b486678290
Library -Artifacts
215 lines
8.3 KiB
C#
215 lines
8.3 KiB
C#
using System.Collections.Generic;
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using System;
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using System.Linq;
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using UnityEngine.Rendering.Universal.LibTessDotNet;
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namespace UnityEngine.Rendering.Universal
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{
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internal class ShadowUtility
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{
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internal struct Edge : IComparable<Edge>
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{
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public int vertexIndex0;
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public int vertexIndex1;
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public Vector4 tangent;
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private bool compareReversed; // This is done so that edge AB can equal edge BA
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public void AssignVertexIndices(int vi0, int vi1)
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{
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vertexIndex0 = vi0;
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vertexIndex1 = vi1;
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compareReversed = vi0 > vi1;
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}
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public int Compare(Edge a, Edge b)
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{
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int adjustedVertexIndex0A = a.compareReversed ? a.vertexIndex1 : a.vertexIndex0;
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int adjustedVertexIndex1A = a.compareReversed ? a.vertexIndex0 : a.vertexIndex1;
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int adjustedVertexIndex0B = b.compareReversed ? b.vertexIndex1 : b.vertexIndex0;
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int adjustedVertexIndex1B = b.compareReversed ? b.vertexIndex0 : b.vertexIndex1;
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// Sort first by VI0 then by VI1
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int deltaVI0 = adjustedVertexIndex0A - adjustedVertexIndex0B;
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int deltaVI1 = adjustedVertexIndex1A - adjustedVertexIndex1B;
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if (deltaVI0 == 0)
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return deltaVI1;
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else
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return deltaVI0;
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}
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public int CompareTo(Edge edgeToCompare)
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{
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return Compare(this, edgeToCompare);
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}
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}
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static Edge CreateEdge(int triangleIndexA, int triangleIndexB, List<Vector3> vertices, List<int> triangles)
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{
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Edge retEdge = new Edge();
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retEdge.AssignVertexIndices(triangles[triangleIndexA], triangles[triangleIndexB]);
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Vector3 vertex0 = vertices[retEdge.vertexIndex0];
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vertex0.z = 0;
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Vector3 vertex1 = vertices[retEdge.vertexIndex1];
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vertex1.z = 0;
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Vector3 edgeDir = Vector3.Normalize(vertex1 - vertex0);
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retEdge.tangent = Vector3.Cross(-Vector3.forward, edgeDir);
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return retEdge;
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}
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static void PopulateEdgeArray(List<Vector3> vertices, List<int> triangles, List<Edge> edges)
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{
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for (int triangleIndex = 0; triangleIndex < triangles.Count; triangleIndex += 3)
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{
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edges.Add(CreateEdge(triangleIndex, triangleIndex + 1, vertices, triangles));
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edges.Add(CreateEdge(triangleIndex + 1, triangleIndex + 2, vertices, triangles));
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edges.Add(CreateEdge(triangleIndex + 2, triangleIndex, vertices, triangles));
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}
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}
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static bool IsOutsideEdge(int edgeIndex, List<Edge> edgesToProcess)
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{
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int previousIndex = edgeIndex - 1;
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int nextIndex = edgeIndex + 1;
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int numberOfEdges = edgesToProcess.Count;
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Edge currentEdge = edgesToProcess[edgeIndex];
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return (previousIndex < 0 || (currentEdge.CompareTo(edgesToProcess[edgeIndex - 1]) != 0)) && (nextIndex >= numberOfEdges || (currentEdge.CompareTo(edgesToProcess[edgeIndex + 1]) != 0));
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}
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static void SortEdges(List<Edge> edgesToProcess)
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{
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edgesToProcess.Sort();
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}
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static void CreateShadowTriangles(List<Vector3> vertices, List<Color> colors, List<int> triangles, List<Vector4> tangents, List<Edge> edges)
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{
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for (int edgeIndex = 0; edgeIndex < edges.Count; edgeIndex++)
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{
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if (IsOutsideEdge(edgeIndex, edges))
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{
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Edge edge = edges[edgeIndex];
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tangents[edge.vertexIndex1] = -edge.tangent;
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int newVertexIndex = vertices.Count;
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vertices.Add(vertices[edge.vertexIndex0]);
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colors.Add(colors[edge.vertexIndex0]);
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tangents.Add(-edge.tangent);
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triangles.Add(edge.vertexIndex0);
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triangles.Add(newVertexIndex);
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triangles.Add(edge.vertexIndex1);
