adding physics and collision
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@@ -28,5 +28,5 @@ ddsfile = "0.4"
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wgpu-subscriber = "0.1.0"
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tobj = "2.0.3"
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legion = "0.3.1"
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nalgebra = "0.20"
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ncollide3d = "0.22"
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nalgebra = "0.24.1"
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nphysics3d = "0.19.0"
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109
src/main.rs
109
src/main.rs
@@ -1,26 +1,36 @@
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extern crate nphysics3d;
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extern crate tobj;
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extern crate winit;
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extern crate ncollide3d;
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use std::f32::consts::PI;
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use std::rc::Rc;
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use std::sync::Arc;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Matrix4, Point3, Decomposed, Quaternion, Rotation3, Deg, InnerSpace, SquareMatrix};
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3, SquareMatrix};
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use futures::task::LocalSpawn;
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use legion::*;
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use nphysics3d::math::Inertia;
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use nphysics3d::math::Velocity as VelocityN;
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use nphysics3d::nalgebra::{Isometry3, Matrix3, Matrix4, Point3, Point4, Vector3, Vector4};
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use nphysics3d::ncollide3d::pipeline::CollisionGroups;
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use nphysics3d::ncollide3d::shape::{Ball, ShapeHandle};
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use nphysics3d::object::{BodyStatus, ColliderDesc, RigidBodyDesc, DefaultBodySet, DefaultColliderSet, BodyPartHandle};
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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use winit::platform::unix::x11::ffi::Time;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::platform::unix::x11::ffi::Time;
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use crate::render::Renderer;
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use winit::event::DeviceEvent::MouseMotion;
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use nphysics3d::world::{DefaultMechanicalWorld, DefaultGeometricalWorld};
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use nphysics3d::joint::DefaultJointConstraintSet;
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use nphysics3d::force_generator::DefaultForceGeneratorSet;
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mod framework;
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mod geometry;
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@@ -30,7 +40,7 @@ mod render;
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/*
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Collision detection
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https://crates.io/crates/mgf
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https://nphysics.org/rigid_body_simulations_with_contacts/
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Obj file format
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http://paulbourke.net/dataformats/obj/
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@@ -65,27 +75,13 @@ pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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0.0, 0.0, 0.5, 1.0,
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);
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#[allow(dead_code)]
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pub fn cast_slice<T>(data: &[T]) -> &[u8] {
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use std::{mem::size_of, slice::from_raw_parts};
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unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
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}
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#[allow(dead_code)]
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pub enum ShaderStage {
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Vertex,
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Fragment,
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Compute,
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}
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// a component is any type that is 'static, sized, send and sync
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Position {
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x: f32,
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y: f32,
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z: f32,
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mx: Matrix4<f32>,
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mx: cgmath::Matrix4<f32>,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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@@ -129,7 +125,6 @@ pub struct Mesh {
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//log::info!("");
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fn main() {
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let mut world = World::default();
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let (mut pool, spawner) = {
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@@ -170,9 +165,7 @@ fn main() {
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let mut resources = Resources::default();
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resources.insert(renderer);
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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@@ -187,17 +180,16 @@ fn main() {
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pool.run_until_stalled();
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}
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event::Event::DeviceEvent {
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event: MouseMotion{ delta },
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event: MouseMotion { delta },
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..
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} => {
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.cam_look_delta((delta.0, delta.1));
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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},
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}
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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@@ -213,7 +205,7 @@ fn main() {
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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},
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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@@ -240,11 +232,64 @@ fn main() {
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});
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}
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pub fn physics() {
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let mut mechanical_world = DefaultMechanicalWorld::new(Vector3::new(0.0, -9.81, 0.0));
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let mut geometrical_world = DefaultGeometricalWorld::new();
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let mut bodies = DefaultBodySet::new();
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let mut colliders = DefaultColliderSet::new();
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let mut joint_constraints = DefaultJointConstraintSet::new();
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let mut force_generators = DefaultForceGeneratorSet::new();
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// Run the simulation.
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mechanical_world.step(
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&mut geometrical_world,
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&mut bodies,
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&mut colliders,
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&mut joint_constraints,
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&mut force_generators
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);
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let rigid_body =
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RigidBodyDesc::new()
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// The rigid body position. Will override `.translation(...)` and `.rotation(...)`.
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.position(Isometry3::new(
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Vector3::new(1.0, 2.0, 3.0),
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Vector3::y() * PI,
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))
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.gravity_enabled(true)
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.status(BodyStatus::Dynamic)
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.velocity(VelocityN::linear(1.0, 2.0, 3.0))
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.linear_damping(10.0)
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.angular_damping(5.0)
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.max_linear_velocity(10.0)
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.max_angular_velocity(1.7)
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.mass(1.2)
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// Arbitrary user-defined data associated to the rigid body to be built.
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.user_data(10)
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.build();
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// let parent_rigid_body = RigidBodyDesc::new()
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// .build();
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let parent_handle = bodies.insert(rigid_body);
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let shape = ShapeHandle::new(Ball::new(1.5));
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let collider = ColliderDesc::new(shape)
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.density(1.0)
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.translation(Vector3::y() * 5.0)
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.build(BodyPartHandle(parent_handle, 0));
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let collider_handle = colliders.insert(collider);
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// let ball = ShapeHandle::new(Ball::new(1.5));
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//
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// let collider = ColliderDesc::new(rigid_body)
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// .build();
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let untitled_mesh =
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renderer.load_mesh_to_buffer("./resources/monkey.obj");
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let untitled_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// This could be used for relationships between entities...???
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let light_entity: Entity = world.push((
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@@ -288,8 +333,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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},
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));
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let plane_mesh =
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renderer.create_plane(7.0);
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let plane_mesh = renderer.create_plane(7.0);
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let plane_entity: Entity = world.push((
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Position {
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@@ -306,5 +350,4 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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a: 1.0,
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},
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));
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}
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