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			234 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#include <string>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <osg/ref_ptr>
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#include <osg/Node>
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#include <osg/Texture>
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#include "resourcemanager.hpp"
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#include <components/sceneutil/lightmanager.hpp>
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namespace Resource
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{
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    class ImageManager;
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    class NifFileManager;
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    class SharedStateManager;
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}
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namespace osgUtil
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{
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    class IncrementalCompileOperation;
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}
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namespace osgDB
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{
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    class SharedStateManager;
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}
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namespace Shader
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{
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    class ShaderManager;
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    class ShaderVisitor;
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}
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namespace Resource
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{
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    class TemplateRef : public osg::Object
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    {
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    public:
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        TemplateRef(const Object* object) : mObject(object) {}
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        TemplateRef() {}
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        TemplateRef(const TemplateRef& copy, const osg::CopyOp&) : mObject(copy.mObject) {}
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        META_Object(Resource, TemplateRef)
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    private:
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        osg::ref_ptr<const Object> mObject;
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    };
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    class TemplateMultiRef : public osg::Object
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    {
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    public:
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        TemplateMultiRef() {}
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        TemplateMultiRef(const TemplateMultiRef& copy, const osg::CopyOp&) : mObjects(copy.mObjects) {}
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        void addRef(const osg::Node* node);
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        META_Object(Resource, TemplateMultiRef)
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    private:
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        std::vector<osg::ref_ptr<const Object>> mObjects;
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    };
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    class MultiObjectCache;
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    /// @brief Handles loading and caching of scenes, e.g. .nif files or .osg files
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    /// @note Some methods of the scene manager can be used from any thread, see the methods documentation for more details.
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    class SceneManager : public ResourceManager
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    {
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    public:
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        SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
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        ~SceneManager();
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        Shader::ShaderManager& getShaderManager();
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        /// Re-create shaders for this node, need to call this if alpha testing, texture stages or vertex color mode have changed.
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        void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false, bool forceShadersForNode = false);
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        /// Applying shaders to a node may replace some fixed-function state.
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        /// This restores it.
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        /// When editing such state, it should be reinstated before the edits, and shaders should be recreated afterwards.
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        void reinstateRemovedState(osg::ref_ptr<osg::Node> node);
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        /// @see ShaderVisitor::setForceShaders
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        void setForceShaders(bool force);
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        bool getForceShaders() const;
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        void setClampLighting(bool clamp);
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        bool getClampLighting() const;
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        void setDepthFormat(GLenum format);
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        GLenum getDepthFormat() const;
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        /// @see ShaderVisitor::setAutoUseNormalMaps
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        void setAutoUseNormalMaps(bool use);
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        /// @see ShaderVisitor::setNormalMapPattern
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        void setNormalMapPattern(const std::string& pattern);
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        /// @see ShaderVisitor::setNormalHeightMapPattern
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        void setNormalHeightMapPattern(const std::string& pattern);
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        void setAutoUseSpecularMaps(bool use);
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        void setSpecularMapPattern(const std::string& pattern);
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        void setApplyLightingToEnvMaps(bool apply);
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        void setSupportedLightingMethods(const SceneUtil::LightManager::SupportedMethods& supported);
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        bool isSupportedLightingMethod(SceneUtil::LightingMethod method) const;
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        void setLightingMethod(SceneUtil::LightingMethod method);
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        SceneUtil::LightingMethod getLightingMethod() const;
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        void setConvertAlphaTestToAlphaToCoverage(bool convert);
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        void setShaderPath(const std::string& path);
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        /// Check if a given scene is loaded and if so, update its usage timestamp to prevent it from being unloaded
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        bool checkLoaded(const std::string& name, double referenceTime);
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        /// Get a read-only copy of this scene "template"
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        /// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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        ///  If even the error marker mesh can not be found, an exception is thrown.
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        /// @note Thread safe.
