234 lines
7.9 KiB
C++
234 lines
7.9 KiB
C++
#include <osg/Notify>
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#include <osg/Texture1D>
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#include <osg/TexGen>
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#include <osg/Material>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgProducer/Viewer>
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// Creates a stateset which contains a 1D texture which is populated by contour banded color
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// this is then used in conjunction with TexGen to create contoured models, either in
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// object linear coords - like contours on a map, or eye linear which contour the distance from
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// the eye. An app callback toggles between the two tex gen modes.
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osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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{
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Image* image = new osg::Image;
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int noPixels = 1024;
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// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
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image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
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image->setInternalTextureFormat(GL_RGBA);
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typedef std::vector<osg::Vec4> ColorBands;
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ColorBands colorbands;
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colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
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float nobands = colorbands.size();
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float delta = nobands/(float)noPixels;
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float pos = 0.0f;
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// fill in the image data.
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osg::Vec4* dataPtr = (osg::Vec4*)image->data();
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for(int i=0;i<noPixels;++i,pos+=delta)
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{
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//float p = floorf(pos);
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//float r = pos-p;
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//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
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//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
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osg::Vec4 color = colorbands[(int)pos];
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*dataPtr++ = color;
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}
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osg::Texture1D* texture = new osg::Texture1D;
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texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
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texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
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texture->setImage(image);
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float zBase = bs.center().z()-bs.radius();
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float zScale = 2.0f/bs.radius();
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osg::TexGen* texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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texgen->setPlane(osg::TexGen::S,osg::Vec4(0.0f,0.0f,zScale,-zBase));
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osg::Material* material = new osg::Material;
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(0,texgen,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
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return stateset;
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}
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// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
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class AnimateStateCallback : public osg::NodeCallback
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{
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public:
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AnimateStateCallback() {}
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void animateState(osg::StateSet* stateset,double time)
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{
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// here we simply get any existing texgen, and then increment its
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// plane, pushing the R coordinate through the texture.
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osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
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osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
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if (texgen)
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{
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const double timeInterval = 1.0f;
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static double previousTime = time;
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static bool state = false;
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while (time>previousTime+timeInterval)
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{
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previousTime+=timeInterval;
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state = !state;
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}
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if (state)
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{
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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}
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else
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{
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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}
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}
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::StateSet* stateset = node->getStateSet();
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if (stateset && nv->getFrameStamp())
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{
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// we have an exisitng stateset, so lets animate it.
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animateState(stateset,nv->getFrameStamp()->getReferenceTime());
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}
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// note, callback is repsonsible for scenegraph traversal so
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// should always include call the traverse(node,nv) to ensure
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// that the rest of cullbacks and the scene graph are traversed.
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traverse(node,nv);
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}
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};
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of 1D textures.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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if (arguments.argc()<=1)
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{
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arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
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return 1;
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}
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// load the images specified on command line
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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if (loadedModel)
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{
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osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
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if (!stateset)
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{
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std::cout<<"Error: failed to create 1D texture state."<<std::endl;
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return 1;
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}
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loadedModel->setStateSet(stateset);
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loadedModel->setUpdateCallback(new AnimateStateCallback());
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// add model to viewer.
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viewer.setSceneData( loadedModel );
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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}
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else
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{
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osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
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return 0;
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}
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return 0;
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}
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