213 lines
6.5 KiB
C++
213 lines
6.5 KiB
C++
/*
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---------------------------------------------------------------------------
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Free Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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#include "GenFaceNormalsProcess.h"
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#include "GenVertexNormalsProcess.h"
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#include "JoinVerticesProcess.h"
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#include "CalcTangentsProcess.h"
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namespace AssimpView {
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bool g_bWasFlipped = false;
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//-------------------------------------------------------------------------------
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// Flip all normal vectors
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormals()
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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g_bWasFlipped = ! g_bWasFlipped;
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}
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//-------------------------------------------------------------------------------
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// Set the normal set of the scene
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//-------------------------------------------------------------------------------
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void AssetHelper::SetNormalSet(unsigned int iSet)
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{
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if (this->iNormalSet == iSet)return;
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// we need to build an unique set of vertices for this ...
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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const unsigned int iNumVerts = pcMesh->mNumFaces*3;
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aiVector3D* pvPositions = new aiVector3D[iNumVerts];
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aiVector3D* pvNormals = new aiVector3D[iNumVerts];
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aiVector3D* pvTangents(NULL), *pvBitangents(NULL);
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ai_assert(AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
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ai_assert(AI_MAX_NUMBER_OF_COLOR_SETS == 4);
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aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {NULL,NULL,NULL,NULL};
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aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {NULL,NULL,NULL,NULL};
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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apvTextureCoords[p++] = new aiVector3D[iNumVerts];
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p = 0;
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while (pcMesh->HasVertexColors(p))
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apvColorSets[p++] = new aiColor4D[iNumVerts];
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// iterate through all faces and build a clean list
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unsigned int iIndex = 0;
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for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
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{
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aiFace* pcFace = &pcMesh->mFaces[a];
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for (unsigned int q = 0; q < 3;++q,++iIndex)
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{
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pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
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pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
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++p;
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}
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pcFace->mIndices[q] = iIndex;
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}
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}
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// delete the old members
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pvPositions;
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p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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delete pcMesh->mTextureCoords[p];
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pcMesh->mTextureCoords[p] = apvTextureCoords[p];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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delete pcMesh->mColors[p];
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pcMesh->mColors[p] = apvColorSets[p];
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++p;
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}
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pcMesh->mNumVertices = iNumVerts;
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// keep the pointer to the normals
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = NULL;
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if (!this->apcMeshes[i]->pvOriginalNormals)
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this->apcMeshes[i]->pvOriginalNormals = pvNormals;
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}
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// now we can start to calculate a new set of normals
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if (HARD == iSet)
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{
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Assimp::GenFaceNormalsProcess* pcProcess = new Assimp::GenFaceNormalsProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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}
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else if (SMOOTH == iSet)
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{
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Assimp::GenVertexNormalsProcess* pcProcess = new Assimp::GenVertexNormalsProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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}
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else if (ORIGINAL == iSet)
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{
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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this->pcScene->mMeshes[i]->mNormals = this->apcMeshes[i]->pvOriginalNormals;
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}
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}
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// recalculate tangents and bitangents
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Assimp::BaseProcess* pcProcess = new Assimp::CalcTangentsProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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// join the mesh vertices again
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pcProcess = new Assimp::JoinVerticesProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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this->iNormalSet = iSet;
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if (g_bWasFlipped && ORIGINAL != iSet)
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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return;
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}
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}; |