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Merge pull request #7222 from ZappoMan/depthReticleWork
more reticle improvements
This commit is contained in:
commit
c0eef51d41
3 changed files with 111 additions and 13 deletions
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@ -22,3 +22,4 @@ Script.load("grab.js");
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Script.load("directory.js");
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Script.load("directory.js");
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Script.load("dialTone.js");
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Script.load("dialTone.js");
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Script.load("attachedEntitiesManager.js");
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Script.load("attachedEntitiesManager.js");
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Script.load("depthReticle.js");
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@ -5,6 +5,8 @@
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// Copyright 2016 High Fidelity, Inc.
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// Copyright 2016 High Fidelity, Inc.
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//
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//
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// When used in HMD, this script will make the reticle depth track to any clickable item in view.
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// When used in HMD, this script will make the reticle depth track to any clickable item in view.
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// This script also handles auto-hiding the reticle after inactivity, as well as having the reticle
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// seek the look at position upon waking up.
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//
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//
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// Distributed under the Apache License, Version 2.0.
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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@ -17,8 +19,89 @@ var desiredDepth = APPARENT_2D_OVERLAY_DEPTH;
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var TIME_BETWEEN_DEPTH_CHECKS = 100;
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var TIME_BETWEEN_DEPTH_CHECKS = 100;
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var MINIMUM_DEPTH_ADJUST = 0.01;
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var MINIMUM_DEPTH_ADJUST = 0.01;
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var NON_LINEAR_DIVISOR = 2;
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var NON_LINEAR_DIVISOR = 2;
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var MINIMUM_SEEK_DISTANCE = 0.01;
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Script.update.connect(function(deltaTime) {
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var lastMouseMove = Date.now();
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var lastMouseX = Reticle.position.x;
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var lastMouseY = Reticle.position.y;
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var HIDE_STATIC_MOUSE_AFTER = 3000; // 3 seconds
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var shouldSeekToLookAt = false;
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var fastMouseMoves = 0;
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var averageMouseVelocity = 0;
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var WEIGHTING = 1/20; // simple moving average over last 20 samples
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var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
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var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50;
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Controller.mouseMoveEvent.connect(function(mouseEvent) {
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var now = Date.now();
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// if the reticle is hidden, show it...
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if (!Reticle.visible) {
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Reticle.visible = true;
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if (HMD.active) {
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shouldSeekToLookAt = true;
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}
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} else {
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// even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it)
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// then they are probably looking for it, and we should move into seekToLookAt mode
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if (HMD.active && !shouldSeekToLookAt) {
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var dx = Reticle.position.x - lastMouseX;
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var dy = Reticle.position.y - lastMouseY;
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var dt = Math.max(1, (now - lastMouseMove)); // mSecs since last mouse move
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var mouseMoveDistance = Math.sqrt((dx*dx) + (dy*dy));
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var mouseVelocity = mouseMoveDistance / dt;
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averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * mouseVelocity);
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if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
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shouldSeekToLookAt = true;
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}
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}
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}
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lastMouseMove = now;
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lastMouseX = mouseEvent.x;
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lastMouseY = mouseEvent.y;
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});
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function seekToLookAt() {
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// if we're currently seeking the lookAt move the mouse toward the lookat
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if (shouldSeekToLookAt) {
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averageMouseVelocity = 0; // reset this, these never count for movement...
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var lookAt2D = HMD.getHUDLookAtPosition2D();
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var currentReticlePosition = Reticle.position;
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var distanceBetweenX = lookAt2D.x - Reticle.position.x;
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var distanceBetweenY = lookAt2D.y - Reticle.position.y;
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var moveX = distanceBetweenX / NON_LINEAR_DIVISOR;
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var moveY = distanceBetweenY / NON_LINEAR_DIVISOR;
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var newPosition = { x: Reticle.position.x + moveX, y: Reticle.position.y + moveY };
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var closeEnoughX = false;
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var closeEnoughY = false;
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if (moveX < MINIMUM_SEEK_DISTANCE) {
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newPosition.x = lookAt2D.x;
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closeEnoughX = true;
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}
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if (moveY < MINIMUM_SEEK_DISTANCE) {
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newPosition.y = lookAt2D.y;
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closeEnoughY = true;
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}
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Reticle.position = newPosition;
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if (closeEnoughX && closeEnoughY) {
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shouldSeekToLookAt = false;
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}
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}
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}
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function autoHideReticle() {
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// if we haven't moved in a long period of time, and we're not pointing at some
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// system overlay (like a window), then hide the reticle
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if (Reticle.visible && !Reticle.pointingAtSystemOverlay) {
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var now = Date.now();
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var timeSinceLastMouseMove = now - lastMouseMove;
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if (timeSinceLastMouseMove > HIDE_STATIC_MOUSE_AFTER) {
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Reticle.visible = false;
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}
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}
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}
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function checkReticleDepth() {
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var now = Date.now();
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var now = Date.now();
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var timeSinceLastDepthCheck = now - lastDepthCheckTime;
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var timeSinceLastDepthCheck = now - lastDepthCheckTime;
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if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS) {
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if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS) {
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@ -56,6 +139,9 @@ Script.update.connect(function(deltaTime) {
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}
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}
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}
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}
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}
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function moveToDesiredDepth() {
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// move the reticle toward the desired depth
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// move the reticle toward the desired depth
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if (desiredDepth != Reticle.depth) {
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if (desiredDepth != Reticle.depth) {
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@ -69,4 +155,13 @@ Script.update.connect(function(deltaTime) {
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Reticle.setDepth(newDepth);
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Reticle.setDepth(newDepth);
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}
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}
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}
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Script.update.connect(function(deltaTime) {
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autoHideReticle(); // auto hide reticle for desktop or HMD mode
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if (HMD.active) {
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seekToLookAt(); // handle moving the reticle toward the look at
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checkReticleDepth(); // make sure reticle is at correct depth
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moveToDesiredDepth(); // move the fade the reticle to the desired depth
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}
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});
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});
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@ -212,19 +212,21 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
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geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
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geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
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//draw the mouse pointer
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//draw the mouse pointer
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// Get the mouse coordinates and convert to NDC [-1, 1]
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if (getReticleVisible()) {
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vec2 canvasSize = qApp->getCanvasSize(); // desktop, use actual canvas...
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// Get the mouse coordinates and convert to NDC [-1, 1]
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vec2 mousePosition = toNormalizedDeviceScale(vec2(qApp->getMouse()), canvasSize);
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vec2 canvasSize = qApp->getCanvasSize(); // desktop, use actual canvas...
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// Invert the Y axis
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vec2 mousePosition = toNormalizedDeviceScale(vec2(qApp->getMouse()), canvasSize);
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mousePosition.y *= -1.0f;
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// Invert the Y axis
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mousePosition.y *= -1.0f;
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Transform model;
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Transform model;
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model.setTranslation(vec3(mousePosition, 0));
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model.setTranslation(vec3(mousePosition, 0));
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vec2 mouseSize = CURSOR_PIXEL_SIZE / canvasSize;
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vec2 mouseSize = CURSOR_PIXEL_SIZE / canvasSize;
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model.setScale(vec3(mouseSize, 1.0f));
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model.setScale(vec3(mouseSize, 1.0f));
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batch.setModelTransform(model);
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batch.setModelTransform(model);
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bindCursorTexture(batch);
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bindCursorTexture(batch);
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geometryCache->renderUnitQuad(batch, vec4(1));
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geometryCache->renderUnitQuad(batch, vec4(1));
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}
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});
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});
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}
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}
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