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https://github.com/overte-org/overte.git
synced 2025-04-21 04:03:59 +02:00
Update Avatar*Pointers to use std::*_ptr instead of Q*Pointer
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parent
b90e04e451
commit
389d5556f5
6 changed files with 30 additions and 27 deletions
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@ -2287,8 +2287,8 @@ void Application::updateMyAvatarLookAtPosition() {
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}
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} else {
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AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().toStrongRef();
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if (lookingAt && _myAvatar != lookingAt.data()) {
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AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock();
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if (lookingAt && _myAvatar != lookingAt.get()) {
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isLookingAtSomeone = true;
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// If I am looking at someone else, look directly at one of their eyes
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@ -2296,17 +2296,17 @@ void Application::updateMyAvatarLookAtPosition() {
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// If a face tracker is active, look at the eye for the side my gaze is biased toward
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if (tracker->getEstimatedEyeYaw() > _myAvatar->getHead()->getFinalYaw()) {
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// Look at their right eye
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lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
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lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getRightEyePosition();
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} else {
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// Look at their left eye
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lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getLeftEyePosition();
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lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getLeftEyePosition();
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}
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} else {
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// Need to add randomly looking back and forth between left and right eye for case with no tracker
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if (_myAvatar->isLookingAtLeftEye()) {
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lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getLeftEyePosition();
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lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getLeftEyePosition();
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} else {
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lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
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lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getRightEyePosition();
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}
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}
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} else {
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@ -144,7 +144,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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const float MIN_FADE_SCALE = 0.001f;
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while (fadingIterator != _avatarFades.end()) {
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Avatar* avatar = static_cast<Avatar*>(fadingIterator->data());
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Avatar* avatar = static_cast<Avatar*>(fadingIterator->get());
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avatar->setTargetScale(avatar->getScale() * SHRINK_RATE, true);
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if (avatar->getTargetScale() < MIN_FADE_SCALE) {
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fadingIterator = _avatarFades.erase(fadingIterator);
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@ -160,9 +160,9 @@ void AvatarManager::renderAvatarFades(RenderArgs* renderArgs, const glm::vec3& c
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Glower glower(renderArgs, renderArgs->_renderMode == RenderArgs::NORMAL_RENDER_MODE ? 1.0f : 0.0f);
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foreach(const AvatarSharedPointer& fadingAvatar, _avatarFades) {
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Avatar* avatar = static_cast<Avatar*>(fadingAvatar.data());
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if (avatar != static_cast<Avatar*>(_myAvatar.data()) && avatar->isInitialized()) {
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avatar->render(renderArgs, cameraPosition);
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Avatar* avatar = static_cast<Avatar*>(fadingAvatar.get());
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if (avatar != static_cast<Avatar*>(_myAvatar.get()) && avatar->isInitialized()) {
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}
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}
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}
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@ -194,8 +194,8 @@ void AvatarManager::removeAvatarMotionState(Avatar* avatar) {
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void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
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AvatarHash::iterator avatarIterator = _avatarHash.find(sessionUUID);
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if (avatarIterator != _avatarHash.end()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().data());
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if (avatar != _myAvatar && avatar->isInitialized()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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if (avatar != _myAvatar.get() && avatar->isInitialized()) {
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removeAvatarMotionState(avatar);
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_avatarFades.push_back(avatarIterator.value());
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@ -208,8 +208,8 @@ void AvatarManager::clearOtherAvatars() {
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// clear any avatars that came from an avatar-mixer
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AvatarHash::iterator avatarIterator = _avatarHash.begin();
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while (avatarIterator != _avatarHash.end()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().data());
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if (avatar == _myAvatar || !avatar->isInitialized()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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if (avatar == _myAvatar.get() || !avatar->isInitialized()) {
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// don't remove myAvatar or uninitialized avatars from the list
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++avatarIterator;
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} else {
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@ -276,7 +276,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
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void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
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AvatarHash::iterator avatarItr = _avatarHash.find(id);
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if (avatarItr != _avatarHash.end()) {
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Avatar* avatar = static_cast<Avatar*>(avatarItr.value().data());
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Avatar* avatar = static_cast<Avatar*>(avatarItr.value().get());
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AvatarMotionState* motionState = avatar->_motionState;
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if (motionState) {
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motionState->addDirtyFlags(EntityItem::DIRTY_SHAPE);
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@ -35,7 +35,7 @@ public:
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void init();
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MyAvatar* getMyAvatar() { return _myAvatar.data(); }
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MyAvatar* getMyAvatar() { return _myAvatar.get(); }
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void updateMyAvatar(float deltaTime);
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void updateOtherAvatars(float deltaTime);
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@ -79,7 +79,7 @@ private:
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virtual void removeAvatar(const QUuid& sessionUUID);
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QVector<AvatarSharedPointer> _avatarFades;
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QSharedPointer<MyAvatar> _myAvatar;
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std::shared_ptr<MyAvatar> _myAvatar;
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quint64 _lastSendAvatarDataTime = 0; // Controls MyAvatar send data rate.
