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int numMorphWeights,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs
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);
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void apply_weights(void* asset, float* const weights, int count);
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void set_animation(
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void* asset,
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const float* const morphData,
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int numMorphWeights,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs
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);
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// void set_bone_transform(
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// void* asset,
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@@ -103,6 +103,7 @@ void set_scale(void* asset, float scale);
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void set_camera_position(void* viewer, float x, float y, float z);
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void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
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void set_camera_model_matrix(void* viewer, const float* const matrix);
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void set_camera_focal_length(void* viewer, float focalLength);
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void set_camera_focus_distance(void* viewer, float focusDistance);
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