mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-15 16:16:14 +00:00
Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control
This commit is contained in:
472
src/Core/Scene/CSceneNode.cpp
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472
src/Core/Scene/CSceneNode.cpp
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#include "CSceneNode.h"
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#include <Core/CRenderer.h>
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#include <gtc/quaternion.hpp>
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#include <gtx/transform.hpp>
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#include <Common/AnimUtil.h>
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#include <Common/CTransform4f.h>
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#include <Resource/CGameArea.h>
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#include <Core/CGraphics.h>
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#include <Core/CDrawUtil.h>
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#include <algorithm>
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u32 CSceneNode::smNumNodes = 0;
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CColor CSceneNode::skSelectionTint((u8) 39, 154, 167, 255);
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CSceneNode::CSceneNode(CSceneManager *pScene, CSceneNode *pParent)
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{
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smNumNodes++;
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mpScene = pScene;
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mpParent = pParent;
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mPosition = CVector3f::skZero;
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mRotation = CQuaternion::skIdentity;
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mScale = CVector3f::skOne;
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_mTransformDirty = true;
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_mInheritsPosition = true;
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_mInheritsRotation = true;
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_mInheritsScale = true;
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mLightLayerIndex = 0;
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mLightCount = 0;
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mMouseHovering = false;
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mSelected = false;
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mVisible = true;
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if (mpParent)
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mpParent->mChildren.push_back(this);
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}
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CSceneNode::~CSceneNode()
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{
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smNumNodes--;
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for (auto it = mChildren.begin(); it != mChildren.end(); it++)
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delete (*it);
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}
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// ************ VIRTUAL ************
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void CSceneNode::DrawSelection()
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{
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// Default implementation for virtual function
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CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
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}
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void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
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{
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// Default implementation for virtual function
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std::pair<bool,float> result = AABox().IntersectsRay(Tester.Ray());
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if (result.first)
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Tester.AddNode(this, -1, result.second);
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}
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bool CSceneNode::IsVisible() const
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{
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// Default implementation for virtual function
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return mVisible;
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}
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CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
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{
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// Default implementation for virtual function
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return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
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}
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CColor CSceneNode::WireframeColor() const
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{
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// Default implementation for virtual function
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return CColor::skWhite;
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}
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// ************ MAIN FUNCTIONALITY ************
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void CSceneNode::Unparent()
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{
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// May eventually want to reset XForm so global position = local position
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// Seems like a waste performance wise for the time being though
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if (mpParent)
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mpParent->RemoveChild(this);
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mpParent = nullptr;
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}
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void CSceneNode::RemoveChild(CSceneNode *pChild)
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{
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for (auto it = mChildren.begin(); it != mChildren.end(); it++)
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{
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if (*it == pChild)
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{
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mChildren.erase(it);
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break;
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}
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}
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}
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void CSceneNode::DeleteChildren()
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{
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for (auto it = mChildren.begin(); it != mChildren.end(); it++)
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delete *it;
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mChildren.clear();
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}
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void CSceneNode::SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale)
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{
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_mInheritsPosition = InheritPos;
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_mInheritsRotation = InheritRot;
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_mInheritsScale = InheritScale;
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MarkTransformChanged();
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}
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void CSceneNode::LoadModelMatrix()
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{
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CGraphics::sMVPBlock.ModelMatrix = Transform().ToMatrix4f();
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CGraphics::UpdateMVPBlock();
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}
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void CSceneNode::BuildLightList(CGameArea *pArea)
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{
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mLightCount = 0;
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mAmbientColor = CColor::skBlack;
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u32 index = mLightLayerIndex;
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if ((pArea->GetLightLayerCount() <= index) || (pArea->GetLightCount(index) == 0)) index = 0;
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struct SLightEntry {
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CLight *pLight;
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float Distance;
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SLightEntry(CLight *_pLight, float _Distance)
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: pLight(_pLight), Distance(_Distance) {}
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bool operator<(const SLightEntry& other) {
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return (Distance < other.Distance);
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}
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};
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std::vector<SLightEntry> LightEntries;
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// Default ambient color to white if there are no lights on the selected layer
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u32 numLights = pArea->GetLightCount(index);
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if (numLights == 0) mAmbientColor = CColor::skWhite;
