Utility/Node: Massively improve skeletal animations performance by allowing to invalidate the whole skeleton only once
Thanks to @SirMishaa for pointing that out
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@@ -22,90 +22,102 @@ namespace Nz
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class NAZARA_UTILITY_API Node
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{
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public:
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Node();
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Node(const Node& node);
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Node(Node&& node) noexcept;
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enum class Invalidation;
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inline Node();
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inline Node(const Node& node);
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inline Node(Node&& node) noexcept;
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virtual ~Node();
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void EnsureDerivedUpdate() const;
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void EnsureTransformMatrixUpdate() const;
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inline void EnsureDerivedUpdate() const;
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inline void EnsureTransformMatrixUpdate() const;
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virtual Vector3f GetBackward() const;
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const std::vector<Node*>& GetChilds() const;
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virtual Vector3f GetDown() const;
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virtual Vector3f GetForward() const;
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bool GetInheritPosition() const;
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bool GetInheritRotation() const;
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bool GetInheritScale() const;
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Vector3f GetInitialPosition() const;
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Quaternionf GetInitialRotation() const;
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Vector3f GetInitialScale() const;
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virtual Vector3f GetLeft() const;
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inline Vector3f GetBackward() const;
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inline const std::vector<Node*>& GetChilds() const;
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inline Vector3f GetDown() const;
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inline Vector3f GetForward() const;
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inline bool GetInheritPosition() const;
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inline bool GetInheritRotation() const;
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inline bool GetInheritScale() const;
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inline Vector3f GetInitialPosition() const;
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inline Quaternionf GetInitialRotation() const;
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inline Vector3f GetInitialScale() const;
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inline Vector3f GetLeft() const;
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virtual NodeType GetNodeType() const;
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const Node* GetParent() const;
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Vector3f GetPosition(CoordSys coordSys = CoordSys::Local) const;
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virtual Vector3f GetRight() const;
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Quaternionf GetRotation(CoordSys coordSys = CoordSys::Local) const;
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Vector3f GetScale(CoordSys coordSys = CoordSys::Local) const;
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const Matrix4f& GetTransformMatrix() const;
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virtual Vector3f GetUp() const;
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inline const Node* GetParent() const;
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inline Vector3f GetPosition(CoordSys coordSys = CoordSys::Local) const;
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inline Vector3f GetRight() const;
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inline Quaternionf GetRotation(CoordSys coordSys = CoordSys::Local) const;
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inline Vector3f GetScale(CoordSys coordSys = CoordSys::Local) const;
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inline const Matrix4f& GetTransformMatrix() const;
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inline Vector3f GetUp() const;
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bool HasChilds() const;
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inline bool HasChilds() const;
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Node& Interpolate(const Node& nodeA, const Node& nodeB, float interpolation, CoordSys coordSys = CoordSys::Global);
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inline void Invalidate(Invalidation invalidation = Invalidation::InvalidateRecursively);
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Node& Move(const Vector3f& movement, CoordSys coordSys = CoordSys::Local);
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Node& Move(float movementX, float movementY, float movementZ = 0.f, CoordSys coordSys = CoordSys::Local);
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Node& Interpolate(const Node& nodeA, const Node& nodeB, float interpolation, CoordSys coordSys = CoordSys::Global, Invalidation invalidation = Invalidation::InvalidateRecursively);
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Node& Rotate(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local);
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Node& Move(const Vector3f& movement, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline Node& Move(float movementX, float movementY, float movementZ = 0.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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Node& Scale(const Vector3f& scale);
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Node& Scale(float scale);
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Node& Scale(float scaleX, float scaleY, float scaleZ = 1.f);
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Node& Rotate(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetInheritPosition(bool inheritPosition);
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void SetInheritRotation(bool inheritRotation);
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void SetInheritScale(bool inheritScale);
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void SetInitialPosition(const Vector3f& translation);
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void SetInitialPosition(float translationX, float translationXY, float translationZ = 0.f);
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void SetInitialRotation(const Quaternionf& quat);
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void SetInitialScale(const Vector3f& scale);
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void SetInitialScale(float scale);
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void SetInitialScale(float scaleX, float scaleY, float scaleZ = 1.f);
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void SetParent(const Node* node = nullptr, bool keepDerived = false);
