feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
This commit is contained in:
219
thermion_dart/native/src/c_api/TSceneManager.cpp
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219
thermion_dart/native/src/c_api/TSceneManager.cpp
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#include <filament/LightManager.h>
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#include "c_api/APIExport.h"
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#include "ResourceBuffer.hpp"
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#include "FilamentViewer.hpp"
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#include "Log.hpp"
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using namespace thermion;
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extern "C"
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{
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#include "c_api/TSceneManager.h"
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EMSCRIPTEN_KEEPALIVE TScene *SceneManager_getScene(TSceneManager *tSceneManager) {
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return reinterpret_cast<TScene*>(sceneManager->getScene());
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}
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EMSCRIPTEN_KEEPALIVE TMaterialProvider *SceneManager_getUnlitMaterialProvider(TSceneManager *tSceneManager) {
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto provider = sceneManager->getUnlitMaterialProvider();
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return reinterpret_cast<TMaterialProvider*>(provider);
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}
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EMSCRIPTEN_KEEPALIVE TMaterialProvider *SceneManager_getUbershaderMaterialProvider(TSceneManager *tSceneManager) {
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto provider = sceneManager->getUbershaderMaterialProvider();
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return reinterpret_cast<TMaterialProvider*>(provider);
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}
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EMSCRIPTEN_KEEPALIVE TGizmo *SceneManager_createGizmo(TSceneManager *tSceneManager, TView *tView, TScene *tScene)
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{
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *scene = reinterpret_cast<Scene *>(tScene);
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auto *view = reinterpret_cast<View *>(tView);
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auto gizmo = sceneManager->createGizmo(view, scene);
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return reinterpret_cast<TGizmo *>(gizmo);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlb(TSceneManager *tSceneManager, const char *assetPath, int numInstances, bool keepData)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *asset = sceneManager->loadGlb(assetPath, numInstances, keepData);
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return reinterpret_cast<TSceneAsset *>(asset);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGltf(TSceneManager *tSceneManager,
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const char *assetPath,
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const char *relativeResourcePath,
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bool keepData)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *asset = sceneManager->loadGltf(assetPath, relativeResourcePath, 1, keepData);
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return reinterpret_cast<TSceneAsset *>(asset);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const data, size_t length, bool keepData, int priority, int layer, bool loadResourcesAsync)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *asset = sceneManager->loadGlbFromBuffer((const uint8_t *)data, length, 1, keepData, priority, layer, loadResourcesAsync);
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return reinterpret_cast<TSceneAsset *>(asset);
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}
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_getCameraByName(TSceneManager *tSceneManager, EntityId entityId, const char *name)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return nullptr;
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}
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EMSCRIPTEN_KEEPALIVE Aabb3 SceneManager_getRenderableBoundingBox(TSceneManager *tSceneManager, EntityId entity)
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{
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return sceneManager->getRenderableBoundingBox(entity);
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}
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EMSCRIPTEN_KEEPALIVE void SceneManager_setVisibilityLayer(TSceneManager *tSceneManager, EntityId entity, int layer)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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sceneManager->setVisibilityLayer(entity, layer);
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}
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *SceneManager_createUnlitMaterialInstance(TSceneManager *sceneManager)
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{
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auto *instance = ((SceneManager *)sceneManager)->createUnlitMaterialInstance();
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return reinterpret_cast<TMaterialInstance *>(instance);
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}
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *SceneManager_createUnlitFixedSizeMaterialInstance(TSceneManager *sceneManager)
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{
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auto *instance = ((SceneManager *)sceneManager)->createUnlitFixedSizeMaterialInstance();
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return reinterpret_cast<TMaterialInstance *>(instance);
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}
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_createCamera(TSceneManager *tSceneManager)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return reinterpret_cast<TCamera *>(sceneManager->createCamera());
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}
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EMSCRIPTEN_KEEPALIVE void SceneManager_destroyCamera(TSceneManager *tSceneManager, TCamera *tCamera)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *camera = reinterpret_cast<Camera *>(tCamera);
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sceneManager->destroyCamera(camera);
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}
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EMSCRIPTEN_KEEPALIVE size_t SceneManager_getCameraCount(TSceneManager *tSceneManager)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return sceneManager->getCameraCount();
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}
