test
testing
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using UnityEngine;
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using System.Collections;
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[System.Serializable]
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public class BendingSegment {
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public Transform firstTransform;
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public Transform lastTransform;
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public float thresholdAngleDifference = 0;
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public float bendingMultiplier = 0.6f;
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public float maxAngleDifference = 30;
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public float maxBendingAngle = 80;
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public float responsiveness = 5;
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internal float angleH;
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internal float angleV;
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internal Vector3 dirUp;
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internal Vector3 referenceLookDir;
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internal Vector3 referenceUpDir;
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internal int chainLength;
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internal Quaternion[] origRotations;
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}
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[System.Serializable]
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public class NonAffectedJoints {
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public Transform joint;
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public float effect = 0;
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}
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public class HeadLookController : MonoBehaviour {
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public Transform rootNode;
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public BendingSegment[] segments;
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public NonAffectedJoints[] nonAffectedJoints;
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public Vector3 headLookVector = Vector3.forward;
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public Vector3 headUpVector = Vector3.up;
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public Transform target;
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public float effect = 1;
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public bool overrideAnimation = false;
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void Start () {
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if (rootNode == null) {
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rootNode = transform;
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}
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// Setup segments
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foreach (BendingSegment segment in segments) {
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Quaternion parentRot = segment.firstTransform.parent.rotation;
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Quaternion parentRotInv = Quaternion.Inverse(parentRot);
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segment.referenceLookDir =
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parentRotInv * rootNode.rotation * headLookVector.normalized;
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segment.referenceUpDir =
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parentRotInv * rootNode.rotation * headUpVector.normalized;
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segment.angleH = 0;
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segment.angleV = 0;
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segment.dirUp = segment.referenceUpDir;
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segment.chainLength = 1;
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Transform t = segment.lastTransform;
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while (t != segment.firstTransform && t != t.root) {
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segment.chainLength++;
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t = t.parent;
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}
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segment.origRotations = new Quaternion[segment.chainLength];
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t = segment.lastTransform;
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for (int i=segment.chainLength-1; i>=0; i--) {
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segment.origRotations[i] = t.localRotation;
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t = t.parent;
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}
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}
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}
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void LateUpdate () {
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if (Time.deltaTime == 0)
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return;
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// Remember initial directions of joints that should not be affected
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Vector3[] jointDirections = new Vector3[nonAffectedJoints.Length];
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for (int i=0; i<nonAffectedJoints.Length; i++) {
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foreach (Transform child in nonAffectedJoints[i].joint) {
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jointDirections[i] = child.position - nonAffectedJoints[i].joint.position;
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break;
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}
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}
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// Handle each segment
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foreach (BendingSegment segment in segments) {
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Transform t = segment.lastTransform;
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if (overrideAnimation) {
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for (int i=segment.chainLength-1; i>=0; i--) {
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t.localRotation = segment.origRotations[i];
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t = t.parent;
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}
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}
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Quaternion parentRot = segment.firstTransform.parent.rotation;
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Quaternion parentRotInv = Quaternion.Inverse(parentRot);
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// Desired look direction in world space
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Vector3 lookDirWorld = (target.position - segment.lastTransform.position).normalized;
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// Desired look directions in neck parent space
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Vector3 lookDirGoal = (parentRotInv * lookDirWorld);
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// Get the horizontal and vertical rotation angle to look at the target
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float hAngle = AngleAroundAxis(
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segment.referenceLookDir, lookDirGoal, segment.referenceUpDir
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);
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Vector3 rightOfTarget = Vector3.Cross(segment.referenceUpDir, lookDirGoal);
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Vector3 lookDirGoalinHPlane =