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void SetParent(const Node& node, bool keepDerived = false);
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void SetPosition(const Vector3f& translation, CoordSys coordSys = CoordSys::Local);
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void SetPosition(float translationX, float translationY, float translationZ = 0.f, CoordSys coordSys = CoordSys::Local);
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void SetRotation(const Quaternionf& quat, CoordSys coordSys = CoordSys::Local);
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void SetScale(const Vector2f& scale, CoordSys coordSys = CoordSys::Local);
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void SetScale(const Vector3f& scale, CoordSys coordSys = CoordSys::Local);
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void SetScale(float scale, CoordSys coordSys = CoordSys::Local);
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void SetScale(float scaleX, float scaleY, float scaleZ = 1.f, CoordSys coordSys = CoordSys::Local);
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void SetTransformMatrix(const Matrix4f& matrix);
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inline Node& Scale(const Vector3f& scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline Node& Scale(float scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline Node& Scale(float scaleX, float scaleY, float scaleZ = 1.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInheritPosition(bool inheritPosition, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInheritRotation(bool inheritRotation, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInheritScale(bool inheritScale, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialPosition(const Vector3f& translation, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialPosition(float translationX, float translationXY, float translationZ = 0.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialRotation(const Quaternionf& quat, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialScale(const Vector3f& scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialScale(float scale, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetInitialScale(float scaleX, float scaleY, float scaleZ = 1.f, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetParent(const Node* node = nullptr, bool keepDerived = false, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetParent(const Node& node, bool keepDerived = false, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetPosition(const Vector3f& translation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetPosition(float translationX, float translationY, float translationZ = 0.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetRotation(const Quaternionf& rotation, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetScale(const Vector2f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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void SetScale(const Vector3f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetScale(float scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetScale(float scaleX, float scaleY, float scaleZ = 1.f, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetTransform(const Vector3f& position, const Quaternionf& rotation, const Vector3f& scale, CoordSys coordSys = CoordSys::Local, Invalidation invalidation = Invalidation::InvalidateRecursively);
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inline void SetTransformMatrix(const Matrix4f& matrix, Invalidation invalidation = Invalidation::InvalidateRecursively);
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// Local -> global
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Vector3f ToGlobalPosition(const Vector3f& localPosition) const;
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Quaternionf ToGlobalRotation(const Quaternionf& localRotation) const;
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Vector3f ToGlobalScale(const Vector3f& localScale) const;
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inline Vector3f ToGlobalPosition(const Vector3f& localPosition) const;
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inline Quaternionf ToGlobalRotation(const Quaternionf& localRotation) const;
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inline Vector3f ToGlobalScale(const Vector3f& localScale) const;
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// Global -> local
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Vector3f ToLocalPosition(const Vector3f& globalPosition) const;
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Quaternionf ToLocalRotation(const Quaternionf& globalRotation) const;
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Vector3f ToLocalScale(const Vector3f& globalScale) const;
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inline Vector3f ToLocalPosition(const Vector3f& globalPosition) const;
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inline Quaternionf ToLocalRotation(const Quaternionf& globalRotation) const;
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inline Vector3f ToLocalScale(const Vector3f& globalScale) const;
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Node& operator=(const Node& node);
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Node& operator=(Node&& node) noexcept;
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inline Node& operator=(const Node& node);
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inline Node& operator=(Node&& node) noexcept;
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// Signals:
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NazaraSignal(OnNodeInvalidation, const Node* /*node*/);
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NazaraSignal(OnNodeNewParent, const Node* /*node*/, const Node* /*parent*/);
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NazaraSignal(OnNodeRelease, const Node* /*node*/);
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enum class Invalidation
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{
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InvalidateRecursively,
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InvalidateNodeOnly,
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DontInvalidate
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};
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protected:
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void AddChild(Node* node) const;
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virtual void InvalidateNode();
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inline void AddChild(Node* node) const;
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virtual void InvalidateNode(Invalidation invalidation);
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virtual void OnParenting(const Node* parent);
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void RemoveChild(Node* node) const;
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inline void RemoveChild(Node* node) const;
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virtual void UpdateDerived() const;
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virtual void UpdateTransformMatrix() const;
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@@ -129,4 +141,6 @@ namespace Nz
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};
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}
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#include <Nazara/Utility/Node.inl>
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#endif // NAZARA_UTILITY_NODE_HPP
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