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QVector<AvatarManager::LocalLight> _localLights;
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@ -105,7 +105,7 @@ MyAvatar::MyAvatar() :
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}
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MyAvatar::~MyAvatar() {
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_lookAtTargetAvatar.clear();
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_lookAtTargetAvatar.reset();
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}
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QByteArray MyAvatar::toByteArray() {
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@ -335,7 +335,7 @@ void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, b
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}
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Avatar::render(renderArgs, cameraPosition, postLighting);
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// don't display IK constraints in shadow mode
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if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) && postLighting) {
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_skeletonModel.renderIKConstraints();
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@ -856,7 +856,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
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//
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// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
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//
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_lookAtTargetAvatar.clear();
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_lookAtTargetAvatar.reset();
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_targetAvatarPosition = glm::vec3(0.0f);
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glm::vec3 lookForward = getHead()->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
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@ -868,7 +868,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
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int howManyLookingAtMe = 0;
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foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get<AvatarManager>()->getAvatarHash()) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.get());
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bool isCurrentTarget = avatar->getIsLookAtTarget();
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float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
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avatar->setIsLookAtTarget(false);
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@ -896,13 +896,14 @@ void MyAvatar::updateLookAtTargetAvatar() {
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}
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}
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}
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if (_lookAtTargetAvatar) {
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static_cast<Avatar*>(_lookAtTargetAvatar.data())->setIsLookAtTarget(true);
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auto avatarPointer = _lookAtTargetAvatar.lock();
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if (avatarPointer) {
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static_cast<Avatar*>(avatarPointer.get())->setIsLookAtTarget(true);
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}
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}
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void MyAvatar::clearLookAtTargetAvatar() {
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_lookAtTargetAvatar.clear();
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_lookAtTargetAvatar.reset();
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}
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bool MyAvatar::isLookingAtLeftEye() {
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@ -108,7 +108,7 @@ public:
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Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
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Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; }
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QWeakPointer<AvatarData> getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
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AvatarWeakPointer getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
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void updateLookAtTargetAvatar();
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void clearLookAtTargetAvatar();
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@ -226,7 +226,7 @@ private:
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DynamicCharacterController _characterController;
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QWeakPointer<AvatarData> _lookAtTargetAvatar;
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AvatarWeakPointer _lookAtTargetAvatar;
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glm::vec3 _targetAvatarPosition;
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bool _shouldRender;
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bool _billboardValid;
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@ -16,14 +16,16 @@
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#include <QtCore/QSharedPointer>
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#include <QtCore/QUuid>
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#include <memory>
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#include <DependencyManager.h>
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#include <Node.h>
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#include "AvatarData.h"
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#include <glm/glm.hpp>
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typedef QSharedPointer<AvatarData> AvatarSharedPointer;
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typedef QWeakPointer<AvatarData> AvatarWeakPointer;
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typedef std::shared_ptr<AvatarData> AvatarSharedPointer;
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typedef std::weak_ptr<AvatarData> AvatarWeakPointer;
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typedef QHash<QUuid, AvatarSharedPointer> AvatarHash;
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class AvatarHashMap : public QObject, public Dependency {
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