mirror of https://github.com/zeldaret/botw.git
gsys: Add ModelUnit virtual functions
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@ -9,6 +9,7 @@ add_library(gsys OBJECT
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include/gsys/gsysModelNW.h
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include/gsys/gsysModelSceneConfig.h
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include/gsys/gsysModelUnit.h
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include/gsys/gsysModelUnitDrawArray.h
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include/gsys/gsysOfxLensFlareRig.h
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include/gsys/gsysORUtil.h
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include/gsys/gsysParticleConfig.h
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@ -2,6 +2,10 @@
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#include <gsys/gsysModelUnit.h>
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namespace agl {
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class DrawContext;
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}
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namespace gsys {
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// XXX: bad name. This doesn't reflect the fact that ModelNW is a ModelUnit, not a Model.
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@ -10,6 +14,16 @@ class ModelNW : public ModelUnit,
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public nn::g3d::ICalculateWorldCallback,
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public sead::hostio::Node {
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SEAD_RTTI_OVERRIDE(ModelNW, ModelUnit)
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virtual void drawDetail(agl::DrawContext* context) const;
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virtual void createRenderUnitNW(int, sead::Heap* heap);
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protected:
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virtual void calcBounding_(); // NOLINT(bugprone-virtual-near-miss)
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virtual void calcGPUSkinning_();
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void Exec(nn::g3d::ICalculateWorldCallback::CallbackArg& arg,
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nn::g3d::WorldMtxManip& world_mtx_manip) override;
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};
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} // namespace gsys
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@ -1,17 +1,166 @@
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#pragma once
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#include <basis/seadTypes.h>
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#include <gfx/seadColor.h>
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#include <hostio/seadHostIONode.h>
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#include <math/seadBoundBox.h>
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#include <math/seadMatrix.h>
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#include <math/seadVector.h>
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#include <nn/g3d/World.h>
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#include <prim/seadRuntimeTypeInfo.h>
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#include <prim/seadSafeString.h>
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#include "gsys/gsysModelUnitDrawArray.h"
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namespace agl {
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class UniformBlock;
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}
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namespace gsys {
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namespace ModelEnum {
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enum class ShaderAssignType;
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enum class RenderOption;
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enum class RenderViewOption;
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} // namespace ModelEnum
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class ModelRenderUnit;
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class ModelScene;
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class ModelViewData;
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// TODO
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class ModelUnit {
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SEAD_RTTI_BASE(ModelUnit)
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public:
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// TODO: is this an enum/enum class or a class?
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enum class BoolType;
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ModelUnit();
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virtual ~ModelUnit();
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// FIXME
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virtual void createDrawArray(const ModelUnitDrawArray::CreateArg& arg, sead::Heap* heap);
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virtual sead::SafeString getName() const;
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virtual int getBoneNum() const;
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virtual int searchBoneIndex(const sead::SafeString& bone_name) const;
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virtual sead::SafeString getBoneName(int bone_idx) const;
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virtual void setBoneLocalMatrix(const sead::Matrix34f& matrix, const sead::Vector3f& pos,
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int bone_idx);
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virtual void setBoneLocalRTMatrix(const sead::Matrix34f& matrix, int bone_idx);
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virtual void setBoneLocalScale(const sead::Vector3f& scale, int bone_idx);
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virtual void getBoneLocalMatrix(sead::Matrix34f* matrix, sead::Vector3f* pos,
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int bone_idx) const;
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virtual void setBoneWorldMatrix(const sead::Matrix34f& matrix, int bone_idx);
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virtual void getBoneWorldMatrix(sead::Matrix34f* matrix, int bone_idx) const;
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virtual sead::Matrix34f* getBoneWorldMatrixPtr(int bone_idx) const;
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virtual void safeGetBoneWorldMatrix(sead::Matrix34f* matrix, int bone_idx) const;
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virtual void setBoneVisible(int bone_idx, bool visible);
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virtual bool isBoneVisible(int bone_idx) const;
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virtual int getBoneParentIndex(int bone_idx) const;
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virtual void copyBoneLocalMatrixTo(gsys::ModelUnit* target) const;
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virtual void copyBoneWorldMatrixTo(gsys::ModelUnit* target) const;
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virtual void clearBoneLocalMatrix();
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virtual int getMaterialNum() const = 0;
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virtual int searchMaterialIndex(const sead::SafeString& material_name) const;
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virtual sead::SafeString getMaterialName(int material_idx) const;
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virtual int searchMaterialParamIndex(int material_idx,
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const sead::SafeString& param_name) const;
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virtual sead::SafeString getMaterialParamName(int material_idx, int param_idx) const;
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virtual bool getMaterialParamBool(int material_idx, int param_idx) const;
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virtual void setMaterialParamBool(int material_idx, int param_idx, bool value);
