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|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PhysXSample.h"
#include "SampleCCTCameraController.h"
#include "SampleCCTActor.h"
#include "SampleCCTJump.h"
#include "SampleConsole.h"
#include <SampleFrameworkInputEventIds.h>
#include <SamplePlatform.h>
#include <SampleUserInput.h>
#include <SampleUserInputIds.h>
#include <SampleUserInputDefines.h>
using namespace SampleRenderer;
using namespace SampleFramework;
// PT: TODO: move this inside the CCT?
static const bool gTransferPlatformMomentum = true;
static bool gDumpCCTState = false;
static bool gDumpCCTStats = false;
static bool canJump(ControlledActor* actor)
{
PxControllerState cctState;
actor->getController()->getState(cctState);
return (cctState.collisionFlags & PxControllerCollisionFlag::eCOLLISION_DOWN)!=0;
}
static void gConsole_DumpCCTState(Console* console, const char* text, void* userData)
{
gDumpCCTState = !gDumpCCTState;
}
static void gConsole_DumpCCTStats(Console* console, const char* text, void* userData)
{
gDumpCCTStats = !gDumpCCTStats;
}
#if defined(WIN32) && !PX_XBOXONE
static bool copyToClipboard(const char* text)
{
if(!text)
return false;
if(OpenClipboard(NULL))
{
HGLOBAL hMem = GlobalAlloc(GHND|GMEM_DDESHARE, strlen(text)+1);
if(hMem)
{
char* pMem = (char*)GlobalLock(hMem);
strcpy(pMem, text);
GlobalUnlock(hMem);
EmptyClipboard();
SetClipboardData(CF_TEXT, hMem);
}
CloseClipboard();
}
return true;
}
#endif
static void gConsole_DumpCCTPosition(Console* console, const char* text, void* userData)
{
#if defined(WIN32) && !PX_XBOXONE
SampleCCTCameraController* sample = (SampleCCTCameraController*)userData;
const PxExtendedVec3 pos = sample->getControlledActor()->getController()->getPosition();
char buffer[4096];
sprintf(buffer, "PxExtendedVec3(%f, %f, %f);", float(pos.x), float(pos.y), float(pos.z));
copyToClipboard(buffer);
console->out("Position has been copied to clipboard");
#endif
}
SampleCCTCameraController::SampleCCTCameraController(PhysXSample& base) :
mBase (base),
mObstacleContext (NULL),
mFilterData (NULL),
mFilterCallback (NULL),
mCCTFilterCallback (NULL),
mControlledIndex (0),
mNbCCTs (0),
mCCTs (NULL),
mTargetYaw (0.0f-PxPi/2),
mTargetPitch (0.0f),
mPitchMin (-PxHalfPi),
mPitchMax (PxHalfPi),
mGamepadPitchInc (0.0f),
mGamepadYawInc (0.0f),
mGamepadForwardInc (0.0f),
mGamepadLateralInc (0.0f),
mSensibility (0.001f),
mFwd (false),
mBwd (false),
mLeft (false),
mRight (false),
mKeyShiftDown (false),
mCCTEnabled (true),
mRunningSpeed (10.0f),
mWalkingSpeed (2.5f),
// mWalkingSpeed (0.5f),
mGamepadWalkingSpeed(10.0f),
mCameraMaxSpeed (FLT_MAX),
mJumpForce (30.0f),
mGravity (-9.81f),
mLinkCameraToPhysics(false)
{
Console* console = base.getConsole();
if(console)
{
console->addCmd("DumpCCTState", gConsole_DumpCCTState);
console->addCmd("DumpCCTStats", gConsole_DumpCCTStats);
console->addCmd("DumpCCTPosition", gConsole_DumpCCTPosition);
console->setUserData(this);
}
}
void SampleCCTCameraController::setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs)
{
mControlledIndex = controlledIndex;
mNbCCTs = nbCCTs;
mCCTs = controlled;
}
void SampleCCTCameraController::startJump()
{
ControlledActor* actor = getControlledActor();
if(canJump(actor))
actor->jump(mJumpForce);
}
void SampleCCTCameraController::collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents)
{
//digital keyboard events