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lookDirGoal - Vector3.Project(lookDirGoal, segment.referenceUpDir);
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float vAngle = AngleAroundAxis(
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lookDirGoalinHPlane, lookDirGoal, rightOfTarget
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);
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// Handle threshold angle difference, bending multiplier,
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// and max angle difference here
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float hAngleThr = Mathf.Max(
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0, Mathf.Abs(hAngle) - segment.thresholdAngleDifference
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) * Mathf.Sign(hAngle);
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float vAngleThr = Mathf.Max(
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0, Mathf.Abs(vAngle) - segment.thresholdAngleDifference
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) * Mathf.Sign(vAngle);
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hAngle = Mathf.Max(
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Mathf.Abs(hAngleThr) * Mathf.Abs(segment.bendingMultiplier),
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Mathf.Abs(hAngle) - segment.maxAngleDifference
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) * Mathf.Sign(hAngle) * Mathf.Sign(segment.bendingMultiplier);
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vAngle = Mathf.Max(
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Mathf.Abs(vAngleThr) * Mathf.Abs(segment.bendingMultiplier),
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Mathf.Abs(vAngle) - segment.maxAngleDifference
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) * Mathf.Sign(vAngle) * Mathf.Sign(segment.bendingMultiplier);
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// Handle max bending angle here
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hAngle = Mathf.Clamp(hAngle, -segment.maxBendingAngle, segment.maxBendingAngle);
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vAngle = Mathf.Clamp(vAngle, -segment.maxBendingAngle, segment.maxBendingAngle);
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Vector3 referenceRightDir =
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Vector3.Cross(segment.referenceUpDir, segment.referenceLookDir);
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// Lerp angles
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segment.angleH = Mathf.Lerp(
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segment.angleH, hAngle, Time.deltaTime * segment.responsiveness
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);
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segment.angleV = Mathf.Lerp(
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segment.angleV, vAngle, Time.deltaTime * segment.responsiveness
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);
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// Get direction
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lookDirGoal = Quaternion.AngleAxis(segment.angleH, segment.referenceUpDir)
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* Quaternion.AngleAxis(segment.angleV, referenceRightDir)
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* segment.referenceLookDir;
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// Make look and up perpendicular
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Vector3 upDirGoal = segment.referenceUpDir;
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Vector3.OrthoNormalize(ref lookDirGoal, ref upDirGoal);
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// Interpolated look and up directions in neck parent space
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Vector3 lookDir = lookDirGoal;
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segment.dirUp = Vector3.Slerp(segment.dirUp, upDirGoal, Time.deltaTime*5);
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Vector3.OrthoNormalize(ref lookDir, ref segment.dirUp);
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// Look rotation in world space
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Quaternion lookRot = (
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(parentRot * Quaternion.LookRotation(lookDir, segment.dirUp))
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* Quaternion.Inverse(
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parentRot * Quaternion.LookRotation(
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segment.referenceLookDir, segment.referenceUpDir
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)
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)
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);
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// Distribute rotation over all joints in segment
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Quaternion dividedRotation =
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Quaternion.Slerp(Quaternion.identity, lookRot, effect / segment.chainLength);
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t = segment.lastTransform;
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for (int i=0; i<segment.chainLength; i++) {
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t.rotation = dividedRotation * t.rotation;
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t = t.parent;
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}
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}
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// Handle non affected joints
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for (int i=0; i<nonAffectedJoints.Length; i++) {
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Vector3 newJointDirection = Vector3.zero;
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foreach (Transform child in nonAffectedJoints[i].joint) {
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newJointDirection = child.position - nonAffectedJoints[i].joint.position;
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break;
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}
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Vector3 combinedJointDirection = Vector3.Slerp(
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jointDirections[i], newJointDirection, nonAffectedJoints[i].effect
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);
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nonAffectedJoints[i].joint.rotation = Quaternion.FromToRotation(
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newJointDirection, combinedJointDirection
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) * nonAffectedJoints[i].joint.rotation;
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}
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}
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// The angle between dirA and dirB around axis
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public static float AngleAroundAxis (Vector3 dirA, Vector3 dirB, Vector3 axis) {
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// Project A and B onto the plane orthogonal target axis
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dirA = dirA - Vector3.Project(dirA, axis);
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dirB = dirB - Vector3.Project(dirB, axis);
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// Find (positive) angle between A and B
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float angle = Vector3.Angle(dirA, dirB);
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// Return angle multiplied with 1 or -1
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return angle * (Vector3.Dot(axis, Vector3.Cross(dirA, dirB)) < 0 ? -1 : 1);
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}
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}
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