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}
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}
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}
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static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights)
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{
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return data[0];
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}
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static void InitializeTangents(int tangentsToAdd, List<Vector4> tangents)
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{
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for (int i = 0; i < tangentsToAdd; i++)
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tangents.Add(Vector4.zero);
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}
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static internal void ComputeBoundingSphere(Vector3[] shapePath, out BoundingSphere boundingSphere)
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{
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float minX = float.MaxValue;
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float maxX = float.MinValue;
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float minY = float.MaxValue;
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float maxY = float.MinValue;
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// Add outline vertices
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int pathLength = shapePath.Length;
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for (int i = 0; i < pathLength; i++)
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{
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Vector3 vertex = shapePath[i];
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if (minX > vertex.x)
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minX = vertex.x;
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if (maxX < vertex.x)
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maxX = vertex.x;
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if (minY > vertex.y)
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minY = vertex.y;
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if (maxY < vertex.y)
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maxY = vertex.y;
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}
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// Calculate bounding sphere (circle)
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Vector3 origin = new Vector2(0.5f * (minX + maxX), 0.5f * (minY + maxY));
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float deltaX = maxX - minX;
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float deltaY = maxY - minY;
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float radius = 0.5f * Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY);
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boundingSphere.position = origin;
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boundingSphere.radius = radius;
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}
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public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath)
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{
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List<Vector3> vertices = new List<Vector3>();
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List<int> triangles = new List<int>();
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List<Vector4> tangents = new List<Vector4>();
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List<Color> extrusion = new List<Color>();
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// Create interior geometry
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int pointCount = shapePath.Length;
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var inputs = new ContourVertex[2 * pointCount];
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for (int i = 0; i < pointCount; i++)
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{
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Color extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[i].x, shapePath[i].y);
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int nextPoint = (i + 1) % pointCount;
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inputs[2 * i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y, Z = 0 }, Data = extrusionData };
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extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[nextPoint].x, shapePath[nextPoint].y);
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Vector2 midPoint = 0.5f * (shapePath[i] + shapePath[nextPoint]);
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inputs[2 * i + 1] = new ContourVertex() { Position = new Vec3() { X = midPoint.x, Y = midPoint.y, Z = 0 }, Data = extrusionData };
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}
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Tess tessI = new Tess();
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tessI.AddContour(inputs, ContourOrientation.Original);
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tessI.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3, InterpCustomVertexData);
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var indicesI = tessI.Elements.Select(i => i).ToArray();
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var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray();
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var extrusionI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray();
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vertices.AddRange(verticesI);
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triangles.AddRange(indicesI);
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extrusion.AddRange(extrusionI);
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InitializeTangents(vertices.Count, tangents);
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List<Edge> edges = new List<Edge>();
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PopulateEdgeArray(vertices, triangles, edges);
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SortEdges(edges);
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CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges);
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Color[] finalExtrusion = extrusion.ToArray();
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Vector3[] finalVertices = vertices.ToArray();
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int[] finalTriangles = triangles.ToArray();
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Vector4[] finalTangents = tangents.ToArray();
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mesh.Clear();
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mesh.vertices = finalVertices;
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mesh.triangles = finalTriangles;
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mesh.tangents = finalTangents;
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mesh.colors = finalExtrusion;
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BoundingSphere retSphere;
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ComputeBoundingSphere(shapePath, out retSphere);
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return retSphere;
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}
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}
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}
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