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229 lines
5.3 KiB
Lua
229 lines
5.3 KiB
Lua
--- Various utility functions
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-- @module utils
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local modules = (...): gsub('%.[^%.]+$', '') .. "."
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local vec2 = require(modules .. "vec2")
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local vec3 = require(modules .. "vec3")
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local private = require(modules .. "_private_utils")
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local abs = math.abs
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local ceil = math.ceil
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local floor = math.floor
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local log = math.log
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local utils = {}
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-- reimplementation of math.frexp, due to its removal from Lua 5.3 :(
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-- courtesy of airstruck
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local log2 = log(2)
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local frexp = math.frexp or function(x)
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if x == 0 then return 0, 0 end
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local e = floor(log(abs(x)) / log2 + 1)
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return x / 2 ^ e, e
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end
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--- Clamps a value within the specified range.
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-- @param value Input value
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-- @param min Minimum output value
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-- @param max Maximum output value
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-- @return number
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function utils.clamp(value, min, max)
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return math.max(math.min(value, max), min)
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end
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--- Returns `value` if it is equal or greater than |`size`|, or 0.
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-- @param value
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-- @param size
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-- @return number
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function utils.deadzone(value, size)
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return abs(value) >= size and value or 0
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end
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--- Check if value is equal or greater than threshold.
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-- @param value
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-- @param threshold
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-- @return boolean
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function utils.threshold(value, threshold)
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-- I know, it barely saves any typing at all.
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return abs(value) >= threshold
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end
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--- Check if value is equal or less than threshold.
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-- @param value
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-- @param threshold
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-- @return boolean
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function utils.tolerance(value, threshold)
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-- I know, it barely saves any typing at all.
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return abs(value) <= threshold
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end
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--- Scales a value from one range to another.
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-- @param value Input value
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-- @param min_in Minimum input value
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-- @param max_in Maximum input value
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-- @param min_out Minimum output value
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-- @param max_out Maximum output value
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-- @return number
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function utils.map(value, min_in, max_in, min_out, max_out)
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return ((value) - (min_in)) * ((max_out) - (min_out)) / ((max_in) - (min_in)) + (min_out)
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end
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--- Linear interpolation.
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-- Performs linear interpolation between 0 and 1 when `low` < `progress` < `high`.
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-- @param low value to return when `progress` is 0
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-- @param high value to return when `progress` is 1
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-- @param progress (0-1)
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-- @return number
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function utils.lerp(low, high, progress)
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return low * (1 - progress) + high * progress
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end
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--- Exponential decay
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-- @param low initial value
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-- @param high target value
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-- @param rate portion of the original value remaining per second
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-- @param dt time delta
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-- @return number
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function utils.decay(low, high, rate, dt)
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return utils.lerp(low, high, 1.0 - math.exp(-rate * dt))
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end
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--- Hermite interpolation.
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-- Performs smooth Hermite interpolation between 0 and 1 when `low` < `progress` < `high`.
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-- @param progress (0-1)
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-- @param low value to return when `progress` is 0
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-- @param high value to return when `progress` is 1
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-- @return number
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function utils.smoothstep(progress, low, high)
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local t = utils.clamp((progress - low) / (high - low), 0.0, 1.0)
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return t * t * (3.0 - 2.0 * t)
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end
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--- Round number at a given precision.
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-- Truncates `value` at `precision` points after the decimal (whole number if
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-- left unspecified).
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-- @param value
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-- @param precision
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-- @return number
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utils.round = private.round
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--- Wrap `value` around if it exceeds `limit`.
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-- @param value
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-- @param limit
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-- @return number
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function utils.wrap(value, limit)
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if value < 0 then
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value = value + utils.round(((-value/limit)+1))*limit
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end
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return value % limit
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end
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--- Check if a value is a power-of-two.
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-- Returns true if a number is a valid power-of-two, otherwise false.
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-- @author undef
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-- @param value
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-- @return boolean
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function utils.is_pot(value)
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-- found here: https://love2d.org/forums/viewtopic.php?p=182219#p182219
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-- check if a number is a power-of-two
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return (frexp(value)) == 0.5
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end
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--- Check if a value is NaN
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-- Returns true if a number is not a valid number
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-- @param value
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-- @return boolean
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utils.is_nan = private.is_nan
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-- Originally from vec3
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function utils.project_on(a, b)
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local s =
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(a.x * b.x + a.y * b.y + a.z or 0 * b.z or 0) /
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(b.x * b.x + b.y * b.y + b.z or 0 * b.z or 0)
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if a.z and b.z then
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return vec3(
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b.x * s,
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b.y * s,
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b.z * s
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)
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end
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return vec2(
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b.x * s,
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b.y * s
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)
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end
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-- Originally from vec3
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function utils.project_from(a, b)
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local s =
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(b.x * b.x + b.y * b.y + b.z or 0 * b.z or 0) /
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(a.x * b.x + a.y * b.y + a.z or 0 * b.z or 0)
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if a.z and b.z then
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return vec3(
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b.x * s,
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b.y * s,
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b.z * s
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)
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end
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return vec2(
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b.x * s,
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b.y * s
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)
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end
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-- Originally from vec3
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function utils.mirror_on(a, b)
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local s =
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(a.x * b.x + a.y * b.y + a.z or 0 * b.z or 0) /
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(b.x * b.x + b.y * b.y + b.z or 0 * b.z or 0) * 2
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if a.z and b.z then
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return vec3(
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b.x * s - a.x,
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b.y * s - a.y,
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b.z * s - a.z
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)
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end
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return vec2(
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b.x * s - a.x,
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b.y * s - a.y
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)
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end
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-- Originally from vec3
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function utils.reflect(i, n)
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return i - (n * (2 * n:dot(i)))
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end
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-- Originally from vec3
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function utils.refract(i, n, ior)
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local d = n:dot(i)
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local k = 1 - ior * ior * (1 - d * d)
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if k >= 0 then
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return (i * ior) - (n * (ior * d + k ^ 0.5))
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end
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return vec3()
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end
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--- Get the sign of a number
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-- returns 1 for positive values, -1 for negative and 0 for zero.
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-- @param value
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-- @return number
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function utils.sign(n)
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if n > 0 then
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return 1
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elseif n < 0 then
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return -1
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else
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return 0
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end
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end
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return utils
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