Chargement des textures pour ball et block
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8
ball.cpp
8
ball.cpp
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@ -1,6 +1,14 @@
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#include "ball.hpp"
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#include "ball.hpp"
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void Ball::draw(sf::RenderWindow& window) {
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void Ball::draw(sf::RenderWindow& window) {
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//chargement de la texture de test
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if (!texture.loadFromFile("./Images/texture_test.jpeg"))
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{
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//erreur
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}
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shape.setTexture(&texture);
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shape.setPosition(position);
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shape.setPosition(position);
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window.draw(shape);
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window.draw(shape);
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}
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}
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@ -0,0 +1,49 @@
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#include "ball.hpp"
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void Ball::draw(sf::RenderWindow& window) {
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shape.setPosition(position);
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window.draw(shape);
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}
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sf::Vector2f Ball::getForces(State state) {
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sf::Vector2f forces = PhysicsObject::getForces(state);
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// déplacement de la balle après appui sur les touches de direction
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if (state.goLeftKey) {
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forces += sf::Vector2f(-Ball::MOVE, 0);
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}
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if (state.goRightKey) {
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forces += sf::Vector2f(Ball::MOVE, 0);
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}
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// force d'attraction entre les balles et les blocs chargés
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if (getCharge() != 0) {
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for (unsigned int j = 0; j < state.objects.size(); j++) {
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Object *attractive = state.objects[j];
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if (attractive == this || attractive->getCharge() == 0) {
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continue;
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}
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// vecteur allant de l'objet attirant vers l'objet considéré
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sf::Vector2f attraction(position - attractive->getPosition());
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// la norme de ce vecteur est la distance entre les objets
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float distanceSquared = attraction.x * attraction.x +
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attraction.y * attraction.y;
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// normalisation du vecteur direction qui porte
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// la force d'attraction, puis application de la norme
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attraction /= std::sqrt(distanceSquared);
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attraction *= Ball::ATTRACTION * (
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(charge * attractive->getCharge()) /
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distanceSquared
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);
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forces += attraction;
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}
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}
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return forces;
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}
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1
ball.hpp
1
ball.hpp
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@ -8,6 +8,7 @@
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class Ball : public PhysicsObject {
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class Ball : public PhysicsObject {
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protected:
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protected:
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sf::Texture texture;
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sf::CircleShape shape;
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sf::CircleShape shape;
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/**
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/**
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#ifndef __PTF_BALL_HPP__
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#define __PTF_BALL_HPP__
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "state.hpp"
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#include "physics_object.hpp"
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class Ball : public PhysicsObject {
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protected:
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sf::CircleShape shape;
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/**
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* Calcule les forces appliquées à l'objet
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*/
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virtual sf::Vector2f getForces(State state);
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static constexpr float ATTRACTION = 25000;
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static constexpr float MOVE = 100;
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public:
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Ball(float x, float y) : PhysicsObject(x, y), shape(10 * mass) {
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shape.setOrigin(sf::Vector2f(10 * mass, 10 * mass));
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shape.setFillColor(sf::Color(255, 245, 131));
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}
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/**
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* Dessine la balle dans la fenêtre donnée
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*/
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void draw(sf::RenderWindow& window);
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/**
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* Détermine la couche d'affichage de l'objet
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*/
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unsigned int getLayer() {
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return 1;
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}
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};
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#endif
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12
block.cpp
12
block.cpp
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@ -1,16 +1,26 @@
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#include "block.hpp"
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#include "block.hpp"
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void Block::draw(sf::RenderWindow& window) {
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void Block::draw(sf::RenderWindow& window) {
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//chargement de la texture de test
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if (!texture.loadFromFile("./Images/texture_test.jpeg"))
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{
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//erreur
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}
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shape.setTexture(&texture);
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if (charge > 0) {
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if (charge > 0) {
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shape.setFillColor(sf::Color(0, 0, 255));
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shape.setFillColor(sf::Color(0, 0, 255));
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} else if (charge < 0) {
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} else if (charge < 0) {
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shape.setFillColor(sf::Color(255, 0, 0));
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shape.setFillColor(sf::Color(255, 0, 0));
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} else {
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} else {
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shape.setFillColor(sf::Color(0, 0, 0));
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shape.setFillColor(sf::Color(75, 75, 75));
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}
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}
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shape.setPosition(position);
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shape.setPosition(position);
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window.draw(shape);
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window.draw(shape);
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}
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}
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void Block::update(State state) {
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void Block::update(State state) {
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#include "block.hpp"
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void Block::draw(sf::RenderWindow& window) {
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//chargement de la texture de test
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if (!texture.loadFromFile("./Images/texture_test.jpeg"))
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{
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//erreur
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}
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shape.setTexture(&texture);
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shape.setTextureRect(sf::IntRect(5, 5, 10, 10));
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if (charge > 0) {
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shape.setFillColor(sf::Color(0, 0, 255));
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} else if (charge < 0) {
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shape.setFillColor(sf::Color(255, 0, 0));
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} else {
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shape.setFillColor(sf::Color(75, 75, 75));
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}
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shape.setPosition(position);
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window.draw(shape);
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}
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void Block::update(State state) {
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// rien à mettre à jour
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}
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@ -8,6 +8,7 @@
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class Block : public Object {
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class Block : public Object {
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protected:
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protected:
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sf::Texture texture;
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sf::RectangleShape shape;
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sf::RectangleShape shape;
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public:
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public:
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#ifndef __PTF_BLOCK_HPP__
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#define __PTF_BLOCK_HPP__
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "object.hpp"
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#include "state.hpp"
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class Block : public Object {
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protected:
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sf::Texture texture;
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sf::Sprite sprite;
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sf::RectangleShape shape;
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public:
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static constexpr float GRID = 32;
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Block(float x, float y) : Object(x, y), shape(sf::Vector2f(Block::GRID, Block::GRID)) {
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shape.setOrigin(sf::Vector2f(Block::GRID / 2, Block::GRID / 2));
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shape.setFillColor(sf::Color(0, 0, 0));
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}
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/**
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* Dessin du bloc dans la fenêtre donnée
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*/
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void draw(sf::RenderWindow& window);
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/**
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* Met à jour l'objet juste avant le dessin d'une frame
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* Reçoit l'état actuel du moteur
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*/
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void update(State state);
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/**
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* Détermine la couche d'affichage de l'objet
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*/
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unsigned int getLayer() {
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return 0;
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}
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};
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#endif
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