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, XKEY_W, X1KEY_W, PS3KEY_W, PS4KEY_W, AKEY_UNKNOWN, SCAN_CODE_FORWARD, IKEY_UNKNOWN, SCAN_CODE_FORWARD, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, XKEY_S, X1KEY_S, PS3KEY_S, PS4KEY_S, AKEY_UNKNOWN, SCAN_CODE_BACKWARD, IKEY_UNKNOWN, SCAN_CODE_BACKWARD, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, XKEY_A, X1KEY_A, PS3KEY_A, PS4KEY_A, AKEY_UNKNOWN, SCAN_CODE_LEFT, IKEY_UNKNOWN, SCAN_CODE_LEFT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, XKEY_D, X1KEY_D, PS3KEY_D, PS4KEY_D, AKEY_UNKNOWN, SCAN_CODE_RIGHT, IKEY_UNKNOWN, SCAN_CODE_RIGHT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, XKEY_SHIFT, X1KEY_SHIFT, PS3KEY_SHIFT, PS4KEY_SHIFT, AKEY_UNKNOWN, OSXKEY_SHIFT, IKEY_UNKNOWN, LINUXKEY_SHIFT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, SCAN_CODE_SPACE, XKEY_SPACE, X1KEY_SPACE, PS3KEY_SPACE, PS4KEY_SPACE, AKEY_UNKNOWN, OSXKEY_SPACE, IKEY_UNKNOWN, LINUXKEY_SPACE, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CROUCH, SCAN_CODE_DOWN, XKEY_C, X1KEY_C, PS3KEY_C, PS4KEY_C, AKEY_UNKNOWN, SCAN_CODE_DOWN, IKEY_UNKNOWN, SCAN_CODE_DOWN, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CONTROLLER_INCREASE, WKEY_ADD, XKEY_ADD, X1KEY_ADD, PS3KEY_ADD, PS4KEY_ADD, AKEY_UNKNOWN, OSXKEY_ADD, IKEY_UNKNOWN, LINUXKEY_ADD, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CONTROLLER_DECREASE, WKEY_SUBTRACT, XKEY_SUBTRACT, X1KEY_SUBTRACT, PS3KEY_SUBTRACT, PS4KEY_SUBTRACT, AKEY_UNKNOWN, OSXKEY_SUBTRACT, IKEY_UNKNOWN, LINUXKEY_SUBTRACT, WIIUKEY_UNKNOWN);
//digital gamepad events
DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, AKEY_UNKNOWN, GAMEPAD_SOUTH, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_SOUTH);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CROUCH, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, AKEY_UNKNOWN, GAMEPAD_LEFT_STICK, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CONTROLLER_INCREASE, GAMEPAD_RIGHT_SHOULDER_TOP, GAMEPAD_RIGHT_SHOULDER_TOP, GAMEPAD_RIGHT_SHOULDER_TOP, GAMEPAD_RIGHT_SHOULDER_TOP, GAMEPAD_RIGHT_SHOULDER_TOP, AKEY_UNKNOWN, GAMEPAD_RIGHT_SHOULDER_TOP, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_SHOULDER_TOP);
DIGITAL_INPUT_EVENT_DEF(CAMERA_CONTROLLER_DECREASE, GAMEPAD_LEFT_SHOULDER_TOP, GAMEPAD_LEFT_SHOULDER_TOP, GAMEPAD_LEFT_SHOULDER_TOP, GAMEPAD_LEFT_SHOULDER_TOP, GAMEPAD_LEFT_SHOULDER_TOP, AKEY_UNKNOWN, GAMEPAD_LEFT_SHOULDER_TOP, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_SHOULDER_TOP);
//analog gamepad events
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_X);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_Y);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_X);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_Y);
//touch events (these are defined in the samples, since overwriting is currently not well possible)
}
void SampleCCTCameraController::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val)
{
Console* console = mBase.getConsole();
if(console && console->isActive())
return;
switch (ie.m_Id)
{
case CAMERA_MOVE_FORWARD:
{
mFwd = val;
}
break;
case CAMERA_MOVE_BACKWARD:
{
mBwd = val;
}
break;
case CAMERA_MOVE_LEFT:
{
mLeft = val;
}
break;
case CAMERA_MOVE_RIGHT:
{
mRight = val;
}
break;
case CAMERA_SHIFT_SPEED:
{
mKeyShiftDown = val;
}
break;
case CAMERA_JUMP:
{
if(val)
startJump();
}
break;
case CAMERA_CROUCH:
{
if(val)
{
getControlledActor()->resizeCrouching();
}
else
{
