chore: update bindings
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@@ -620,6 +620,19 @@ external void queue_position_update(
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bool relative,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Float, ffi.Float,
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ffi.Float, ffi.Float, ffi.Float)>()
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external void queue_relative_position_update_world_axis(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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double viewportX,
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double viewportY,
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double x,
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double y,
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double z,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Float, ffi.Float,
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ffi.Float, ffi.Float, ffi.Float, ffi.Bool)>()
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@@ -763,11 +776,17 @@ external ffi.Pointer<ffi.Double> get_camera_frustum(
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ffi.Pointer<ffi.Void> viewer,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float, ffi.Float)>()
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@ffi.Native<ffi.Float Function(ffi.Pointer<ffi.Void>, ffi.Bool)>()
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external double get_camera_fov(
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ffi.Pointer<ffi.Void> viewer,
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bool horizontal,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float, ffi.Bool)>()
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external void set_camera_fov(
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ffi.Pointer<ffi.Void> viewer,
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double fovInDegrees,
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double aspect,
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bool horizontal,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Float)>()
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@@ -1011,6 +1030,30 @@ external Aabb2 get_bounding_box(
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int entity,
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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.Float>,
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ffi.Pointer<ffi.Float>,
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ffi.Pointer<ffi.Float>,
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ffi.Pointer<ffi.Float>)>()
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external void get_bounding_box_to_out(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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ffi.Pointer<ffi.Float> minX,
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ffi.Pointer<ffi.Float> minY,
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ffi.Pointer<ffi.Float> maxX,
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ffi.Pointer<ffi.Float> maxY,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Int, ffi.Bool)>()
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external void set_layer_enabled(
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ffi.Pointer<ffi.Void> sceneManager,
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int layer,
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bool enabled,
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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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@@ -1534,6 +1577,20 @@ final class Aabb2 extends ffi.Struct {
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external double maxY;
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}
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final class int32_t_4 extends ffi.Struct {
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@ffi.Int32()
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external int i0;
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@ffi.Int32()
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external int i1;
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@ffi.Int32()
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external int i2;
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@ffi.Int32()
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external int i3;
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}
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/// This header replicates most of the methods in ThermionDartApi.h.
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/// It represents the interface for:
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/// - invoking those methods that must be called on the main Filament engine thread
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