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			206 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - magicavoxel loading
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*
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*   Example complexity rating: [★☆☆☆] 1/4
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*
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*   Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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*   Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2021-2025 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"        // Required for: MatrixTranslate()
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#define MAX_VOX_FILES  4
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION            330
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#else   // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION            100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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	// Initialization
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	//--------------------------------------------------------------------------------------
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	const int screenWidth = 800;
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	const int screenHeight = 450;
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	const char *voxFileNames[] = {
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		"resources/models/vox/chr_knight.vox",
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		"resources/models/vox/chr_sword.vox",
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		"resources/models/vox/monu9.vox",
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		"resources/models/vox/fez.vox"
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	};
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	InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
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	// Define the camera to look into our 3d world
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	Camera camera = { 0 };
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	camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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	camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
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	camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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	camera.fovy = 45.0f;                                // Camera field-of-view Y
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	camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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	// Load MagicaVoxel files
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	Model models[MAX_VOX_FILES] = { 0 };
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	for (int i = 0; i < MAX_VOX_FILES; i++)
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	{
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		// Load VOX file and measure time
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		double t0 = GetTime()*1000.0;
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		models[i] = LoadModel(voxFileNames[i]);
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		double t1 = GetTime()*1000.0;
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		TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
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		// Compute model translation matrix to center model on draw position (0, 0 , 0)
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		BoundingBox bb = GetModelBoundingBox(models[i]);
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		Vector3 center = { 0 };
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		center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
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		center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
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		Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
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		models[i].transform = matTranslate;
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	}
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	int currentModel = 0;
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	// Load voxel shader
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	Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
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		TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
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	// Get some required shader locations
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	shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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	// NOTE: "matModel" location name is automatically assigned on shader loading,
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	// no need to get the location again if using that uniform name
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	//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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	// Ambient light level (some basic lighting)
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	int ambientLoc = GetShaderLocation(shader, "ambient");
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	SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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	// Assign out lighting shader to model
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	for (int i = 0; i < MAX_VOX_FILES; i++)
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	{
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		Model m = models[i];
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		for (int j = 0; j < m.materialCount; j++)
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		{
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			m.materials[j].shader = shader;
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		}
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	}
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	// Create lights
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	Light lights[MAX_LIGHTS] = { 0 };
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	lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
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	lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
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	lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
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	lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
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	SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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	//--------------------------------------------------------------------------------------
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	Vector3 modelpos = { 0 };
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	Vector3 camerarot = { 0 };
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	// Main game loop
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	while (!WindowShouldClose())    // Detect window close button or ESC key
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	{
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		// Update
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		//----------------------------------------------------------------------------------
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		if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
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		{
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			const Vector2 mouseDelta = GetMouseDelta();
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			camerarot.x = mouseDelta.x * 0.05f;
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			camerarot.y = mouseDelta.y * 0.05f;
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		}
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		else
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		{
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			camerarot.x = 0;
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			camerarot.y = 0;
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		}
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		UpdateCameraPro(&camera,
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			(Vector3) {
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			(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f -      // Move forward-backward
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				(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
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				(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f -   // Move right-left
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				(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
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				0.0f                                                // Move up-down
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		},
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			camerarot,
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			GetMouseWheelMove() * -2.0f);                              // Move to target (zoom)
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		// Cycle between models on mouse click
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		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
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		// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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		float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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		SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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		// Update light values (actually, only enable/disable them)
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		for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
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		//----------------------------------------------------------------------------------
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		// Draw
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		//----------------------------------------------------------------------------------
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		BeginDrawing();
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		ClearBackground(RAYWHITE);
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		// Draw 3D model
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		BeginMode3D(camera);
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		DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
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		DrawGrid(10, 1.0);
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		// Draw spheres to show where the lights are
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		for (int i = 0; i < MAX_LIGHTS; i++)
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		{
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			if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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			else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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		}
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		EndMode3D();
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		// Display info
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		DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
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		DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
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		DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
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		DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
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		DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
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		DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
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		EndDrawing();
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		//----------------------------------------------------------------------------------
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	}
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	// De-Initialization
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	//--------------------------------------------------------------------------------------
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	// Unload models data (GPU VRAM)
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	for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
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	CloseWindow();          // Close window and OpenGL context
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	//--------------------------------------------------------------------------------------
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	return 0;
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}
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