fish #9
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@ -10,6 +10,8 @@
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namespace Core
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namespace Core
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{
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{
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struct RenderContext
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struct RenderContext
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{
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{
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GLuint vertexArray;
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GLuint vertexArray;
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@ -22,6 +24,11 @@ namespace Core
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void initFromAssimpMesh(aiMesh* mesh);
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void initFromAssimpMesh(aiMesh* mesh);
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};
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};
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struct Node {
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std::vector<RenderContext> renderContexts;
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glm::mat4 matrix;
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int parent;
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};
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// vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...)
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// vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...)
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// numVertices - liczba wierzcholkow do narysowania
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// numVertices - liczba wierzcholkow do narysowania
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// elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z))
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// elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z))
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@ -34,6 +34,29 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext fishContext;
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Core::RenderContext fishContext;
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std::vector<glm::vec3> keyPoints({
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glm::vec3(5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, 5.0f),
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glm::vec3(5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, -5.0f),
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glm::vec3(-5.0f, 5.0f, 5.0f),
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});
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std::vector<glm::quat> keyRotation;
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std::vector<Core::Node> fish;
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std::string skyboxTextures[6] = {
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std::string skyboxTextures[6] = {
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"models/skybox/right.jpg",
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"models/skybox/right.jpg",
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"models/skybox/left.jpg",
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"models/skybox/left.jpg",
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@ -161,6 +184,44 @@ glm::mat4 createCameraMatrix()
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return Core::createViewMatrixQuat(cameraPos, rotation);
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return Core::createViewMatrixQuat(cameraPos, rotation);
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}
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}
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glm::mat4 animationMatrix(float time) {
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float speed = 2.;
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time = time * speed;
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std::vector<float> distances;
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float timeStep = 0;
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for (int i = 0; i < keyPoints.size() - 1; i++) {
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timeStep += (keyPoints[i] - keyPoints[i + 1]).length();
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distances.push_back((keyPoints[i] - keyPoints[i + 1]).length());
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}
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time = fmod(time, timeStep);
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//index of first keyPoint
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int index = 0;
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while (distances[index] <= time) {
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time = time - distances[index];
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index += 1;
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}
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float t = time / distances[index];
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int size = keyPoints.size() - 1;
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int rotationSize = keyRotation.size() - 1;
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glm::vec3 pos = glm::catmullRom(keyPoints[index - 1], keyPoints[index], keyPoints[index + 1], keyPoints[index + 2], t);
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glm::quat divideByFour = glm::quat(0.25f, 0.25f, 0.25f, 0.25f);
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auto a1 = keyRotation[index] * glm::exp(-(glm::log(glm::inverse(keyRotation[index]) * keyRotation[index - 1]) + glm::log(glm::inverse(keyRotation[index]) * keyRotation[index + 1])) * divideByFour);
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auto a2 = keyRotation[index + 1] * glm::exp(-(glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index]) + glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index + 2])) * divideByFour);
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auto animationRotation = glm::squad(keyRotation[index], keyRotation[index + 1], a1, a2, t);
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glm::mat4 result = glm::translate(pos) * glm::mat4_cast(animationRotation);
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return result;
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}
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void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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{
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{
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GLuint program = programColor;
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GLuint program = programColor;
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@ -203,7 +264,7 @@ void renderScene()
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perspectiveMatrix = Core::createPerspectiveMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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glUseProgram(skyboxProgram);
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glUseProgram(skyboxProgram);
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glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
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glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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@ -214,9 +275,9 @@ void renderScene()
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(-1, 0, -0.5)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * fishInitialTransformation;
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glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * animationMatrix(time);
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//drawObjectColor(fishContext, fishModelMatrix, glm::vec3(0.6f));
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drawObjectTexture(fishContext, fishModelMatrix, textureFish);
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drawObjectTexture(fishContext, fishModelMatrix, textureFish);
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glutSwapBuffers();
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glutSwapBuffers();
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}
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}
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@ -284,6 +345,26 @@ void initSkybox()
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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}
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}
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void initKeyRotation() {
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glm::vec3 oldDirection = glm::vec3(0, 0, 1);
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glm::quat oldRotationCamera = glm::quat(1, 0, 0, 0);
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glm::vec3 direction;
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glm::quat rotation;
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for (int i = 0; i < keyPoints.size() - 1; i++) {
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//3.1
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direction = glm::normalize(keyPoints[i + 1] - keyPoints[i]);
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//3.2
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rotation = glm::normalize(glm::rotationCamera(oldDirection, direction) * oldRotationCamera);
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//3.3
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keyRotation.push_back(rotation);
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//3.4
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oldDirection = direction;
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oldRotationCamera = rotation;
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}
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keyRotation.push_back(glm::quat(1, 0, 0, 0));
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keyRotation.push_back(glm::quat(1, -1, 1, 1));
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}
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void init()
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void init()
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{
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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@ -293,6 +374,7 @@ void init()
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cubemapTexture = loadCubemap();
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cubemapTexture = loadCubemap();
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loadModelToContext("models/submarine.obj", fishContext);
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loadModelToContext("models/submarine.obj", fishContext);
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textureFish = Core::LoadTexture("textures/submarine.png");
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textureFish = Core::LoadTexture("textures/submarine.png");
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initKeyRotation();
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initSkybox();
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initSkybox();
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}
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}
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