update bindings
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@@ -671,6 +671,15 @@ external void queue_relative_position_update_world_axis(
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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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external void queue_position_update_from_viewport_coords(
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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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);
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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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@@ -1019,7 +1028,7 @@ external void remove_animation_component(
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EntityId Function(ffi.Pointer<ffi.Void>, ffi.Pointer<ffi.Float>, ffi.Int,
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ffi.Pointer<ffi.Uint16>, ffi.Int, ffi.Int, ffi.Pointer<ffi.Char>)>()
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external int create_geometry(
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ffi.Pointer<ffi.Void> viewer,
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Float> vertices,
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int numVertices,
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ffi.Pointer<ffi.Uint16> indices,
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@@ -1116,10 +1125,21 @@ external void set_gizmo_visibility(
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bool visible,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId)>()
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<ffi.Void>, EntityId, ffi.Float, ffi.Float, ffi.Float)>()
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external void set_stencil_highlight(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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double r,
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double g,
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double b,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId)>()
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external void remove_stencil_highlight(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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);
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@ffi.Native<
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@@ -1581,7 +1601,7 @@ external void reset_to_rest_pose_ffi(
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ffi.Pointer<ffi.Char>,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function(EntityId)>>)>()
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external void create_geometry_ffi(
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ffi.Pointer<ffi.Void> viewer,
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ffi.Pointer<ffi.Void> sceneManager,
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ffi.Pointer<ffi.Float> vertices,
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int numVertices,
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ffi.Pointer<ffi.Uint16> indices,
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