forked from bit/DotRecastNetSim
213 lines
9.5 KiB
C#
213 lines
9.5 KiB
C#
/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using DotRecast.Core;
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namespace DotRecast.Recast
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{
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using static RcConstants;
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using static RcCommons;
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public static class RcFilters
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{
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/// @par
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///
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/// Allows the formation of walkable regions that will flow over low lying
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/// objects such as curbs, and up structures such as stairways.
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///
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/// Two neighboring spans are walkable if: <tt>RcAbs(currentSpan.smax - neighborSpan.smax) < walkableClimb</tt>
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///
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/// @warning Will override the effect of #rcFilterLedgeSpans. So if both filters are used, call
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/// #rcFilterLedgeSpans after calling this filter.
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///
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/// @see rcHeightfield, rcConfig
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public static void FilterLowHangingWalkableObstacles(RcTelemetry ctx, int walkableClimb, RcHeightfield solid)
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{
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_FILTER_LOW_OBSTACLES);
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int w = solid.width;
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int h = solid.height;
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for (int y = 0; y < h; ++y)
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{
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for (int x = 0; x < w; ++x)
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{
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RcSpan ps = null;
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bool previousWalkable = false;
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int previousArea = RC_NULL_AREA;
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for (RcSpan s = solid.spans[x + y * w]; s != null; ps = s, s = s.next)
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{
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bool walkable = s.area != RC_NULL_AREA;
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// If current span is not walkable, but there is walkable
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// span just below it, mark the span above it walkable too.
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if (!walkable && previousWalkable)
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{
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if (MathF.Abs(s.smax - ps.smax) <= walkableClimb)
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s.area = previousArea;
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}
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// Copy walkable flag so that it cannot propagate
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// past multiple non-walkable objects.
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previousWalkable = walkable;
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previousArea = s.area;
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}
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}
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}
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}
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/// @par
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///
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/// A ledge is a span with one or more neighbors whose maximum is further away than @p walkableClimb
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/// from the current span's maximum.
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/// This method removes the impact of the overestimation of conservative voxelization
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/// so the resulting mesh will not have regions hanging in the air over ledges.
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///
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/// A span is a ledge if: <tt>RcAbs(currentSpan.smax - neighborSpan.smax) > walkableClimb</tt>
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///
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/// @see rcHeightfield, rcConfig
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public static void FilterLedgeSpans(RcTelemetry ctx, int walkableHeight, int walkableClimb, RcHeightfield heightfield)
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{
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_FILTER_BORDER);
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int xSize = heightfield.width;
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int zSize = heightfield.height;
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// Mark border spans.
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for (int z = 0; z < zSize; ++z)
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{
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for (int x = 0; x < xSize; ++x)
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{
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for (RcSpan span = heightfield.spans[x + z * xSize]; span != null; span = span.next)
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{
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// Skip non walkable spans.
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if (span.area == RC_NULL_AREA)
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{
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continue;
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}
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int bot = (span.smax);
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int top = span.next != null ? span.next.smin : SPAN_MAX_HEIGHT;
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// Find neighbours minimum height.
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int minNeighborHeight = SPAN_MAX_HEIGHT;
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// Min and max height of accessible neighbours.
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int accessibleNeighborMinHeight = span.smax;
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int accessibleNeighborMaxHeight = span.smax;
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for (int direction = 0; direction < 4; ++direction)
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{
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int dx = x + GetDirOffsetX(direction);
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int dz = z + GetDirOffsetY(direction);
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// Skip neighbours which are out of bounds.
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if (dx < 0 || dz < 0 || dx >= xSize || dz >= zSize)
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{
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minNeighborHeight = (-walkableClimb - 1);
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break;
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}
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// From minus infinity to the first span.
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RcSpan neighborSpan = heightfield.spans[dx + dz * xSize];
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int neighborTop = neighborSpan != null ? neighborSpan.smin : SPAN_MAX_HEIGHT;
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// Skip neightbour if the gap between the spans is too small.
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if (Math.Min(top, neighborTop) - bot >= walkableHeight)
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{
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minNeighborHeight = (-walkableClimb - 1);
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break;
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}
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// Rest of the spans.
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for (neighborSpan = heightfield.spans[dx + dz * xSize]; neighborSpan != null; neighborSpan = neighborSpan.next)
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{
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int neighborBot = neighborSpan.smax;
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neighborTop = neighborSpan.next != null ? neighborSpan.next.smin : SPAN_MAX_HEIGHT;
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// Skip neightbour if the gap between the spans is too small.
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if (Math.Min(top, neighborTop) - Math.Max(bot, neighborBot) >= walkableHeight)
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{
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int accessibleNeighbourHeight = neighborBot - bot;
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minNeighborHeight = Math.Min(minNeighborHeight, accessibleNeighbourHeight);
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// Find min/max accessible neighbour height.
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if (MathF.Abs(accessibleNeighbourHeight) <= walkableClimb)
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{
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if (neighborBot < accessibleNeighborMinHeight) accessibleNeighborMinHeight = neighborBot;
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if (neighborBot > accessibleNeighborMaxHeight) accessibleNeighborMaxHeight = neighborBot;
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}
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else if (accessibleNeighbourHeight < -walkableClimb)
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{
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break;
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}
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}
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}
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}
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// The current span is close to a ledge if the drop to any
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// neighbour span is less than the walkableClimb.
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if (minNeighborHeight < -walkableClimb)
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{
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span.area = RC_NULL_AREA;
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}
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// If the difference between all neighbours is too large,
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// we are at steep slope, mark the span as ledge.
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if ((accessibleNeighborMaxHeight - accessibleNeighborMinHeight) > walkableClimb)
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{
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span.area = RC_NULL_AREA;
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}
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}
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}
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}
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}
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/// @par
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///
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/// For this filter, the clearance above the span is the distance from the span's
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/// maximum to the next higher span's minimum. (Same grid column.)
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///
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/// @see rcHeightfield, rcConfig
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public static void FilterWalkableLowHeightSpans(RcTelemetry ctx, int walkableHeight, RcHeightfield solid)
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{
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_FILTER_WALKABLE);
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int w = solid.width;
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int h = solid.height;
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// Remove walkable flag from spans which do not have enough
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// space above them for the agent to stand there.
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for (int y = 0; y < h; ++y)
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{
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for (int x = 0; x < w; ++x)
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{
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for (RcSpan s = solid.spans[x + y * w]; s != null; s = s.next)
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{
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int bot = (s.smax);
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int top = s.next != null ? s.next.smin : SPAN_MAX_HEIGHT;
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if ((top - bot) < walkableHeight)
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s.area = RC_NULL_AREA;
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}
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}
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}
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}
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}
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} |