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        osg::ref_ptr<const osg::Node> getTemplate(const std::string& name, bool compile=true);
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        /// Create an instance of the given scene template and cache it for later use, so that future calls to getInstance() can simply
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        /// return this cached object instead of creating a new one.
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        /// @note The returned ref_ptr may be kept around by the caller to ensure that the object stays in cache for as long as needed.
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        /// @note Thread safe.
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        osg::ref_ptr<osg::Node> cacheInstance(const std::string& name);
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        osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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        osg::ref_ptr<osg::Node> createInstance(const osg::Node* base);
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        void shareState(osg::ref_ptr<osg::Node> node);
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        /// Get an instance of the given scene template
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        /// @see getTemplate
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        /// @note Thread safe.
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        osg::ref_ptr<osg::Node> getInstance(const std::string& name);
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        /// Get an instance of the given scene template and immediately attach it to a parent node
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        /// @see getTemplate
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        /// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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        osg::ref_ptr<osg::Node> getInstance(const std::string& name, osg::Group* parentNode);
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        /// Attach the given scene instance to the given parent node
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        /// @note You should have the parentNode in its intended position before calling this method,
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        ///       so that world space particles of the \a instance get transformed correctly.
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        /// @note Assumes the given instance was not attached to any parents before.
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        /// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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        void attachTo(osg::Node* instance, osg::Group* parentNode) const;
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        /// Manually release created OpenGL objects for the given graphics context. This may be required
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        /// in cases where multiple contexts are used over the lifetime of the application.
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        void releaseGLObjects(osg::State* state) override;
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        /// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
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        void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
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        osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation();
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        Resource::ImageManager* getImageManager();
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        /// @param mask The node mask to apply to loaded particle system nodes.
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        void setParticleSystemMask(unsigned int mask);
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        /// @warning It is unsafe to call this method while the draw thread is using textures! call Viewer::stopThreading first.
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        void setFilterSettings(const std::string &magfilter, const std::string &minfilter,
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                               const std::string &mipmap, int maxAnisotropy);
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        /// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e. calling getTemplate or createInstance)
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        /// the filter settings are applied automatically. This method is provided for textures that were created outside of the SceneManager.
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        void applyFilterSettings (osg::Texture* tex);
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        /// Keep a copy of the texture data around in system memory? This is needed when using multiple graphics contexts,
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        /// otherwise should be disabled to reduce memory usage.
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        void setUnRefImageDataAfterApply(bool unref);
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        /// @see ResourceManager::updateCache
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        void updateCache(double referenceTime) override;
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        void clearCache() override;
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        void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
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    private:
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        Shader::ShaderVisitor* createShaderVisitor(const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false);
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        std::unique_ptr<Shader::ShaderManager> mShaderManager;
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        bool mForceShaders;
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        bool mClampLighting;
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        bool mAutoUseNormalMaps;
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        std::string mNormalMapPattern;
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        std::string mNormalHeightMapPattern;
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        bool mAutoUseSpecularMaps;
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        std::string mSpecularMapPattern;
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        bool mApplyLightingToEnvMaps;
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        SceneUtil::LightingMethod mLightingMethod;
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        SceneUtil::LightManager::SupportedMethods mSupportedLightingMethods;
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        bool mConvertAlphaTestToAlphaToCoverage;
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        GLenum mDepthFormat;
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        osg::ref_ptr<MultiObjectCache> mInstanceCache;
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        osg::ref_ptr<Resource::SharedStateManager> mSharedStateManager;
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        mutable std::mutex mSharedStateMutex;
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        Resource::ImageManager* mImageManager;
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        Resource::NifFileManager* mNifFileManager;
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        osg::Texture::FilterMode mMinFilter;
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        osg::Texture::FilterMode mMagFilter;
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        int mMaxAnisotropy;
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        bool mUnRefImageDataAfterApply;
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        osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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        unsigned int mParticleSystemMask;
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        SceneManager(const SceneManager&);
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        void operator = (const SceneManager&);
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    };
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    std::string getFileExtension(const std::string& file);
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}
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#endif
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