214 lines
7.5 KiB
C#
214 lines
7.5 KiB
C#
using System;
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using System.Drawing;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit, Size = 7 * 4 * sizeof(float) + sizeof(bool), Pack = 16)]
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public struct Matrix3x4
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{
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[FieldOffset(0)] internal Mat4 mat;
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[FieldOffset(4 * 4 * sizeof(float))] internal Mat3 transpose;
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[FieldOffset(7 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0 * 4 * sizeof(float))] public vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public vec3d Colum2;
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[FieldOffset(3 * 4 * sizeof(float))] public vec3d Colum3;
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public Matrix3x4(
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float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13,
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float a20, float a21, float a22, float a23
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)
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{
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mat.colum0 = new Vector4(a00, a10, a20, 0);
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mat.colum0 = new Vector4(a01, a11, a21, 0);
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mat.colum0 = new Vector4(a02, a12, a22, 0);
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mat.colum0 = new Vector4(a03, a13, a23, 0);
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}
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internal Matrix3x4(
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Vector4 c0,
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Vector4 c1,
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Vector4 c2,
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Vector4 c3
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)
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{
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mat.colum0 = c0;
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mat.colum1 = c1;
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mat.colum2 = c2;
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mat.colum3 = c3;
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}
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internal Matrix3x4(Mat4 mat)
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{
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this.mat = mat;
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}
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public unsafe float this[int rowNum, int columNum]
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{
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get
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{
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if (rowNum > 2 || rowNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum > 3 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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return *(float*)pbit;
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}
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}
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set
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{
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if (rowNum > 2 || rowNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum > 3 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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*(float*)pbit = value;
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}
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isTransposed = false;
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}
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}
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internal unsafe void InternalTranspose()
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{
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if (!isTransposed)
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{
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fixed (Mat4* source = &this.mat)
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fixed (Mat3* target = &this.transpose)
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{
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internalIO.Transpose4to3_internal(source, target);
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}
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isTransposed = true;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
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{
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return new Matrix3x4(
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left.mat.colum0 + right.mat.colum0,
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left.mat.colum1 + right.mat.colum1,
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left.mat.colum2 + right.mat.colum2,
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left.mat.colum3 + right.mat.colum3
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
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{
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return new Matrix3x4(
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left.mat.colum0 - right.mat.colum0,
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left.mat.colum1 - right.mat.colum1,
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left.mat.colum2 - right.mat.colum2,
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left.mat.colum3 - right.mat.colum3
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x4 operator *(Matrix3x4 mat, float value)
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{
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return new Matrix3x4(
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mat.mat.colum0 * value,
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mat.mat.colum1 * value,
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mat.mat.colum2 * value,
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mat.mat.colum3 * value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x4 operator /(Matrix3x4 mat, float value)
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{
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return new Matrix3x4(
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mat.mat.colum0 / value,
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mat.mat.colum1 / value,
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mat.mat.colum2 / value,
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mat.mat.colum3 / value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 operator *(Matrix3x4 left, Matrix4x2 right)
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{
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left.InternalTranspose();
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return new Matrix3x2(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x3 operator *(Matrix3x4 left, Matrix4x3 right)
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{
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left.InternalTranspose();
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return new Matrix3x3(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x4 operator *(Matrix3x4 left, Matrix4x4 right)
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{
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left.InternalTranspose();
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return new Matrix3x4(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum3)
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);
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}
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}
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}
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