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for (u32 iLight = 0; iLight < numLights; iLight++)
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{
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CLight* pLight = pArea->GetLight(index, iLight);
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// Ambient lights should only be present one per layer; need to check how the game deals with multiple ambients
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if (pLight->GetType() == eLocalAmbient)
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mAmbientColor = pLight->GetColor();
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// Other lights will be used depending which are closest to the node
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else
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{
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bool IsInRange = AABox().IntersectsSphere(pLight->GetPosition(), pLight->GetRadius());
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if (IsInRange)
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{
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float Dist = mPosition.Distance(pLight->GetPosition());
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LightEntries.push_back(SLightEntry(pLight, Dist));
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}
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}
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}
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// Determine which lights are closest
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std::sort(LightEntries.begin(), LightEntries.end());
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mLightCount = (LightEntries.size() > 8) ? 8 : LightEntries.size();
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for (u32 i = 0; i < mLightCount; i++)
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mLights[i] = LightEntries[i].pLight;
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}
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void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
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{
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CGraphics::sNumLights = 0;
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if (CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode)
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{
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// World lighting: world ambient color, node dynamic lights
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CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor.ToVector4f();
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for (u32 iLight = 0; iLight < mLightCount; iLight++)
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mLights[iLight]->Load();
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}
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else if (CGraphics::sLightMode == CGraphics::eBasicLighting)
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{
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// Basic lighting: default ambient color, default dynamic lights
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CGraphics::SetDefaultLighting();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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}
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else if (CGraphics::sLightMode == CGraphics::eNoLighting)
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{
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// No lighting: default ambient color, no dynamic lights
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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}
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CGraphics::UpdateLightBlock();
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}
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void CSceneNode::DrawBoundingBox() const
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{
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CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
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}
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo)
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{
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u32 SurfaceCount = pModel->GetSurfaceCount();
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for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
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{
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CAABox TransformedBox = pModel->GetSurfaceAABox(iSurf).Transformed(Transform());
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if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
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{
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if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
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pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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else
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pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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}
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}
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}
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// ************ TRANSFORM ************
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void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
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{
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switch (transformSpace)
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{
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case eWorldTransform:
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mPosition += translation;
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break;
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case eLocalTransform:
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mPosition += mRotation * translation;
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break;
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}
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MarkTransformChanged();
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}
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void CSceneNode::Rotate(const CQuaternion& rotation, ETransformSpace transformSpace)
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{
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switch (transformSpace)
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{
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case eWorldTransform:
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mRotation = rotation * mRotation;
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break;
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case eLocalTransform:
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mRotation *= rotation;
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break;
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}
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MarkTransformChanged();
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}
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void CSceneNode::Scale(const CVector3f& scale)
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{
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// No support for stretch/skew world-space scaling; local only
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mScale *= scale;
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MarkTransformChanged();
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}
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void CSceneNode::ForceRecalculateTransform() const
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{
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_mCachedTransform = CTransform4f::skIdentity;
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CalculateTransform(_mCachedTransform);
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_mCachedAABox = mLocalAABox.Transformed(_mCachedTransform);
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// Sync with children - only needed if caller hasn't marked transform changed already
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// If so, the children will already be marked
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if (!_mTransformDirty)
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{
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for (auto it = mChildren.begin(); it != mChildren.end(); it++)
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(*it)->MarkTransformChanged();
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}
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_mTransformDirty = false;
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}
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void CSceneNode::MarkTransformChanged() const
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{
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if (!_mTransformDirty)
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{
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for (auto it = mChildren.begin(); it != mChildren.end(); it++)
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(*it)->MarkTransformChanged();
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}
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_mTransformDirty = true;
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}
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const CTransform4f& CSceneNode::Transform() const
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{
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if (_mTransformDirty)
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ForceRecalculateTransform();
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return _mCachedTransform;
