internal: expose more RenderableManager/LightManager bindings
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@@ -8,11 +8,43 @@ extern "C"
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{
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#endif
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EMSCRIPTEN_KEEPALIVE void RenderableManager_setMaterialInstanceAt(TRenderableManager *tRenderableManager, EntityId entityId, int primitiveIndex, TMaterialInstance *tMaterialInstance);
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EMSCRIPTEN_KEEPALIVE void RenderableManager_setPriority(TRenderableManager *tRenderableManager, EntityId entityId, int priority);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *RenderableManager_getMaterialInstanceAt(TRenderableManager *tRenderableManager, EntityId entityId, int primitiveIndex);
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_isRenderable(TRenderableManager *tRenderableManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void RenderableManager_setMaterialInstanceAt(TRenderableManager *tRenderableManager, EntityId entityId, int primitiveIndex, TMaterialInstance *tMaterialInstance);
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EMSCRIPTEN_KEEPALIVE void RenderableManager_setPriority(TRenderableManager *tRenderableManager, EntityId entityId, int priority);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *RenderableManager_getMaterialInstanceAt(TRenderableManager *tRenderableManager, EntityId entityId, int primitiveIndex);
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_isRenderable(TRenderableManager *tRenderableManager, EntityId entityId);
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// New boolean methods
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/**
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* Checks if the given entity has a renderable component
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_hasComponent(TRenderableManager *tRenderableManager, EntityId entityId);
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/**
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* Returns true if this manager has no components
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_empty(TRenderableManager *tRenderableManager);
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/**
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* Returns whether a light channel is enabled on a specified renderable
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_getLightChannel(TRenderableManager *tRenderableManager, EntityId entityId, unsigned int channel);
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/**
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* Checks if the renderable can cast shadows
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_isShadowCaster(TRenderableManager *tRenderableManager, EntityId entityId);
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/**
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* Checks if the renderable can receive shadows
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_isShadowReceiver(TRenderableManager *tRenderableManager, EntityId entityId);
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/**
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* Returns whether large-scale fog is enabled for this renderable
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*/
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EMSCRIPTEN_KEEPALIVE bool RenderableManager_getFogEnabled(TRenderableManager *tRenderableManager, EntityId entityId);
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#ifdef __cplusplus
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}
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#endif
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#endif
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