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cleanup includes in Avatar.cpp and remove cruft
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5a458c9923
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7 changed files with 9 additions and 88 deletions
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@ -1,44 +0,0 @@
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//
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// Physics.cpp
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// interface/src
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "Util.h"
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#include "world.h"
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#include "Physics.h"
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//
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// Applies static friction: maxVelocity is the largest velocity for which there
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// there is friction, and strength is the amount of friction force applied to reduce
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// velocity.
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//
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength) {
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float v = glm::length(velocity);
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if (v < maxVelocity) {
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velocity *= glm::clamp((1.0f - deltaTime * strength * (1.0f - v / maxVelocity)), 0.0f, 1.0f);
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}
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}
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//
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// Applies velocity damping, with a strength value for linear and squared velocity damping
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//
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void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength) {
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if (squaredStrength == 0.0f) {
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velocity *= glm::clamp(1.0f - deltaTime * linearStrength, 0.0f, 1.0f);
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} else {
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velocity *= glm::clamp(1.0f - deltaTime * (linearStrength + glm::length(velocity) * squaredStrength), 0.0f, 1.0f);
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}
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}
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void applyDampedSpring(float deltaTime, glm::vec3& velocity, glm::vec3& position, glm::vec3& targetPosition, float k, float damping) {
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}
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//
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// Physics.h
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// interface/src
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//
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// Created by Philip on 4/25/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_Physics_h
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#define hifi_Physics_h
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void applyStaticFriction(float deltaTime, glm::vec3& velocity, float maxVelocity, float strength);
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void applyDamping(float deltaTime, glm::vec3& velocity, float linearStrength, float squaredStrength);
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#endif // hifi_Physics_h
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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#include <vector>
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#include "Avatar.h"
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#include <QDesktopWidget>
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#include <QtCore/QThread>
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#include <QWindow>
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#include <glm/gtx/transform.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/vector_query.hpp>
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#include <glm/gtx/vector_query.hpp>
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#include <DeferredLightingEffect.h>
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#include <DeferredLightingEffect.h>
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#include <GeometryUtil.h>
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#include <EntityTreeRenderer.h>
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#include <LODManager.h>
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#include <NodeList.h>
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#include <NodeList.h>
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#include <NumericalConstants.h>
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#include <NumericalConstants.h>
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#include <OctreeUtils.h>
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#include <OctreeUtils.h>
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@ -31,19 +25,13 @@
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#include <Rig.h>
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#include <Rig.h>
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#include <SharedUtil.h>
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#include <SharedUtil.h>
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#include <TextRenderer3D.h>
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#include <TextRenderer3D.h>
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#include <TextureCache.h>
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#include <VariantMapToScriptValue.h>
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#include <VariantMapToScriptValue.h>
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#include <DebugDraw.h>
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#include <DebugDraw.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "AvatarManager.h"
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#include "AvatarManager.h"
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#include "AvatarMotionState.h"
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#include "AvatarMotionState.h"
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#include "Head.h"
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#include "Camera.h"
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#include "Menu.h"
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#include "Menu.h"
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#include "Physics.h"
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#include "Util.h"
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#include "world.h"
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#include "InterfaceLogging.h"
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#include "InterfaceLogging.h"
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#include "SceneScriptingInterface.h"
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#include "SceneScriptingInterface.h"
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#include "SoftAttachmentModel.h"
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#include "SoftAttachmentModel.h"
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@ -583,7 +571,7 @@ void Avatar::render(RenderArgs* renderArgs) {
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auto& batch = *renderArgs->_batch;
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auto& batch = *renderArgs->_batch;
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PROFILE_RANGE_BATCH(batch, __FUNCTION__);
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PROFILE_RANGE_BATCH(batch, __FUNCTION__);
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if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), getPosition()) < 10.0f) {
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if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatarPosition(), getPosition()) < 10.0f) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// render pointing lasers
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// render pointing lasers
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <QtCore/QScopedPointer>
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#include <QtCore/QUuid>
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#include <QtCore/QUuid>
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#include <AvatarData.h>
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#include <AvatarData.h>
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#include <ShapeInfo.h>
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#include <ShapeInfo.h>
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#include <render/Scene.h>
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#include <render/Scene.h>
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#include "Camera.h"
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#include "Head.h"
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#include "Head.h"
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#include "SkeletonModel.h"
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#include "SkeletonModel.h"
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#include "world.h"
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#include "Rig.h"
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#include "Rig.h"
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#include <ThreadSafeValueCache.h>
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#include <ThreadSafeValueCache.h>
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#include <shared/RateCounter.h>
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#include <shared/RateCounter.h>
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#include "Avatar.h"
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#include "Avatar.h"
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#include "MyAvatar.h"
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#include "AvatarMotionState.h"
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#include "AvatarMotionState.h"
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#include "ScriptAvatar.h"
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#include "ScriptAvatar.h"
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void init();
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void init();
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std::shared_ptr<MyAvatar> getMyAvatar() { return _myAvatar; }
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std::shared_ptr<MyAvatar> getMyAvatar() { return _myAvatar; }
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glm::vec3 getMyAvatarPosition() const { return _myAvatar->getPosition(); }
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// Null/Default-constructed QUuids will return MyAvatar
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// Null/Default-constructed QUuids will return MyAvatar
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Q_INVOKABLE virtual ScriptAvatarData* getAvatar(QUuid avatarID) override { return new ScriptAvatar(getAvatarBySessionID(avatarID)); }
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Q_INVOKABLE virtual ScriptAvatarData* getAvatar(QUuid avatarID) override { return new ScriptAvatar(getAvatarBySessionID(avatarID)); }
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@ -110,7 +112,7 @@ private:
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QVector<AvatarSharedPointer> _avatarsToFade;
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QVector<AvatarSharedPointer> _avatarsToFade;
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SetOfAvatarMotionStates _motionStatesThatMightUpdate;
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QSet<AvatarMotionState*> _motionStatesThatMightUpdate;
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VectorOfMotionStates _motionStatesToRemoveFromPhysics;
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VectorOfMotionStates _motionStatesToRemoveFromPhysics;
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SetOfMotionStates _motionStatesToAddToPhysics;
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SetOfMotionStates _motionStatesToAddToPhysics;
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uint32_t _dirtyFlags;
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uint32_t _dirtyFlags;
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};
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};
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typedef QSet<AvatarMotionState*> SetOfAvatarMotionStates;
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#endif // hifi_AvatarMotionState_h
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#endif // hifi_AvatarMotionState_h
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#include "AvatarActionHold.h"
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#include "AvatarActionHold.h"
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#include "Menu.h"
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#include "Menu.h"
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#include "MyAvatar.h"
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#include "MyAvatar.h"
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#include "Physics.h"
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#include "Util.h"
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#include "Util.h"
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#include "InterfaceLogging.h"
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#include "InterfaceLogging.h"
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#include "DebugDraw.h"
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#include "DebugDraw.h"
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