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_getCameraAt(TSceneManager *tSceneManager, size_t index)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *camera = sceneManager->getCameraAt(index);
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return reinterpret_cast<TCamera *>(camera);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_createGeometry(
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TSceneManager *tSceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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int numNormals,
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float *uvs,
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int numUvs,
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uint16_t *indices,
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int numIndices,
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int primitiveType,
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TMaterialInstance **tMaterialInstances,
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int materialInstanceCount,
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bool keepData)
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{
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auto sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto castedNumVertices = static_cast<uint32_t>(numVertices);
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auto castedNumNormals = static_cast<uint32_t>(numNormals);
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auto castedNumUvs = static_cast<uint32_t>(numUvs);
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auto castedNumIndices = static_cast<uint32_t>(numIndices);
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auto castedPrimitiveType = static_cast<filament::RenderableManager::PrimitiveType>(primitiveType);
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auto materialInstances = reinterpret_cast<MaterialInstance **>(tMaterialInstances);
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auto *asset = sceneManager->createGeometry(
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vertices,
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castedNumVertices,
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normals,
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castedNumNormals,
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uvs,
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castedNumUvs,
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indices,
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castedNumIndices,
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castedPrimitiveType,
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materialInstances,
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materialInstanceCount,
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keepData);
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return reinterpret_cast<TSceneAsset *>(asset);
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}
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EMSCRIPTEN_KEEPALIVE void SceneManager_destroyMaterialInstance(TSceneManager *sceneManager, TMaterialInstance *instance)
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{
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((SceneManager *)sceneManager)->destroy(reinterpret_cast<MaterialInstance *>(instance));
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}
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EMSCRIPTEN_KEEPALIVE int SceneManager_removeFromScene(TSceneManager *sceneManager, EntityId entityId)
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{
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return ((SceneManager *)sceneManager)->removeFromScene(entityId);
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}
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EMSCRIPTEN_KEEPALIVE int SceneManager_addToScene(TSceneManager *sceneManager, EntityId entityId)
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{
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return ((SceneManager *)sceneManager)->addToScene(entityId);
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}
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EMSCRIPTEN_KEEPALIVE void SceneManager_transformToUnitCube(TSceneManager *sceneManager, EntityId entityId)
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{
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((SceneManager *)sceneManager)->transformToUnitCube(entityId);
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}
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EMSCRIPTEN_KEEPALIVE TAnimationManager *SceneManager_getAnimationManager(TSceneManager *tSceneManager)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *animationManager = sceneManager->getAnimationManager();
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return reinterpret_cast<TAnimationManager *>(animationManager);
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}
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EMSCRIPTEN_KEEPALIVE void *SceneManager_destroyAll(TSceneManager *tSceneManager)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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sceneManager->destroyAll();
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return nullptr;
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}
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EMSCRIPTEN_KEEPALIVE void *SceneManager_destroyAsset(TSceneManager *tSceneManager, TSceneAsset *tSceneAsset)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *sceneAsset = reinterpret_cast<SceneAsset *>(tSceneAsset);
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sceneManager->destroy(sceneAsset);
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return nullptr;
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}
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EMSCRIPTEN_KEEPALIVE TNameComponentManager *SceneManager_getNameComponentManager(TSceneManager *tSceneManager) {
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return reinterpret_cast<TNameComponentManager*>(sceneManager->getNameComponentManager());
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}
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EMSCRIPTEN_KEEPALIVE size_t SceneManager_getOverlayEntityCount(TSceneManager *tSceneManager) {
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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return sceneManager->getOverlayEntityCount();
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}
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EMSCRIPTEN_KEEPALIVE EntityId SceneManager_getOverlayEntityAt(TSceneManager *tSceneManager, size_t index) {
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto entity = sceneManager->getOverlayEntity(index);
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return utils::Entity::smuggle(entity);
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}
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}
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