getControlledActor()->mDoStandup = true;
}
}
break;
case CAMERA_CONTROLLER_INCREASE:
{
if(val)
{
if(mControlledIndex<mNbCCTs-1)
mControlledIndex++;
}
}
break;
case CAMERA_CONTROLLER_DECREASE:
{
if(val)
{
if(mControlledIndex)
mControlledIndex--;
}
}
break;
case CAMERA_SPEED_INCREASE:
{
if(val)
{
if(mKeyShiftDown)
{
if(mRunningSpeed * 2.0f <= mCameraMaxSpeed)
mRunningSpeed *= 2.f;
}
else
{
if(mWalkingSpeed * 2.0f <= mCameraMaxSpeed)
mWalkingSpeed *= 2.f;
if(mGamepadWalkingSpeed * 2.0f <= mCameraMaxSpeed)
mGamepadWalkingSpeed *= 2.f;
}
}
}
break;
case CAMERA_SPEED_DECREASE:
{
if(val)
{
if(mKeyShiftDown)
{
mRunningSpeed *= 0.5f;
}
else
{
mWalkingSpeed *= 0.5f;
mGamepadWalkingSpeed *= 0.5f;
}
}
}
break;
}
}
static PX_FORCE_INLINE PxReal remapAxisValue(PxReal absolutePosition)
{
return absolutePosition * absolutePosition * absolutePosition * 5.0f;
}
void SampleCCTCameraController::onAnalogInputEvent(const SampleFramework::InputEvent& ie, float val)
{
if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT)
{
mGamepadYawInc = - remapAxisValue(val);
}
else if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_UP_DOWN)
{
// PT: ideally we'd need an option to "invert Y axis" here
// mGamepadPitchInc = - remapAxisValue(val);
mGamepadPitchInc = remapAxisValue(val);
}
else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_LEFT_RIGHT)
{
mGamepadLateralInc = val;
}
else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_FORWARD_BACK)
{
mGamepadForwardInc = val;
}
}
void SampleCCTCameraController::onPointerInputEvent(const SampleFramework::InputEvent &ie, physx::PxU32, physx::PxU32, physx::PxReal dx, physx::PxReal dy, bool val)
{
if (ie.m_Id == CAMERA_MOUSE_LOOK)
{
mTargetYaw -= dx * mSensibility;
mTargetPitch += dy * mSensibility;
}
}
void SampleCCTCameraController::setView(PxReal pitch, PxReal yaw)
{
mTargetPitch = pitch;
mTargetYaw = yaw;
}
void SampleCCTCameraController::update(Camera& camera, PxReal dtime)
{
PxSceneReadLock scopedLock(mBase.getActiveScene());
// shdfnd::printFormatted("SampleCCTCameraController::update\n");
if(!mCCTs)
return;
// Update CCT
// bool doUpdate = false;
if(!mBase.isPaused() && mCCTEnabled)
{
/* PxScene& scene = mBase.getActiveScene();
static PxU32 timestamp = 0;
PxU32 t = scene.getTimestamp();
const PxU32 dt = t - timestamp;
doUpdate = t!=timestamp;
shdfnd::printFormatted("doUpdate: %d\n", doUpdate);
timestamp = t;
if(doUpdate)
dtime = float(dt) * 1.0f/60.0f;
if(doUpdate)*/
{
const PxControllerFilters filters(mFilterData, mFilterCallback, mCCTFilterCallback);
for(PxU32 i=0;i<mNbCCTs;i++)
{
PxVec3 disp;
const PxF32 heightDelta = mCCTs[i]->mJump.getHeight(dtime);
float dy;
if(heightDelta!=0.0f)
dy = heightDelta;
else
dy = mGravity * dtime;
// shdfnd::printFormatted("%f\n", dy);
if(i==mControlledIndex)
{
PxVec3 targetKeyDisplacement(0);
PxVec3 targetPadDisplacement(0);
PxVec3 forward = camera.getViewDir();
forward.y = 0;
forward.normalize();
PxVec3 up = PxVec3(0,1,0);
PxVec3 right = forward.cross(up);
// if(canJump(mCCTs[i])) // PT: prevent displacement in mid-air
{
if(mFwd) targetKeyDisplacement += forward;
if(mBwd) targetKeyDisplacement -= forward;
if(mRight) targetKeyDisplacement += right;
if(mLeft) targetKeyDisplacement -= right;
targetKeyDisplacement *= mKeyShiftDown ? mRunningSpeed : mWalkingSpeed;
targetKeyDisplacement *= dtime;
targetPadDisplacement += forward * mGamepadForwardInc * mGamepadWalkingSpeed;
