215 lines
5.4 KiB
Text
215 lines
5.4 KiB
Text
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file collisionPolygon.I
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* @author drose
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* @date 2000-04-25
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*/
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/**
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*
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*/
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INLINE CollisionPolygon::
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CollisionPolygon(const LVecBase3 &a, const LVecBase3 &b,
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const LVecBase3 &c) {
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LPoint3 array[3];
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array[0] = a;
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array[1] = b;
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array[2] = c;
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setup_points(array, array + 3);
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}
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/**
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*
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*/
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INLINE CollisionPolygon::
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CollisionPolygon(const LVecBase3 &a, const LVecBase3 &b,
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const LVecBase3 &c, const LVecBase3 &d) {
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LPoint3 array[4];
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array[0] = a;
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array[1] = b;
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array[2] = c;
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array[3] = d;
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setup_points(array, array + 4);
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}
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/**
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*
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*/
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INLINE CollisionPolygon::
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CollisionPolygon(const LPoint3 *begin, const LPoint3 *end) {
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setup_points(begin, end);
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}
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/**
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* Creates an invalid polygon. Only used when reading from a bam file.
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*/
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INLINE CollisionPolygon::
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CollisionPolygon() {
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}
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/**
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* Returns the number of vertices of the CollisionPolygon.
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*/
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INLINE size_t CollisionPolygon::
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get_num_points() const {
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return _points.size();
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}
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/**
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* Returns the nth vertex of the CollisionPolygon, expressed in 3-D space.
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*/
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INLINE LPoint3 CollisionPolygon::
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get_point(size_t n) const {
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nassertr(n < _points.size(), LPoint3::zero());
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LMatrix4 to_3d_mat;
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rederive_to_3d_mat(to_3d_mat);
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return to_3d(_points[n]._p, to_3d_mat);
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}
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/**
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* Verifies that the indicated set of points will define a valid
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* CollisionPolygon: that is, at least three non-collinear points, with no
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* points repeated.
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*/
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INLINE bool CollisionPolygon::
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verify_points(const LPoint3 &a, const LPoint3 &b,
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const LPoint3 &c) {
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LPoint3 array[3];
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array[0] = a;
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array[1] = b;
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array[2] = c;
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return verify_points(array, array + 3);
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}
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/**
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* Verifies that the indicated set of points will define a valid
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* CollisionPolygon: that is, at least three non-collinear points, with no
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* points repeated.
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*/
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INLINE bool CollisionPolygon::
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verify_points(const LPoint3 &a, const LPoint3 &b,
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const LPoint3 &c, const LPoint3 &d) {
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LPoint3 array[4];
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array[0] = a;
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array[1] = b;
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array[2] = c;
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array[3] = d;
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return verify_points(array, array + 4);
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}
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/**
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* Flushes the PStatCollectors used during traversal.
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*/
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INLINE void CollisionPolygon::
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flush_level() {
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_volume_pcollector.flush_level();
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_test_pcollector.flush_level();
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}
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/**
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* Returns true if the 2-d v1 is to the right of v2.
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*/
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INLINE bool CollisionPolygon::
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is_right(const LVector2 &v1, const LVector2 &v2) {
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return (v1[0] * v2[1] - v1[1] * v2[0]) > 1.0e-6f;
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}
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/**
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* Returns the linear distance of p to the line defined by f and f+v, where v
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* is a normalized vector. The result is negative if p is left of the line,
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* positive if it is right of the line.
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*/
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INLINE PN_stdfloat CollisionPolygon::
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dist_to_line(const LPoint2 &p,
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const LPoint2 &f, const LVector2 &v) {
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LVector2 v1 = (p - f);
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return (v1[0] * v[1] - v1[1] * v[0]);
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}
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/**
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* Assuming the indicated point in 3-d space lies within the polygon's plane,
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* returns the corresponding point in the polygon's 2-d definition space.
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*/
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INLINE LPoint2 CollisionPolygon::
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to_2d(const LVecBase3 &point3d) const {
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LPoint3 point = LPoint3(point3d) * _to_2d_mat;
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return LPoint2(point[0], point[2]);
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}
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/**
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* Fills the indicated matrix with the appropriate rotation transform to move
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* points from the 2-d plane into the 3-d (X, 0, Z) plane.
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*/
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INLINE void CollisionPolygon::
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calc_to_3d_mat(LMatrix4 &to_3d_mat) const {
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// We have to be explicit about the coordinate system--we specifically mean
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// CS_zup_right, because that points the forward vector down the Y axis and
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// moves the coords in (X, 0, Z). We want this effect regardless of the
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// user's coordinate system of choice.
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// The up vector, on the other hand, is completely arbitrary.
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look_at(to_3d_mat, -get_plane().get_normal(),
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LVector3(0.0f, 0.0f, 1.0f), CS_zup_right);
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to_3d_mat.set_row(3, get_plane().get_point());
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}
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/**
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* Fills the indicated matrix with the appropriate rotation transform to move
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* points from the 2-d plane into the 3-d (X, 0, Z) plane.
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*
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* This is essentially similar to calc_to_3d_mat, except that the matrix is
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* rederived from whatever is stored in _to_2d_mat, guaranteeing that it will
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* match whatever algorithm produced that one, even if it was produced on a
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* different machine with different numerical precision.
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*/
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INLINE void CollisionPolygon::
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rederive_to_3d_mat(LMatrix4 &to_3d_mat) const {
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to_3d_mat.invert_from(_to_2d_mat);
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}
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/**
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* Extrude the indicated point in the polygon's 2-d definition space back into
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* 3-d coordinates.
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*/
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INLINE LPoint3 CollisionPolygon::
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to_3d(const LVecBase2 &point2d, const LMatrix4 &to_3d_mat) {
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return LPoint3(point2d[0], 0.0f, point2d[1]) * to_3d_mat;
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}
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/**
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*
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*/
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INLINE CollisionPolygon::PointDef::
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PointDef(const LPoint2 &p, const LVector2 &v) : _p(p), _v(v) {
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}
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/**
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*
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*/
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INLINE CollisionPolygon::PointDef::
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PointDef(PN_stdfloat x, PN_stdfloat y) : _p(x, y), _v(0.0f, 0.0f) {
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}
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/**
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*
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*/
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INLINE CollisionPolygon::PointDef::
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PointDef(const CollisionPolygon::PointDef ©) : _p(copy._p), _v(copy._v) {
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}
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/**
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*
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*/
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INLINE void CollisionPolygon::PointDef::
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operator = (const CollisionPolygon::PointDef ©) {
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_p = copy._p;
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_v = copy._v;
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}
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