2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_CHARACTER_3D_H
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#define CL_CHARACTER_3D_H
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// ------------------------------------------------------------------------------------------------
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#include "game_share/character_summary.h"
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#include "game_share/slot_types.h"
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#include "nel/3d/u_skeleton.h"
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2013-02-14 15:53:06 +00:00
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#include "nel/gui/interface_options.h"
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#include "interface_options_ryzom.h"
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#include "nel/gui/interface_element.h"
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2012-05-29 13:31:11 +00:00
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// ------------------------------------------------------------------------------------------------
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namespace NL3D
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{
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class UScene;
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class UInstance;
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class UAnimationSet;
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class USkeleton;
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class UPlayList;
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};
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// ------------------------------------------------------------------------------------------------
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enum TChar3DPart
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{
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Char3DPart_Chest = 0,
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Char3DPart_Legs,
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Char3DPart_Arms,
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Char3DPart_Feet,
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Char3DPart_Face,
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Char3DPart_Head,
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Char3DPart_Hands,
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Char3DPart_HandRightItem,
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Char3DPart_HandLeftItem,
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Char3DPart_INVALID
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};
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#define NB_CHARACTER3D_PARTS 9
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#define NB_MORPH_TARGETS 8
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// ------------------------------------------------------------------------------------------------
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struct SCharacter3DSetup
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{
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// A Part of the character body
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// if the name, color or quality changed the instances are rebuilt. It is not for all fxs.
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struct SCharacterPart
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{
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std::string Name; // name of the .shape
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std::string AdvFx; // advantage fx .ps
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std::vector<std::string> StatFxNames; // all the static fx .ps
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std::vector<std::string> StatFxBones; // the bones on which to bind the static fx (weird but done like that in CCharacterCL)
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std::vector<NLMISC::CVector> StatFxOffss; // the offset on the bone
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sint32 Color; // a color slot (in the color table of the color slot manager)
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sint32 Quality; // quality of the item
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};
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// Primary information (if changed instances are rebuilt)
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std::string Skeleton; // filename (.skel)
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SCharacterPart Parts[NB_CHARACTER3D_PARTS];
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sint32 Tattoo;
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sint32 EyesColor;
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sint32 HairColor;
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sint32 AnimPlayed;
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float CharHeight; // from -1 (smallest) to 1 (tallest)
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float ChestWidth; // Slim -1 Normal 0 Fat 1
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float ArmsWidth;
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float LegsWidth;
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float BreastSize;
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float MorphTarget[NB_MORPH_TARGETS]; // -100.0 - 100.0 (percentage of the mt)
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// Additionnal information (if changed the instances are not reconstructed)
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EGSPD::CPeople::TPeople People;
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bool Male; // false == Female
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bool LeftHandItemIsShield; // If false this is a weapon if it exists
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bool HideFace;
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// Constructor (setup a default fyros male)
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SCharacter3DSetup ();
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// Initialize the structure with race_stats form
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void setupDefault (EGSPD::CPeople::TPeople eRace, bool bMale);
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// Initialize the structure from a character summary struct
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void setupFromCharacterSummary (const CCharacterSummary &cs);
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// Initialize the structure from a DataBase Branch (look in cpp to see the structure)
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void setupFromDataBase (const std::string &branchName);
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// Initialize the structure from the SERVER:... DataBase Branch (which is messy)
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void setupFromSERVERDataBase (uint8 entityID = 0);
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// Convert Tool
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// Database Converter Tool
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static void setupDBFromCharacterSummary (const std::string &branchName, const CCharacterSummary &cs);
