fix(graphics): expose terrain renderable controls to scripts
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18f2299582
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@@ -39,6 +39,8 @@ void Renderable3D::setTexture(Texture* texture) { meshRenderer()->texture = text
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void Renderable3D::setNormalTexture(Texture* texture) { meshRenderer()->normalTexture = texture; }
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void Renderable3D::setPackedNormalMask(bool enabled) { meshRenderer()->packedNormalMask = enabled; }
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void Renderable3D::setHeightTexture(Texture* texture) { meshRenderer()->heightTexture = texture; }
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void Renderable3D::setShader(Shader* shader) { meshRenderer()->shader = shader; }
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@@ -43,6 +43,7 @@ void exposeRenderable3DBindings(ssq::Table& table) {
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ent.addFunc("clearInstanceRange", &Renderable3D::clearInstanceRange);
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ent.addFunc("setTexture", &Renderable3D::setTexture);
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ent.addFunc("setNormalTexture", &Renderable3D::setNormalTexture);
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ent.addFunc("setPackedNormalMask", &Renderable3D::setPackedNormalMask);
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ent.addFunc("setHeightTexture", &Renderable3D::setHeightTexture);
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ent.addFunc("setShader", &Renderable3D::setShader);
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ent.addFunc("setMaterial", &Renderable3D::setMaterial);
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@@ -75,6 +76,8 @@ void exposeRenderable3DBindings(ssq::Table& table) {
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ent.addFunc("getParallaxMaxLayers", &Renderable3D::getParallaxMaxLayers);
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ent.addFunc("setVisible", &Renderable3D::setVisible);
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ent.addFunc("getVisible", &Renderable3D::getVisible);
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ent.addFunc("setLayer", &Renderable3D::setLayer);
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ent.addFunc("getLayer", &Renderable3D::getLayer);
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ent.addFunc("setReflectionCaptureMask", &Renderable3D::setReflectionCaptureMask);
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ent.addFunc("getReflectionCaptureMask", &Renderable3D::getReflectionCaptureMask);
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ent.addFunc("setReceiveLight", &Renderable3D::setReceiveLight);
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@@ -154,6 +154,9 @@ TEST_CASE("moduleExpose.allBindingsPreserveRenderable3DSurface") {
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renderable.clearMeshLod()
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renderable.setPosition(1.0, 2.0, 3.0)
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renderable.setRoughness(0.8)
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renderable.setPackedNormalMask(true)
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renderable.setLayer(8)
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if (renderable.getLayer() != 8) throw "Renderable3D layer binding was lost"
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renderable.setCastShadow(true)
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renderable.setReceiveShadow(true)
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)", "lazy-graphics-3d.nut");
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