restruct
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2af8cff389
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@ -115,6 +115,11 @@ void Test::Step()
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g_draw->DrawString(b3Color_white, "Convex Cache Hits %d (%f)", b3_convexCacheHits, convexCacheHitRatio);
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g_draw->DrawString(b3Color_white, "Frame Allocations %d (%d)", b3_allocCalls, b3_maxAllocCalls);
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}
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if (m_clothDragger.IsDragging() == true)
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{
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g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
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}
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}
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void Test::MouseMove(const b3Ray3& pw)
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@ -41,11 +41,6 @@ public:
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float32 E = m_cloth->GetEnergy();
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g_draw->DrawString(b3Color_white, "E = %f", E);
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if (m_clothDragger.IsDragging() == true)
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{
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g_draw->DrawSegment(m_clothDragger.GetPointA(), m_clothDragger.GetPointB(), b3Color_white);
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}
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}
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b3Cloth* m_cloth;
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@ -37,7 +37,14 @@ struct b3ClothMesh;
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class b3RayCastListener;
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struct b3RayCastInput;
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struct b3RayCastSingleClothOutput;
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struct b3RayCastOutput;
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struct b3ClothRayCastSingleOutput
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{
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u32 triangle;
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float32 fraction;
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b3Vec3 normal;
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};
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// Cloth definition
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// This requires defining a cloth mesh which is typically bound to a render mesh
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@ -89,14 +96,14 @@ public:
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// Destroy a given force.
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void DestroyForce(b3Force* force);
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2);
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with a given cloth mesh triangle.
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bool RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const;
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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bool RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Return the cloth mesh proxy.
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b3ClothMesh* GetMesh() const;
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@ -348,14 +348,23 @@ void b3Cloth::ComputeMass()
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}
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}
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void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const
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void b3Cloth::RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2)
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{
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b3RayCastInput input;
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input.p1 = p1;
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input.p2 = p2;
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input.maxFraction = 1.0f;
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3RayCastSingleClothOutput subOutput;
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if (RayCast(&subOutput, input, i))
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b3RayCastOutput subOutput;
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if (RayCast(&subOutput, &input, i))
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{
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float32 newFraction = listener->ReportCloth(subOutput.cloth, subOutput.point, subOutput.normal, subOutput.fraction, subOutput.triangle);
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float32 fraction = subOutput.fraction;
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b3Vec3 point = (1.0f - fraction) * input.p1 + fraction * input.p2;
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b3Vec3 normal = subOutput.normal;
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float32 newFraction = listener->ReportCloth(this, point, normal, fraction, i);
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if (newFraction == 0.0f)
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{
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@ -366,37 +375,44 @@ void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input)
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}
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}
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bool b3Cloth::RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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{
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b3RayCastInput input;
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input.p1 = p1;
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input.p2 = p2;
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input.maxFraction = 1.0f;
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output->triangle = ~0;
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output->fraction = B3_MAX_FLOAT;
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u32 triangle0 = ~0;
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b3RayCastOutput output0;
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output0.fraction = B3_MAX_FLOAT;
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3RayCastSingleClothOutput subOutput;
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b3RayCastOutput subOutput;
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if (RayCast(&subOutput, &input, i))
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{
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if (subOutput.fraction < output->fraction)
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if (subOutput.fraction < output0.fraction)
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{
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*output = subOutput;
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triangle0 = i;
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output0.fraction = subOutput.fraction;
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output0.normal = subOutput.normal;
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}
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}
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}
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if (output->triangle != ~0)
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if (triangle0 != ~0)
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{
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output->triangle = triangle0;
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output->fraction = output0.fraction;
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output->normal = output0.normal;
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return true;
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}
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return false;
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}
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bool b3Cloth::RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
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bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
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{
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B3_ASSERT(triangleIndex < m_mesh->triangleCount);
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b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;
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@ -468,9 +484,7 @@ bool b3Cloth::RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput*
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// Is the intersection on the triangle?
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if (u > kTol && v > kTol && w > kTol)
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{
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output->triangle = triangleIndex;
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output->fraction = fraction;
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output->point = Q;
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// Does the ray start from below or above the triangle?
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if (numerator > 0.0f)
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@ -493,38 +493,44 @@ bool b3World::RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec
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void b3World::RayCastCloth(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const
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{
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b3RayCastInput input;
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input.p1 = p1;
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input.p2 = p2;
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input.maxFraction = B3_MAX_FLOAT;
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for (b3Cloth* c = m_clothList.m_head; c; c = c->m_next)
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{
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c->RayCast(listener, &input);
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c->RayCast(listener, p1, p2);
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}
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}
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bool b3World::RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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{
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output->cloth = NULL;
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output->triangle = ~0;
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output->fraction = B3_MAX_FLOAT;
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b3Cloth* cloth0 = NULL;
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b3ClothRayCastSingleOutput output0;
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output0.fraction = B3_MAX_FLOAT;
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for (b3Cloth* c = m_clothList.m_head; c; c = c->m_next)
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{
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b3RayCastSingleClothOutput subOutput;
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b3ClothRayCastSingleOutput subOutput;
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if (c->RayCastSingle(&subOutput, p1, p2))
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{
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if (subOutput.fraction < output->fraction)
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if (subOutput.fraction < output0.fraction)
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{
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subOutput.cloth = c;
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*output = subOutput;
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cloth0 = c;
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output0 = subOutput;
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}
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}
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}
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if (output->cloth != NULL)
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if (cloth0 != NULL)
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{
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u32 triangle = output0.triangle;
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float32 fraction = output0.fraction;
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b3Vec3 point = (1.0f - fraction) * p1 + fraction * p2;
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b3Vec3 normal = output0.normal;
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output->triangle = triangle;
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output->cloth = cloth0;
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output->point = point;
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output->normal = normal;
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output->fraction = fraction;
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return true;
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}
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