update generated bindings
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@@ -362,7 +362,7 @@ external int get_main_camera(
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ffi.Pointer<ffi.Char>)>(symbol: '_set_camera', assetId: 'dart_filament')
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external bool set_camera(
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ffi.Pointer<ffi.Void> viewer,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> nodeName,
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);
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@@ -484,7 +484,7 @@ external void grab_end(
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ffi.Int)>(symbol: '_apply_weights', assetId: 'dart_filament')
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external void apply_weights(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> entityName,
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ffi.Pointer<ffi.Float> weights,
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int count,
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@@ -495,7 +495,7 @@ external void apply_weights(
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ffi.Int)>(symbol: '_set_morph_target_weights', assetId: 'dart_filament')
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external bool set_morph_target_weights(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Float> morphData,
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int numWeights,
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);
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@@ -511,7 +511,7 @@ external bool set_morph_target_weights(
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ffi.Float)>(symbol: '_set_morph_animation', assetId: 'dart_filament')
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external bool set_morph_animation(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Float> morphData,
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ffi.Pointer<ffi.Int> morphIndices,
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int numMorphTargets,
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@@ -539,7 +539,7 @@ external void reset_to_rest_pose(
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ffi.Bool)>(symbol: '_add_bone_animation', assetId: 'dart_filament')
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external void add_bone_animation(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Float> frameData,
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int numFrames,
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ffi.Pointer<ffi.Char> boneName,
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@@ -559,7 +559,7 @@ external void add_bone_animation(
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symbol: '_set_bone_transform', assetId: 'dart_filament')
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external bool set_bone_transform(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> entityName,
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ffi.Pointer<ffi.Float> transform,
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ffi.Pointer<ffi.Char> boneName,
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@@ -576,7 +576,7 @@ external bool set_bone_transform(
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ffi.Float)>(symbol: '_play_animation', assetId: 'dart_filament')
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external void play_animation(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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int index,
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bool loop,
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bool reverse,
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@@ -589,7 +589,7 @@ external void play_animation(
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symbol: '_set_animation_frame', assetId: 'dart_filament')
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external void set_animation_frame(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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int animationIndex,
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int animationFrame,
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);
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@@ -598,7 +598,7 @@ external void set_animation_frame(
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symbol: '_stop_animation', assetId: 'dart_filament')
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external void stop_animation(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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int index,
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);
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@@ -614,7 +614,7 @@ external int get_animation_count(
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ffi.Int)>(symbol: '_get_animation_name', assetId: 'dart_filament')
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external void get_animation_name(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> outPtr,
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int index,
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);
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@@ -623,7 +623,7 @@ external void get_animation_name(
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symbol: '_get_animation_duration', assetId: 'dart_filament')
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external double get_animation_duration(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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int index,
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);
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@@ -631,25 +631,23 @@ external double get_animation_duration(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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ffi.Int)>(symbol: '_get_morph_target_name', assetId: 'dart_filament')
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external void get_morph_target_name(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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ffi.Pointer<ffi.Char> meshName,
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int assetEntity,
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int childEntity,
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ffi.Pointer<ffi.Char> outPtr,
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int index,
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);
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@ffi.Native<
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ffi.Int Function(
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ffi.Pointer<ffi.Void>, EntityId, ffi.Pointer<ffi.Char>)>(
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@ffi.Native<ffi.Int Function(ffi.Pointer<ffi.Void>, EntityId, EntityId)>(
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symbol: '_get_morph_target_name_count', assetId: 'dart_filament')
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external int get_morph_target_name_count(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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ffi.Pointer<ffi.Char> meshName,
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int assetEntity,
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int childEntity,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId)>(
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@@ -677,7 +675,7 @@ external void clear_entities(
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ffi.Float)>(symbol: '_set_material_color', assetId: 'dart_filament')
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external bool set_material_color(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> meshName,
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int materialIndex,
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double r,
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@@ -703,7 +701,7 @@ external void transform_to_unit_cube(
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ffi.Bool)>(symbol: '_queue_position_update', assetId: 'dart_filament')
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external void queue_position_update(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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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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@@ -722,7 +720,7 @@ external void queue_position_update(
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ffi.Bool)>(symbol: '_queue_rotation_update', assetId: 'dart_filament')
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external void queue_rotation_update(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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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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@@ -736,7 +734,7 @@ external void queue_rotation_update(
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ffi.Float)>(symbol: '_set_position', assetId: 'dart_filament')
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external void set_position(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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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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@@ -753,7 +751,7 @@ external void set_position(
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ffi.Float)>(symbol: '_set_rotation', assetId: 'dart_filament')
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external void set_rotation(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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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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@@ -765,7 +763,7 @@ external void set_rotation(
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symbol: '_set_scale', assetId: 'dart_filament')
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external void set_scale(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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double scale,
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);
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@@ -920,7 +918,7 @@ external void set_camera_manipulator_options(
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ffi.Pointer<ffi.Char>)>(symbol: '_hide_mesh', assetId: 'dart_filament')
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external int hide_mesh(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> meshName,
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);
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@@ -929,7 +927,7 @@ external int hide_mesh(
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ffi.Pointer<ffi.Char>)>(symbol: '_reveal_mesh', assetId: 'dart_filament')
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external int reveal_mesh(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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int entity,
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ffi.Pointer<ffi.Char> meshName,
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);
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@@ -1528,31 +1526,28 @@ external void get_animation_name_ffi(
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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ffi.Int,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(
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symbol: '_get_morph_target_name_ffi', assetId: 'dart_filament')
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external void get_morph_target_name_ffi(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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ffi.Pointer<ffi.Char> meshName,
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int assetEntity,
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int childEntity,
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ffi.Pointer<ffi.Char> outPtr,
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int index,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> callback,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, EntityId,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Int32)>>)>(
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symbol: '_get_morph_target_name_count_ffi', assetId: 'dart_filament')
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external void get_morph_target_name_count_ffi(
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ffi.Pointer<ffi.Void> sceneManager,
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int asset,
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ffi.Pointer<ffi.Char> meshName,
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int childEntity,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(ffi.Int32)>> callback,
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);
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