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stage: simplify apply_transform
This simplifies the implementation of the ClutterStage apply_transform vfunc by using the new cogl_matrix_view_2d_in_perspective utility API which can setup up a view transform for a given perspective so that a cross section of the view frustum at an arbitrary depth can be mapped directly to 2D stage coordinates with (0,0) at the top left.
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@ -76,6 +76,8 @@
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#include "cogl/cogl.h"
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#include "cogl/cogl.h"
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#include <math.h>
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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@ -115,6 +117,8 @@ struct _ClutterStagePrivate
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ClutterColor color;
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ClutterColor color;
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ClutterPerspective perspective;
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ClutterPerspective perspective;
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CoglMatrix projection;
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CoglMatrix projection;
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CoglMatrix inverse_projection;
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CoglMatrix view;
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float viewport[4];
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float viewport[4];
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ClutterFog fog;
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ClutterFog fog;
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@ -1019,65 +1023,11 @@ clutter_stage_real_apply_transform (ClutterActor *stage,
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CoglMatrix *matrix)
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CoglMatrix *matrix)
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{
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
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ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
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CoglMatrix perspective;
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gfloat z_camera;
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gfloat width, height;
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/*
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* In theory, we can compute the camera distance from screen as:
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*
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* 0.5 * tan (FOV)
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*
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* However, it's better to compute the z_camera from our projection
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* matrix so that we get a 1:1 mapping at the screen distance. Consider
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* the upper-left corner of the screen. It has object coordinates
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* (0,0,0), so by the transform below, ends up with eye coordinate
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*
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* x_eye = x_object / width - 0.5 = - 0.5
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* y_eye = (height - y_object) / width - 0.5 = 0.5
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* z_eye = z_object / width - z_camera = - z_camera
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*
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* From cogl_perspective(), we know that the projection matrix has
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* the form:
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*
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* (x, 0, 0, 0)
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* (0, y, 0, 0)
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* (0, 0, c, d)
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* (0, 0, -1, 0)
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*
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* Applied to the above, we get clip coordinates of
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*
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* x_clip = x * (- 0.5)
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* y_clip = y * 0.5
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* w_clip = - 1 * (- z_camera) = z_camera
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*
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* Dividing through by w to get normalized device coordinates, we
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* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
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* The upper left corner of the screen has normalized device coordinates,
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* (-1, 1), so to have the correct 1:1 mapping, we have to have:
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*
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* z_camera = 0.5 * x = 0.5 * y
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*
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* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
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* doesn't make sense.
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*/
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cogl_matrix_init_identity (&perspective);
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cogl_matrix_perspective (&perspective,
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priv->perspective.fovy,
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priv->perspective.aspect,
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priv->perspective.z_near,
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priv->perspective.z_far);
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z_camera = 0.5f * perspective.xx;
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clutter_actor_get_size (stage, &width, &height);
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/* FIXME: we probably shouldn't be explicitly reseting the matrix
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* here... */
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cogl_matrix_init_identity (matrix);
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cogl_matrix_init_identity (matrix);
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cogl_matrix_translate (matrix, -0.5f, -0.5f, -z_camera);
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cogl_matrix_multiply (matrix, matrix, &priv->view);
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cogl_matrix_scale (matrix,
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1.0f / width, -1.0f / height, 1.0f / width);
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cogl_matrix_translate (matrix, 0.0f, -1.0f * height, 0.0f);
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}
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}
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static void
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static void
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@ -1641,8 +1591,10 @@ clutter_stage_init (ClutterStage *self)
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priv->color = default_stage_color;
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priv->color = default_stage_color;
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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priv->perspective.fovy = 60.0; /* 60 Degrees */
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priv->perspective.fovy = 60.0; /* 60 Degrees */
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priv->perspective.aspect = 1.0;
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priv->perspective.aspect = (float)geom.width / (float)geom.height;
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priv->perspective.z_near = 0.1;
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priv->perspective.z_near = 0.1;
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priv->perspective.z_far = 100.0;
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priv->perspective.z_far = 100.0;
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@ -1652,6 +1604,17 @@ clutter_stage_init (ClutterStage *self)
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priv->perspective.aspect,
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priv->perspective.aspect,
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priv->perspective.z_near,
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priv->perspective.z_near,
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priv->perspective.z_far);
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priv->perspective.z_far);
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cogl_matrix_get_inverse (&priv->projection,
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&priv->inverse_projection);
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cogl_matrix_init_identity (&priv->view);
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cogl_matrix_view_2d_in_perspective (&priv->view,
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priv->perspective.fovy,
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priv->perspective.aspect,
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priv->perspective.z_near,
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50, /* distance to 2d plane */
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geom.width,
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geom.height);
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/* depth cueing */
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/* depth cueing */
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priv->fog.z_near = 1.0;
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priv->fog.z_near = 1.0;
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@ -1668,7 +1631,6 @@ clutter_stage_init (ClutterStage *self)
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g_signal_connect (self, "notify::min-height",
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g_signal_connect (self, "notify::min-height",
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G_CALLBACK (clutter_stage_notify_min_size), NULL);
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G_CALLBACK (clutter_stage_notify_min_size), NULL);
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
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_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
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_clutter_stage_set_pick_buffer_valid (self, FALSE, CLUTTER_PICK_ALL);
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_clutter_stage_set_pick_buffer_valid (self, FALSE, CLUTTER_PICK_ALL);
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@ -1795,6 +1757,8 @@ clutter_stage_set_perspective (ClutterStage *stage,
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priv->perspective.aspect,
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priv->perspective.aspect,
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priv->perspective.z_near,
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priv->perspective.z_near,
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priv->perspective.z_far);
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priv->perspective.z_far);
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cogl_matrix_get_inverse (&priv->projection,
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&priv->inverse_projection);
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priv->dirty_projection = TRUE;
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priv->dirty_projection = TRUE;
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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@ -2746,6 +2710,8 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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if (priv->dirty_viewport)
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if (priv->dirty_viewport)
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{
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{
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ClutterPerspective perspective;
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CLUTTER_NOTE (PAINT,
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CLUTTER_NOTE (PAINT,
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"Setting up the viewport { w:%f, h:%f }",
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"Setting up the viewport { w:%f, h:%f }",
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priv->viewport[2], priv->viewport[3]);
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priv->viewport[2], priv->viewport[3]);
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@ -2755,6 +2721,18 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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priv->viewport[2],
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priv->viewport[2],
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priv->viewport[3]);
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priv->viewport[3]);
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perspective = priv->perspective;
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perspective.aspect = priv->viewport[2] / priv->viewport[3];
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clutter_stage_set_perspective (stage, &perspective);
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cogl_matrix_init_identity (&priv->view);
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cogl_matrix_view_2d_in_perspective (&priv->view,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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50, /* depth of 2d plane */
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priv->viewport[2],
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priv->viewport[3]);
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priv->dirty_viewport = FALSE;
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priv->dirty_viewport = FALSE;
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}
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}
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