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			245 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			245 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  sprite_3d.h                                                          */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef SPRITE_3D_H
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#define SPRITE_3D_H
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#include "scene/2d/animated_sprite_2d.h"
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#include "scene/3d/visual_instance_3d.h"
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class SpriteBase3D : public GeometryInstance3D {
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	GDCLASS(SpriteBase3D, GeometryInstance3D);
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	mutable Ref<TriangleMesh> triangle_mesh; //cached
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public:
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	enum DrawFlags {
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		FLAG_TRANSPARENT,
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		FLAG_SHADED,
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		FLAG_DOUBLE_SIDED,
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		FLAG_MAX
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	};
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	enum AlphaCutMode {
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		ALPHA_CUT_DISABLED,
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		ALPHA_CUT_DISCARD,
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		ALPHA_CUT_OPAQUE_PREPASS
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	};
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private:
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	bool color_dirty = true;
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	Color color_accum;
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	SpriteBase3D *parent_sprite = nullptr;
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	List<SpriteBase3D *> children;
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	List<SpriteBase3D *>::Element *pI = nullptr;
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	bool centered = true;
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	Point2 offset;
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	bool hflip = false;
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	bool vflip = false;
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	Color modulate = Color(1, 1, 1, 1);
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	float opacity = 1.0;
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	Vector3::Axis axis = Vector3::AXIS_Z;
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	float pixel_size = 0.01;
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	AABB aabb;
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	RID immediate;
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	bool flags[FLAG_MAX];
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	AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
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	StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
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	bool pending_update = false;
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	void _im_update();
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	void _propagate_color_changed();
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protected:
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	Color _get_color_accum();
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	void _notification(int p_what);
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	static void _bind_methods();
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	virtual void _draw() = 0;
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	_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
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	_FORCE_INLINE_ RID &get_immediate() { return immediate; }
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	void _queue_update();
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public:
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	void set_centered(bool p_center);
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	bool is_centered() const;
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	void set_offset(const Point2 &p_offset);
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	Point2 get_offset() const;
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	void set_flip_h(bool p_flip);
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	bool is_flipped_h() const;
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	void set_flip_v(bool p_flip);
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	bool is_flipped_v() const;
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	void set_region(bool p_region);
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	bool is_region() const;
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	void set_region_rect(const Rect2 &p_region_rect);
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	Rect2 get_region_rect() const;
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	void set_modulate(const Color &p_color);
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	Color get_modulate() const;
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	void set_opacity(float p_amount);
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	float get_opacity() const;
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	void set_pixel_size(float p_amount);
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	float get_pixel_size() const;
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	void set_axis(Vector3::Axis p_axis);
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	Vector3::Axis get_axis() const;
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	void set_draw_flag(DrawFlags p_flag, bool p_enable);
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	bool get_draw_flag(DrawFlags p_flag) const;
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	void set_alpha_cut_mode(AlphaCutMode p_mode);
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	AlphaCutMode get_alpha_cut_mode() const;
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	void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode);
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	StandardMaterial3D::BillboardMode get_billboard_mode() const;
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	virtual Rect2 get_item_rect() const = 0;
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	virtual AABB get_aabb() const override;
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	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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	Ref<TriangleMesh> generate_triangle_mesh() const;
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	SpriteBase3D();
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	~SpriteBase3D();
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};
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class Sprite3D : public SpriteBase3D {
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	GDCLASS(Sprite3D, SpriteBase3D);
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	Ref<Texture2D> texture;
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	bool region;
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	Rect2 region_rect;
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	int frame;
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	int vframes;
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	int hframes;
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	void _texture_changed();
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protected:
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	virtual void _draw() override;
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	static void _bind_methods();
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	virtual void _validate_property(PropertyInfo &property) const override;
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public:
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	void set_texture(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_texture() const;
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	void set_region(bool p_region);
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	bool is_region() const;
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	void set_region_rect(const Rect2 &p_region_rect);
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	Rect2 get_region_rect() const;
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	void set_frame(int p_frame);
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	int get_frame() const;
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	void set_frame_coords(const Vector2 &p_coord);
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	Vector2 get_frame_coords() const;
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	void set_vframes(int p_amount);
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	int get_vframes() const;
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	void set_hframes(int p_amount);
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	int get_hframes() const;
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	virtual Rect2 get_item_rect() const override;
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	Sprite3D();
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	//~Sprite3D();
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};
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class AnimatedSprite3D : public SpriteBase3D {
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	GDCLASS(AnimatedSprite3D, SpriteBase3D);
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	Ref<SpriteFrames> frames;
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	bool playing = false;
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	StringName animation = "default";
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	int frame = 0;
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	bool centered = true;
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	float timeout = 0.0;
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	bool hflip = 1;
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	bool vflip = 1;
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	Color modulate;
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	void _res_changed();
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	void _reset_timeout();
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	void _set_playing(bool p_playing);
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	bool _is_playing() const;
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protected:
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	virtual void _draw() override;
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	static void _bind_methods();
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	void _notification(int p_what);
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	virtual void _validate_property(PropertyInfo &property) const override;
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public:
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	void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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	Ref<SpriteFrames> get_sprite_frames() const;
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	void play(const StringName &p_animation = StringName());
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	void stop();
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	bool is_playing() const;
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	void set_animation(const StringName &p_animation);
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	StringName get_animation() const;
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	void set_frame(int p_frame);
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	int get_frame() const;
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	virtual Rect2 get_item_rect() const override;
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	virtual String get_configuration_warning() const override;
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	AnimatedSprite3D();
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};
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VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
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VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
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#endif // SPRITE_3D_H
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