Implement optimised array rendering
This commit is contained in:
@@ -163,6 +163,7 @@
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<ClCompile Include="Model.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="Vector.cpp" />
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<ClCompile Include="Vertex.cpp" />
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<ClCompile Include="World.cpp" />
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</ItemGroup>
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<ItemGroup>
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@@ -178,6 +179,7 @@
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<ClInclude Include="Singleton.h" />
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<ClInclude Include="stb_image.h" />
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<ClInclude Include="vector.h" />
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<ClInclude Include="Vertex.h" />
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<ClInclude Include="World.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -51,6 +51,9 @@
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<ClCompile Include="HeightMap.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Vertex.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="CrystalJohan.h">
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@@ -92,5 +95,8 @@
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<ClInclude Include="HeightMap.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Vertex.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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+2
-13
@@ -1,4 +1,6 @@
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#pragma once
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#include "Vertex.h"
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#include <string>
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#include <vector>
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#include <GL/freeglut.h>
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@@ -19,19 +21,6 @@ public:
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void GetHeigth(float x, float z);
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void SetTexture(const std::string &file);
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struct Vertex {
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float x;
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float y;
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float z;
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float normalX;
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float normalY;
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float normalZ;
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float texX;
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float texY;
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};
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std::vector<Vertex> vertices;
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};
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@@ -76,7 +76,7 @@ Model::Model(std::string fileName)
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for (size_t i = ii - 3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
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{
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Vertex vertex;
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VertexIndex vertex;
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std::vector<std::string> indices = split(params[i == (ii - 3) ? 1 : i], "/");
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if (indices.size() >= 1) //er is een positie
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vertex.position = atoi(indices[0].c_str()) - 1;
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@@ -121,8 +121,42 @@ Model::Model(std::string fileName)
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}
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}
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groups.push_back(currentGroup);
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minVertex = vertices[0];
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maxVertex = vertices[0];
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for (auto v : vertices)
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{
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for (int i = 0; i < 3; i++)
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{
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minVertex[i] = fmin(minVertex[i], v[i]);
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maxVertex[i] = fmax(maxVertex[i], v[i]);
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}
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}
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center = (minVertex + maxVertex) / 2.0f;
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radius = 0;
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for (auto v : vertices)
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radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
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radius = sqrt(radius);
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for each(ObjGroup *group in groups)
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{
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Optimise(group);
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}
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}
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void Model::Optimise(ObjGroup *t)
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{
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for (Face &face : t->faces)
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{
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for each(auto &vertex in face.vertices)
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{
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t->VertexArray.push_back(Vertex(vertices[vertex.position].x, vertices[vertex.position].y, vertices[vertex.position].z,
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normals[vertex.normal].x, normals[vertex.normal].y, normals[vertex.normal].z,
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texcoords[vertex.texcoord].x, texcoords[vertex.texcoord].y));
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}
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}
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}
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Model::~Model(void)
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{
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@@ -160,36 +194,19 @@ void Model::draw()
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}
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}
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glBegin(GL_TRIANGLES);
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for (auto &f : g->faces)
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{
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for (auto &v : f.vertices)
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{
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glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
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glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
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glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
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}
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}
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glEnd();
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 0);
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glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 3);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 6);
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glDrawArrays(GL_TRIANGLES, 0, g->VertexArray.size());
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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minVertex = vertices[0];
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maxVertex = vertices[0];
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for (auto v : vertices)
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{
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for (int i = 0; i < 3; i++)
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{
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minVertex[i] = fmin(minVertex[i], v[i]);
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maxVertex[i] = fmax(maxVertex[i], v[i]);
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}
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}
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center = (minVertex + maxVertex) / 2.0f;
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radius = 0;
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for (auto v : vertices)
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radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
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radius = sqrt(radius);
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}
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void Model::loadMaterialFile(std::string fileName, std::string dirName)
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@@ -5,11 +5,13 @@
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#include <vector>
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#include <map>
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#include "Vector.h"
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#include "Vertex.h"
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class Model
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{
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private:
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class Vertex
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class VertexIndex
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{
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public:
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int position;
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@@ -20,7 +22,7 @@ private:
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class Face
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{
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public:
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std::list<Vertex> vertices;
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std::list<VertexIndex> vertices;
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};
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class Texture
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@@ -54,6 +56,7 @@ private:
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std::string name;
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int materialIndex;
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std::list<Face> faces;
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std::vector<Vertex> VertexArray;
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};
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std::vector<Vec3f> vertices;
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@@ -74,6 +77,7 @@ public:
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static void unload(Model* model);
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void draw();
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void Optimise(ObjGroup *t);
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Vec3f minVertex;
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Vec3f maxVertex;
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+19
@@ -0,0 +1,19 @@
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#include "Vertex.h"
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Vertex::Vertex(float x, float y, float z, float nx, float ny, float nz, float tx, float ty)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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this->normalX = nx;
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this->normalY = ny;
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this->normalZ = nz;
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this->texX = tx;
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this->texY = ty;
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}
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Vertex::~Vertex()
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{
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}
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