217 lines
7.4 KiB
C++
217 lines
7.4 KiB
C++
/* SPDX-FileCopyrightText: Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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/* Shrinkwrap stuff */
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#include "BKE_bvhutils.hh"
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#include "BLI_array.hh"
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#include "BLI_bit_vector.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_span.hh"
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/*
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* Shrinkwrap is composed by a set of functions and options that define the type of shrink.
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*
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* 3 modes are available:
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* - Nearest vertex.
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* - Nearest surface.
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* - Normal projection.
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*
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* #ShrinkwrapCalcData encapsulates all needed data for shrink-wrap functions.
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* (So that you don't have to pass an enormous amount of arguments to functions)
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*/
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struct BVHTree;
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struct MDeformVert;
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struct Mesh;
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struct ModifierEvalContext;
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struct Object;
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struct ShrinkwrapGpencilModifierData;
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struct ShrinkwrapModifierData;
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struct SpaceTransform;
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/* Information about boundary edges in the mesh. */
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struct ShrinkwrapBoundaryVertData {
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/* Average direction of edges that meet here. */
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float direction[3];
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/* Closest vector to direction that is orthogonal to vertex normal. */
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float normal_plane[3];
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};
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struct ShrinkwrapBoundaryData {
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/* True if the edge belongs to exactly one face. */
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blender::BitVector<> edge_is_boundary;
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/* True if the triangle has any boundary edges. */
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blender::BitVector<> tri_has_boundary;
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/* Mapping from vertex index to boundary vertex index, or -1.
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* Used for compact storage of data about boundary vertices. */
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blender::Array<int> vert_boundary_id;
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/* Direction data about boundary vertices. */
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blender::Array<ShrinkwrapBoundaryVertData> boundary_verts;
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};
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/**
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* Free boundary data for target project.
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*/
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void BKE_shrinkwrap_compute_boundary_data(Mesh *mesh);
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/* Information about a mesh and BVH tree. */
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struct ShrinkwrapTreeData {
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Mesh *mesh;
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BVHTree *bvh;
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BVHTreeFromMesh treeData;
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blender::OffsetIndices<int> faces;
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blender::Span<int> corner_edges;
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blender::Span<blender::float3> face_normals;
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blender::Span<blender::float3> vert_normals;
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blender::Span<blender::float3> corner_normals;
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const bool *sharp_faces;
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ShrinkwrapBoundaryData *boundary;
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};
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/**
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* Checks if the modifier needs target normals with these settings.
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*/
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bool BKE_shrinkwrap_needs_normals(int shrinkType, int shrinkMode);
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/**
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* Initializes the mesh data structure from the given mesh and settings.
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*/
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bool BKE_shrinkwrap_init_tree(
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ShrinkwrapTreeData *data, Mesh *mesh, int shrinkType, int shrinkMode, bool force_normals);
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/**
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* Frees the tree data if necessary.
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*/
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void BKE_shrinkwrap_free_tree(ShrinkwrapTreeData *data);
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/**
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* Main shrink-wrap function (implementation of the shrink-wrap modifier).
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*/
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void shrinkwrapModifier_deform(ShrinkwrapModifierData *smd,
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const ModifierEvalContext *ctx,
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Scene *scene,
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Object *ob,
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Mesh *mesh,
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const MDeformVert *dvert,
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int defgrp_index,
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float (*vertexCos)[3],
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int numVerts);
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/* Implementation of the Shrinkwrap Grease Pencil modifier. */
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void shrinkwrapGpencilModifier_deform(ShrinkwrapGpencilModifierData *mmd,
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Object *ob,
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MDeformVert *dvert,
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int defgrp_index,
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float (*vertexCos)[3],
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int numVerts);
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/**
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* Used in `editmesh_mask_extract.cc` to shrink-wrap the extracted mesh to the sculpt.
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*/
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void BKE_shrinkwrap_mesh_nearest_surface_deform(Depsgraph *depsgraph,
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Scene *scene,
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Object *ob_source,
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Object *ob_target);
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/**
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* Used in `object_remesh.cc` to preserve the details and volume in the voxel remesher.
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*/
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void BKE_shrinkwrap_remesh_target_project(Mesh *src_me, Mesh *target_me, Object *ob_target);
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/**
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* This function ray-cast a single vertex and updates the hit if the "hit" is considered valid.
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*
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* \param options: Opts control whether an hit is valid or not.
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* Supported options are:
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* - #MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE (front faces hits are ignored)
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* - #MOD_SHRINKWRAP_CULL_TARGET_BACKFACE (back faces hits are ignored)
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*
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* \param transf: Take into consideration the space_transform, that is:
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* if `transf` was configured with `SPACE_TRANSFORM_SETUP( &transf, ob1, ob2)`
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* then the input (vert, dir, #BVHTreeRayHit) must be defined in ob1 coordinates space
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* and the #BVHTree must be built in ob2 coordinate space.
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* Thus it provides an easy way to cast the same ray across several trees
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* (where each tree was built on its own coords space).
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*
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* \return true if "hit" was updated.
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*/
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bool BKE_shrinkwrap_project_normal(char options,
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const float vert[3],
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const float dir[3],
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float ray_radius,
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const SpaceTransform *transf,
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ShrinkwrapTreeData *tree,
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BVHTreeRayHit *hit);
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/**
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* Maps the point to the nearest surface, either by simple nearest, or by target normal projection.
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*/
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void BKE_shrinkwrap_find_nearest_surface(ShrinkwrapTreeData *tree,
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BVHTreeNearest *nearest,
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float co[3],
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int type);
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/**
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* Compute a smooth normal of the target (if applicable) at the hit location.
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*
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* \param tree: information about the mesh.
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* \param transform: transform from the hit coordinate space to the object space; may be null.
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* \param r_no: output in hit coordinate space; may be shared with inputs.
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*/
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void BKE_shrinkwrap_compute_smooth_normal(const ShrinkwrapTreeData *tree,
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const SpaceTransform *transform,
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int tri_idx,
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const float hit_co[3],
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const float hit_no[3],
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float r_no[3]);
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/**
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* Apply the shrink to surface modes to the given original coordinates and nearest point.
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*
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* \param tree: mesh data for smooth normals.
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* \param transform: transform from the hit coordinate space to the object space; may be null.
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* \param r_point_co: may be the same memory location as `point_co`, `hit_co`, or `hit_no`.
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*/
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void BKE_shrinkwrap_snap_point_to_surface(const ShrinkwrapTreeData *tree,
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const SpaceTransform *transform,
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int mode,
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int hit_idx,
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const float hit_co[3],
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const float hit_no[3],
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float goal_dist,
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const float point_co[3],
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float r_point_co[3]);
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/*
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* NULL initializes to local data
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*/
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#define NULL_ShrinkwrapCalcData \
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{ \
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NULL, \
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}
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#define NULL_BVHTreeFromMesh \
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{ \
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NULL, \
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}
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#define NULL_BVHTreeRayHit \
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{ \
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NULL, \
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}
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#define NULL_BVHTreeNearest \
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{ \
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0, \
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}
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