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static void setupCharacterSummaryFromDB (CCharacterSummary &cs, const std::string &branchName);
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static void setupCharacterSummaryFromSERVERDB (CCharacterSummary &cs, uint8 entityID = 0);
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// Slots enums
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static TChar3DPart convert_VisualSlot_To_Char3DPart (SLOTTYPE::EVisualSlot vs);
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static SLOTTYPE::EVisualSlot convert_Char3DPart_To_VisualSlot (TChar3DPart cp);
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static std::string convert_VisualSlot_To_String (SLOTTYPE::EVisualSlot vs);
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static uint64 getDB (const std::string &name);
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static void setDB (const std::string &name, uint64 val);
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private:
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void setupFromCS_ModelCol (SLOTTYPE::EVisualSlot s, sint32 model, sint32 col);
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};
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// ------------------------------------------------------------------------------------------------
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class CCharacter3D : public CReflectableRefPtrTarget
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{
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public:
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CCharacter3D();
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~CCharacter3D();
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bool init (NL3D::UScene *pScene);
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void setup (const SCharacter3DSetup &newSetup);
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SCharacter3DSetup getCurrentSetup () { return _CurrentSetup; }
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void setPos (float x, float y, float z); // reference point : Feet
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void setClusterSystem (NL3D::UInstanceGroup *pIG);
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void setRotEuler (float rx, float ry, float rz);
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void getPos (float &x, float &y, float &z) { x = _CurPosX; y = _CurPosY; z = _CurPosZ; }
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void getHeadPos (float &x, float &y, float &z);
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void getRotEuler (float &rx, float &ry, float &rz) { rx = _CurRotX; ry = _CurRotY; rz = _CurRotZ; }
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void setAnim (uint animID);
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void animate (double globalTime); // Should be called each frame
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EGSPD::CPeople::TPeople getPeople() { return _CurrentSetup.People; }
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void setPeople(EGSPD::CPeople::TPeople people) { _CurrentSetup.People = people; }
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bool getSex() { return _CurrentSetup.Male; }
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void setSex(bool male) { _CurrentSetup.Male = male; }
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// get skeleton
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NL3D::USkeleton getSkeleton() { return _Skeleton; }
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void copyAnimation(bool copyAnim) { _CopyAnim=copyAnim; }
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private:
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void resetAnimation (NL3D::UAnimationSet *animSet);
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void animblink (double globalTime);
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NLMISC::CVector getBonePos (const std::string &boneName);
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// Internal stuff
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void setSkeleton (const std::string &filename);
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void createInstance (TChar3DPart i, const SCharacter3DSetup::SCharacterPart &part);
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void bindToSkeleton (TChar3DPart i);
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uint32 peopleToSkin (EGSPD::CPeople::TPeople p) const;
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void disableFaceMorphAndBlinks();
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private:
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NL3D::UScene *_Scene; // reference to the scene containing the character
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//
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NL3D::UPlayListManager *_PlayListManager;
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NL3D::UAnimationSet *_AnimationSet; // reference to the option AnimationSet
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//
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NL3D::UPlayList *_PlayList;
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NL3D::UPlayList *_FacePlayList;
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std::vector<COptionsAnimationSet::CAnim> _AnimMale;
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std::vector<COptionsAnimationSet::CAnim> _AnimFemale;
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// Other instances
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NL3D::UInstance _Instances[NB_CHARACTER3D_PARTS];
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struct SInstanceFx
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{
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NL3D::UInstance AdvantageFx;
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std::vector<NL3D::UInstance> StaticFx;
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};
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SInstanceFx _InstancesFx[NB_CHARACTER3D_PARTS];
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// Skeleton
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NL3D::USkeleton _Skeleton;
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// Root is the parent of skeleton (needed because skeleton receive animation values)
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NL3D::UTransform _Root;
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NL3D::UInstanceGroup *_ClusterSystem;
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float _CurPosX, _CurPosY, _CurPosZ;
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float _CurRotX, _CurRotY, _CurRotZ;
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// The animated pelvis pos
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NLMISC::CVector _PelvisPos;
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float _CustomScalePos;
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double _NextBlinkTime;
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// Cache information
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SCharacter3DSetup _CurrentSetup;
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bool _CopyAnim;
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};
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#endif // CL_CHARACTER_3D_H
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