mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-12 18:38:43 -06:00
camera works
This commit is contained in:
parent
078520ebbe
commit
2056170f34
50
src/game.rs
50
src/game.rs
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@ -1,6 +1,6 @@
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use glium::{Surface, uniform};
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use glium::{Surface, uniform};
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use glium::glutin::{
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use glium::glutin::{
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event::{Event, WindowEvent},
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event::{Event, WindowEvent, VirtualKeyCode},
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event_loop::{EventLoop, ControlFlow},
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event_loop::{EventLoop, ControlFlow},
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};
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};
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@ -24,22 +24,17 @@ pub fn run() {
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log::info!("loading assets");
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log::info!("loading assets");
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let assets = Assets::load_all_sync(&display);
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let assets = Assets::load_all_sync(&display);
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log::info!("init camera");
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log::info!("init camera");
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let camera = Camera {
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let mut camera = Camera::default();
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position: [0., 0., -1.],
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direction: [0., 0., 1.],
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..Default::default()
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};
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log::info!("game loaded");
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log::info!("game loaded");
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//=======================
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//=======================
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let vertex1 = ChunkVertex { position: [-0.5, -0.5, 1.], uv: [0., 0.], normal: [0., 1., 0.] };
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let vertex1 = ChunkVertex { position: [-0.5, -0.5, 0.], uv: [0., 0.], normal: [0., 1., 0.] };
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let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 1.], uv: [0., 1.], normal: [0., 1., 0.] };
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let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 0.], uv: [0., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 1.], uv: [1., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 0.], uv: [1., 1.], normal: [0., 1., 0.] };
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let shape = vec![vertex1, vertex2, vertex3];
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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//=======================
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event_loop.run(move |ev, _, control_flow| {
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event_loop.run(move |ev, _, control_flow| {
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#[allow(clippy::single_match, clippy::collapsible_match)]
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#[allow(clippy::single_match, clippy::collapsible_match)]
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match ev {
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match ev {
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@ -49,12 +44,45 @@ pub fn run() {
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*control_flow = ControlFlow::Exit;
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*control_flow = ControlFlow::Exit;
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return
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return
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},
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},
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WindowEvent::KeyboardInput { input, .. } => {
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match input.virtual_keycode {
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Some(VirtualKeyCode::Up) => {
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camera.pitch += 0.01;
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}
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Some(VirtualKeyCode::Down) => {
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camera.pitch -= 0.01;
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}
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Some(VirtualKeyCode::Right) => {
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camera.yaw -= 0.01;
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}
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Some(VirtualKeyCode::Left) => {
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camera.yaw += 0.01;
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}
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Some(VirtualKeyCode::W) => {
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camera.position[2] += 0.01;
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}
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Some(VirtualKeyCode::S) => {
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camera.position[2] -= 0.01;
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}
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Some(VirtualKeyCode::A) => {
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camera.position[0] -= 0.01;
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}
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Some(VirtualKeyCode::D) => {
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camera.position[0] += 0.01;
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}
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_ => ()
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}
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}
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_ => ()
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_ => ()
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},
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},
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_ => ()
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_ => ()
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}
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}
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let mut target = display.draw();
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let mut target = display.draw();
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let target_dimensions = target.get_dimensions();
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let target_dimensions = target.get_dimensions();
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camera.update_direction();
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let perspective = camera.perspective_matrix(target_dimensions);
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let perspective = camera.perspective_matrix(target_dimensions);
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let view = camera.view_matrix();
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let view = camera.view_matrix();
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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@ -67,7 +95,7 @@ pub fn run() {
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[1., 0., 0., 0.],
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[1., 0., 0., 0.],
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[0., 1., 0., 0.],
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[0., 1., 0., 0.],
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[0., 0., 1., 0.],
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[0., 0., 1., 0.],
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[0., 0., 0., 1.0f32]
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[0., 0., 0., 1.0_f32]
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],
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],
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view: view,
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view: view,
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perspective: perspective,
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perspective: perspective,
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@ -6,6 +6,8 @@
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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pub struct Camera {
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pub struct Camera {
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pub yaw: f32,
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pub pitch: f32,
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pub position: [f32; 3],
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pub position: [f32; 3],
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pub direction: [f32; 3],
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pub direction: [f32; 3],
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pub up: [f32; 3],
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pub up: [f32; 3],
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@ -14,6 +16,15 @@ pub struct Camera {
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pub zfar: f32,
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pub zfar: f32,
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}
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}
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impl Camera {
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impl Camera {
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/// Update camera direction based on yaw/pitch
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pub fn update_direction(&mut self) {
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self.direction = [
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self.yaw.cos() * self.pitch.cos(),
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self.pitch.sin(),
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self.yaw.sin() * self.pitch.cos(),
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];
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}
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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let position = self.position;
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let position = self.position;
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let direction = self.direction;
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let direction = self.direction;
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@ -55,14 +66,13 @@ impl Camera {
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let aspect_ratio = height as f32 / width as f32;
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let aspect_ratio = height as f32 / width as f32;
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let f = 1.0 / (fov / 2.0).tan();
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let f = 1.0 / (fov / 2.0).tan();
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[
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[
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[f * aspect_ratio , 0.0, 0.0 , 0.0],
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[f*aspect_ratio, 0.0, 0.0, 0.0],
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[ 0.0 , f , 0.0 , 0.0],
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[0.0, f, 0.0, 0.0],
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[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
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[0.0, 0.0, (zfar+znear)/(zfar-znear), 1.0],
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[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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[0.0, 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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]
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]
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}
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}
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}
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}
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impl Default for Camera {
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impl Default for Camera {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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@ -72,6 +82,8 @@ impl Default for Camera {
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fov: PI / 3.,
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fov: PI / 3.,
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zfar: 1024.,
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zfar: 1024.,
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znear: 0.1,
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znear: 0.1,
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yaw: 0.,
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pitch: 0.,
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}
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}
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}
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}
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}
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}
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