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}
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void CSceneNode::CalculateTransform(CTransform4f& rOut) const
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{
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// Default implementation for virtual function
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rOut.Scale(AbsoluteScale());
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rOut.Rotate(AbsoluteRotation());
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rOut.Translate(AbsolutePosition());
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}
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// ************ GETTERS ************
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TString CSceneNode::Name() const
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{
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return mName;
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}
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CSceneNode* CSceneNode::Parent() const
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{
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return mpParent;
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}
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CSceneManager* CSceneNode::Scene() const
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{
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return mpScene;
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}
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CVector3f CSceneNode::LocalPosition() const
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{
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return mPosition;
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}
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CVector3f CSceneNode::AbsolutePosition() const
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{
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CVector3f ret = mPosition;
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if ((mpParent) && (InheritsPosition()))
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ret += mpParent->AbsolutePosition();
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return ret;
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}
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CQuaternion CSceneNode::LocalRotation() const
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{
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return mRotation;
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}
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CQuaternion CSceneNode::AbsoluteRotation() const
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{
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CQuaternion ret = mRotation;
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if ((mpParent) && (InheritsRotation()))
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ret *= mpParent->AbsoluteRotation();
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return ret;
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}
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CVector3f CSceneNode::LocalScale() const
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{
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return mScale;
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}
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CVector3f CSceneNode::AbsoluteScale() const
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{
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CVector3f ret = mScale;
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if ((mpParent) && (InheritsScale()))
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ret *= mpParent->AbsoluteScale();
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return ret;
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}
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CAABox CSceneNode::AABox() const
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{
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if (_mTransformDirty)
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ForceRecalculateTransform();
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return _mCachedAABox;
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}
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CVector3f CSceneNode::CenterPoint() const
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{
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return AABox().Center();
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}
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u32 CSceneNode::LightLayerIndex() const
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{
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return mLightLayerIndex;
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}
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bool CSceneNode::MarkedVisible() const
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{
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// The reason I have this function is because the instance view needs to know whether a node is marked
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// visible independently from other factors that may affect node visibility (as returned by IsVisible()).
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// It's a little confusing, so maybe there's a better way to set this up.
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return mVisible;
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}
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bool CSceneNode::IsMouseHovering() const
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{
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return mMouseHovering;
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}
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bool CSceneNode::IsSelected() const
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{
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return mSelected;
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}
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bool CSceneNode::InheritsPosition() const
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{
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return _mInheritsPosition;
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}
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bool CSceneNode::InheritsRotation() const
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{
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return _mInheritsRotation;
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}
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bool CSceneNode::InheritsScale() const
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{
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return _mInheritsScale;
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}
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// ************ SETTERS ************
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void CSceneNode::SetName(const TString& Name)
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{
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mName = Name;
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}
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void CSceneNode::SetPosition(const CVector3f& position)
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{
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mPosition = position;
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MarkTransformChanged();
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}
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void CSceneNode::SetRotation(const CQuaternion& rotation)
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{
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mRotation = rotation;
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MarkTransformChanged();
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}
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void CSceneNode::SetRotation(const CVector3f& rotEuler)
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{
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mRotation = CQuaternion::FromEuler(rotEuler);
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MarkTransformChanged();
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}
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void CSceneNode::SetScale(const CVector3f& scale)
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{
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mScale = scale;
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MarkTransformChanged();
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}
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void CSceneNode::SetLightLayerIndex(u32 index)
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{
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mLightLayerIndex = index;
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}
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void CSceneNode::SetMouseHovering(bool Hovering)
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{
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mMouseHovering = Hovering;
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}
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void CSceneNode::SetSelected(bool Selected)
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{
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mSelected = Selected;
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}
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void CSceneNode::SetVisible(bool Visible)
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{
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mVisible = Visible;
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}
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