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https://git.coom.tech/drummyfish/small3dlib.git
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Add visibility
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parent
cc2e1f08ef
commit
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4 changed files with 71 additions and 20 deletions
80
img2array.py
80
img2array.py
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@ -20,6 +20,8 @@ if len(sys.argv) < 2:
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quit()
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quit()
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FILENAME = ""
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FILENAME = ""
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PALETTE = ""
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USE_PALETTE = False
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NAME = "texture"
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NAME = "texture"
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GUARDS = False
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GUARDS = False
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OUT_WIDTH = 64
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OUT_WIDTH = 64
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@ -34,17 +36,34 @@ for s in sys.argv:
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GUARDS = True
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GUARDS = True
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elif s[:2] == "-n":
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elif s[:2] == "-n":
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NAME = s[2:]
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NAME = s[2:]
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elif s[:2] == "-p":
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PALETTE = s[2:]
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USE_PALETTE = True
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else:
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else:
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FILENAME = s
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FILENAME = s
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imageArray = []
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paletteColors = []
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paletteArray = []
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image = Image.open(FILENAME).convert("RGB")
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image = Image.open(FILENAME).convert("RGB")
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pixels = image.load()
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pixels = image.load()
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if len(PALETTE) > 0:
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palette = Image.open(PALETTE).convert("RGB")
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pixelsPal = palette.load()
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for y in range(palette.size[1]):
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for x in range(palette.size[0]):
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c = pixelsPal[x,y]
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paletteColors.append(c)
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paletteArray.append(c[0])
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paletteArray.append(c[1])
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paletteArray.append(c[2])
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image2 = Image.new("RGB",(OUT_WIDTH,OUT_HEIGHT),color="white")
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image2 = Image.new("RGB",(OUT_WIDTH,OUT_HEIGHT),color="white")
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pixels2 = image2.load()
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pixels2 = image2.load()
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imageArray = []
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for y in range(OUT_HEIGHT):
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for y in range(OUT_HEIGHT):
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for x in range(OUT_WIDTH):
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for x in range(OUT_WIDTH):
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coord = (
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coord = (
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@ -53,27 +72,38 @@ for y in range(OUT_HEIGHT):
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pixel = pixels[coord]
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pixel = pixels[coord]
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imageArray.append(pixel)
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if USE_PALETTE:
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closestIndex = 0
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closestDiff = 1024
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pixels2[x,y] = pixel
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# find the index of the closest color:
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for i in range(len(paletteColors)):
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c = paletteColors[i]
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diff = abs(pixel[0] - c[0]) + abs(pixel[1] - c[1]) + abs(pixel[2] - c[2])
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if diff < closestDiff:
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closestIndex = i
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closestDiff = diff
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imageArray.append(closestIndex)
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pixels2[x,y] = paletteColors[closestIndex]
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else:
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imageArray.append(pixel[0])
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imageArray.append(pixel[1])
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imageArray.append(pixel[2])
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pixels2[x,y] = pixel
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#-----------------------
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#-----------------------
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if GUARDS:
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def printArray(array, name, sizeString):
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print("#ifndef " + NAME.upper() + "_TEXTURE_H")
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print("uint8_t " + name + "[" + sizeString + "] = {")
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print("#define " + NAME.upper() + "_TEXTURE_H\n")
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arrayString = ""
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print("#define " + NAME.upper() + "_WIDTH " + str(OUT_WIDTH))
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lineLen = 0
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print("#define " + NAME.upper() + "_HEIGHT " + str(OUT_HEIGHT))
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print("")
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print("uint8_t " + NAME + "Texture[" + NAME.upper() + "_WIDTH * " + NAME.upper() + "_HEIGHT * 3] = {")
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arrayString = ""
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lineLen = 0
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for v in array:
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item = str(v) + ","
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for v in imageArray:
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for c in v:
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item = str(c) + ","
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lineLen += len(item)
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lineLen += len(item)
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@ -83,8 +113,20 @@ for v in imageArray:
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arrayString += item
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arrayString += item
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print(arrayString[:-1])
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print(arrayString[:-1])
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print("}; // " + NAME + "Texture")
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print("}; // " + name + "\n")
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if GUARDS:
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print("#ifndef " + NAME.upper() + "_TEXTURE_H")
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print("#define " + NAME.upper() + "_TEXTURE_H\n")
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if USE_PALETTE:
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printArray(paletteArray,NAME + "Palette",str(len(paletteArray)))
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printArray(imageArray,NAME + "Texture",NAME.upper() + "_WIDTH * " + NAME.upper() + "_HEIGHT * 3")
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print("#define " + NAME.upper() + "_WIDTH " + str(OUT_WIDTH))
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print("#define " + NAME.upper() + "_HEIGHT " + str(OUT_HEIGHT))
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if GUARDS:
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if GUARDS:
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print("\n#endif // guard")
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print("\n#endif // guard")
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@ -453,6 +453,7 @@ typedef struct
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- 0 none
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- 0 none
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- 1 clock-wise
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- 1 clock-wise
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- 2 counter clock-wise */
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- 2 counter clock-wise */
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int8_t visible; /**< Can be used to easily hide the model. */
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} S3L_DrawConfig;
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} S3L_DrawConfig;
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void S3L_initDrawConfig(S3L_DrawConfig *config);
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void S3L_initDrawConfig(S3L_DrawConfig *config);
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@ -1042,6 +1043,7 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
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void S3L_initDrawConfig(S3L_DrawConfig *config)
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void S3L_initDrawConfig(S3L_DrawConfig *config)
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{
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{
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config->backfaceCulling = 1;
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config->backfaceCulling = 1;
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config->visible = 1;
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}
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}
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static inline void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl
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static inline void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl
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@ -1797,6 +1799,9 @@ void S3L_drawScene(S3L_Scene scene)
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for (modelIndex = 0; modelIndex < scene.modelCount; ++modelIndex)
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for (modelIndex = 0; modelIndex < scene.modelCount; ++modelIndex)
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{
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{
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if (!scene.models[modelIndex].config.visible)
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continue;
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#if S3L_SORT != 0
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#if S3L_SORT != 0
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if (S3L_sortArrayLength >= S3L_MAX_TRIANGES_DRAWN)
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if (S3L_sortArrayLength >= S3L_MAX_TRIANGES_DRAWN)
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break;
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break;
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@ -12,7 +12,7 @@
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#define S3L_FLAT 0
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_PERSPECTIVE_CORRECTION11
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#define S3L_SORT 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_Z_BUFFER 1
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4
todo.txt
4
todo.txt
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@ -8,6 +8,10 @@ features:
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- back-to-front (slower, better memory efficiency) DONE
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- back-to-front (slower, better memory efficiency) DONE
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- front-to-back (faster, but needs 1bit stencil buffer) DONE
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- front-to-back (faster, but needs 1bit stencil buffer) DONE
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- dithered barycentric interpolation function that is faster than normal
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interpolation -- it will randomly picky one of three values, with greater
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probabilities at greater coords
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- option to disable baycentric coordinates computing DONE
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- option to disable baycentric coordinates computing DONE
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- Z-buffer:
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- Z-buffer:
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