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virtual int getMaterialParamInt(int material_idx, int param_idx) const;
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virtual void setMaterialParamInt(int material_idx, int param_idx, int value);
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virtual u32 getMaterialParamU32(int material_idx, int param_idx) const;
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virtual void setMaterialParamU32(int material_idx, int param_idx, u32 value);
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virtual float getMaterialParamF32(int material_idx, int param_idx) const;
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virtual void setMaterialParamF32(int material_idx, int param_idx, float value);
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virtual const sead::Vector2f& getMaterialParamVector2f(int material_idx, int param_idx) const;
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virtual void setMaterialParamVector2f(int material_idx, int param_idx,
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const sead::Vector2f& value);
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virtual const sead::Vector3f& getMaterialParamVector3f(int material_idx, int param_idx) const;
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virtual void setMaterialParamVector3f(int material_idx, int param_idx,
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const sead::Vector3f& value);
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virtual const sead::Vector4f& getMaterialParamVector4f(int material_idx, int param_idx) const;
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virtual void setMaterialParamVector4f(int material_idx, int param_idx,
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const sead::Vector4f& value);
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virtual const sead::Color4f& getMaterialParamColor4f(int material_idx, int param_idx) const;
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virtual void setMaterialParamColor4f(int material_idx, int param_idx,
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const sead::Color4f& value);
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virtual const sead::Color4f& getMaterialParamColor3f(int material_idx, int param_idx) const;
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virtual void setMaterialParamColor3f(int material_idx, int param_idx,
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const sead::Color4f& value);
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virtual void getMaterialParamTexSRT(int material_idx, int param_idx, sead::Vector2f* scale,
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float* rotate, sead::Vector2f* translate) const;
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virtual void setMaterialParamTexSRT(int material_idx, int param_idx,
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const sead::Vector2f& scale, float rotate,
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const sead::Vector2f& translate);
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virtual sead::Matrix34f* getMaterialParamEffectMatrixPtr(int material_idx, int param_idx) const;
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virtual void setMaterialParamEffectMatrixPtr(int material_idx, int param_idx,
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sead::Matrix34f* matrix);
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virtual float getMaterialParamXluAlpha(int material_idx, int param_idx) const;
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virtual void setMaterialParamXluAlpha(int material_idx, int param_idx, float xlu_alpha);
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virtual void clearMaterialParameter(int material_idx);
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virtual void clearTexture(int unk);
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virtual void setMaterialVisible(int material_idx, bool visible);
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virtual bool isMaterialVisible(int material_idx) const;
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virtual void setMaterialShaderAssignVariation(int material_idx,
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ModelEnum::ShaderAssignType assign_type, int);
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virtual int getShapeNum() const = 0;
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// TODO: reference or pointer?
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virtual ModelRenderUnit* getModelRenderUnit(int idx) = 0;
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virtual const ModelRenderUnit* getModelRenderUnit(int idx) const = 0;
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virtual void* createSubMeshRangeBuffer(sead::Heap* heap) const;
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virtual void setSubMeshRangeBuffer(int, void*);
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virtual void setSubMeshRangeBufferVisible(int, int, const bool*);
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virtual int countPolygonNum() const;
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virtual int getViewNum() const;
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virtual void calcBoundAABB(sead::BoundBox3f* aabb, bool) const;
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virtual bool isDefaultRenderOptionEnabled(int, ModelEnum::RenderOption) const;
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virtual bool isDefaultRenderViewOptionEnabled(int, ModelEnum::RenderViewOption, int) const;
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virtual void setUserUniformBlock(int, agl::UniformBlock* block);
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virtual void enableReverseCulling(int, bool enable);
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virtual bool isReverseCullingEnabled(int) const;
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virtual void setLodLevelNum(int lod_level_num);
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virtual void check(BoolType) const;
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virtual void calcBounding();
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virtual void bind(const ModelScene* scene);
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virtual void bindResource();
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virtual void syncResource();
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virtual void unbindResource();
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virtual void calcWorld(const sead::Matrix34f&, const sead::Vector3f&);
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virtual void postCalcWorld(const ModelScene* scene, u32, u32,
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const ModelViewData* model_view_data, int);
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virtual void calcBeforeDraw(ModelScene* scene, const gsys::ModelViewData* model_view_data, int);
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virtual void forceCalcDrawSetup();
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virtual void setUpMaterialImpl(int, sead::Heap* heap);
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};
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} // namespace gsys
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@ -0,0 +1,18 @@
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#pragma once
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#include <hostio/seadHostIONode.h>
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namespace gsys {
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// TODO
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class ModelUnitDrawArray : public sead::hostio::Node {
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public:
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struct CreateArg {
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CreateArg();
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};
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ModelUnitDrawArray();
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virtual ~ModelUnitDrawArray();
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};
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} // namespace gsys
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