targetPadDisplacement += right * mGamepadLateralInc * mGamepadWalkingSpeed;
targetPadDisplacement *= dtime;
}
disp = targetKeyDisplacement + targetPadDisplacement;
disp.y = dy;
}
else
{
disp = PxVec3(0, dy, 0);
}
if(gTransferPlatformMomentum)
{
// shdfnd::printFormatted("%d\n", mCCTs[i]->mTransferMomentum);
if(mCCTs[i]->mTransferMomentum)
{
PxVec3 dd = mCCTs[i]->mDelta * dtime;
// shdfnd::printFormatted("dd: %f %f %f (%f)\n", dd.x, dd.y, dd.z, dtime);
disp.x += dd.x;
disp.z += dd.z;
}
}
// const PxU32 flags = mCCTs[i]->mController->move(disp, 0.001f, dtime, filters, mObstacleContext);
const PxU32 flags = mCCTs[i]->mController->move(disp, 0.0f, dtime, filters, mObstacleContext);
if(flags & PxControllerCollisionFlag::eCOLLISION_DOWN)
{
// shdfnd::printFormatted("Stop jump\n");
mCCTs[i]->mJump.stopJump();
}
// shdfnd::printFormatted("%d\n", flags & PxControllerCollisionFlag::eCOLLISION_DOWN);
if(gTransferPlatformMomentum)
{
if(!flags)
{
mCCTs[i]->mTransferMomentum = true;
}
else
{
// ### optimize this
mCCTs[i]->mTransferMomentum = false;
PxControllerState cctState;
mCCTs[i]->mController->getState(cctState);
mCCTs[i]->mDelta = cctState.deltaXP;
// shdfnd::printFormatted("delta out: %f %f %f\n", cctState.deltaXP.x, cctState.deltaXP.y, cctState.deltaXP.z);
}
}
if(gDumpCCTState && i==mControlledIndex)
{
PxControllerState cctState;
mCCTs[i]->mController->getState(cctState);
shdfnd::printFormatted("\nCCT state:\n");
shdfnd::printFormatted("delta: %.02f | %.02f | %.02f\n", cctState.deltaXP.x, cctState.deltaXP.y, cctState.deltaXP.z);
shdfnd::printFormatted("touchedShape: %p\n", cctState.touchedShape);
shdfnd::printFormatted("touchedObstacleHandle: %d\n", cctState.touchedObstacleHandle);
shdfnd::printFormatted("standOnAnotherCCT: %d\n", cctState.standOnAnotherCCT);
shdfnd::printFormatted("standOnObstacle: %d\n", cctState.standOnObstacle);
shdfnd::printFormatted("isMovingUp: %d\n", cctState.isMovingUp);
shdfnd::printFormatted("collisionFlags: %d\n", cctState.collisionFlags);
}
if(gDumpCCTStats && i==mControlledIndex)
{
PxControllerStats cctStats;
mCCTs[i]->mController->getStats(cctStats);
shdfnd::printFormatted("nbIterations: %d\n", cctStats.nbIterations);
shdfnd::printFormatted("nbFullUpdates: %d\n", cctStats.nbFullUpdates);
shdfnd::printFormatted("nbPartialUpdates: %d\n", cctStats.nbPartialUpdates);
shdfnd::printFormatted("nbTessellation: %d\n", cctStats.nbTessellation);
}
}
}
}
// Update camera
PxController* cct = mCCTs[mControlledIndex]->mController;
if(cct/* && doUpdate*/)
{
mTargetYaw += mGamepadYawInc * dtime;
mTargetPitch += mGamepadPitchInc * dtime;
// Clamp pitch
if(mTargetPitch<mPitchMin) mTargetPitch = mPitchMin;
if(mTargetPitch>mPitchMax) mTargetPitch = mPitchMax;
camera.setRot(PxVec3(-mTargetPitch,-mTargetYaw,0));
//shdfnd::printFormatted("Pitch: %f\n", mTargetPitch);
PxExtendedVec3 camTarget;
if(!mLinkCameraToPhysics)
{
camTarget = cct->getFootPosition();
}
else
{
const PxVec3 delta = cct->getPosition() - cct->getFootPosition();
const PxVec3 physicsPos = cct->getActor()->getGlobalPose().p - delta;
camTarget = PxExtendedVec3(physicsPos.x, physicsPos.y, physicsPos.z);
}
const float height = 1.0f;
camTarget += PxVec3(0, height, 0);
const PxVec3 target = toVec3(camTarget) - camera.getViewDir()*5.0f;
//const PxVec3 target2 = target;
//shdfnd::printFormatted("target: %f | %f | %f\n", target.x, target.y, target.z);
camera.setPos(target);
}
}
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