fix instancing so that gltf assets always fill the first instance slot
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@@ -66,17 +66,14 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_loadGlb(
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_createFromFilamentAsset(
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TEngine *tEngine,
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TGltfAssetLoader *tAssetLoader,
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TNameComponentManager *tNameComponentManager,
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const uint8_t *data,
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size_t length,
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size_t numInstances
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TFilamentAsset *tFilamentAsset
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) {
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auto *engine = reinterpret_cast<filament::Engine *>(tEngine);
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auto *nameComponentManager = reinterpret_cast<utils::NameComponentManager *>(tNameComponentManager);
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auto *tFilamentAsset = GltfAssetLoader_load(tEngine, tAssetLoader, data, length, numInstances);
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auto *filamentAsset = reinterpret_cast<filament::gltfio::FilamentAsset *>(tFilamentAsset);
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auto *assetLoader = reinterpret_cast<filament::gltfio::AssetLoader *>(tAssetLoader);
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@@ -89,33 +86,6 @@ extern "C"
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return reinterpret_cast<TSceneAsset *>(sceneAsset);
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}
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EMSCRIPTEN_KEEPALIVE int32_t SceneAsset_getResourceUriCount(
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TSceneAsset *tSceneAsset
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) {
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auto sceneAsset = reinterpret_cast<SceneAsset *>(tSceneAsset);
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if(sceneAsset->getType() != SceneAsset::SceneAssetType::Gltf) {
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Log("Error - not a gltf asset");
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return -1;
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}
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auto gltfAsset = reinterpret_cast<GltfSceneAsset *>(tSceneAsset);
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auto *filamentAsset = gltfAsset->getAsset();
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return filamentAsset->getResourceUriCount();
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}
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EMSCRIPTEN_KEEPALIVE const char* const* SceneAsset_getResourceUris(
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TSceneAsset *tSceneAsset
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) {
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auto sceneAsset = reinterpret_cast<SceneAsset *>(tSceneAsset);
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if(sceneAsset->getType() != SceneAsset::SceneAssetType::Gltf) {
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Log("Error - not a gltf asset");
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return nullptr;
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}
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auto gltfAsset = reinterpret_cast<GltfSceneAsset *>(tSceneAsset);
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auto *filamentAsset = gltfAsset->getAsset();
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return filamentAsset->getResourceUris();
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}
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EMSCRIPTEN_KEEPALIVE TFilamentAsset *SceneAsset_getFilamentAsset(TSceneAsset *tSceneAsset) {
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auto sceneAsset = reinterpret_cast<SceneAsset *>(tSceneAsset);
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@@ -130,7 +100,6 @@ extern "C"
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return reinterpret_cast<TFilamentAsset *>(filamentAsset);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_createGrid(TEngine *tEngine, TMaterial* tMaterial) {
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auto *engine = reinterpret_cast<filament::Engine *>(tEngine);
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auto *material = reinterpret_cast<filament::Material *>(tMaterial);
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@@ -234,6 +203,11 @@ extern "C"
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return reinterpret_cast<TSceneAsset*>(instance);
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}
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EMSCRIPTEN_KEEPALIVE size_t SceneAsset_getInstanceCount(TSceneAsset *tSceneAsset) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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return asset->getInstanceCount();
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_createInstance(TSceneAsset *tSceneAsset, TMaterialInstance **tMaterialInstances, int materialInstanceCount)
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{
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auto *materialInstances = reinterpret_cast<MaterialInstance **>(tMaterialInstances);
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