2011-04-27 11:58:34 +00:00
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/*
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* Copyright 2006, NVIDIA Corporation Ignacio Castano <icastano@nvidia.com>
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*
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* Modifications copyright (c) 2011, Blender Foundation.
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "subd_face.h"
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#include "subd_ring.h"
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#include "subd_stencil.h"
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#include "subd_vert.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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#include "util_math.h"
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CCL_NAMESPACE_BEGIN
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/* Utility for sorting verts by index */
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class vertex_compare
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{
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public:
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const vector<int>& index;
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vertex_compare(const vector<int>& index_) : index(index_) {}
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bool operator()(int a, int b) const { return index[a] < index[b]; }
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};
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/* Subd Face Ring */
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SubdFaceRing::SubdFaceRing(SubdFace *face, SubdEdge *firstEdge)
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{
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m_face = face;
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m_firstEdge = firstEdge;
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m_num_edges = face->num_edges();
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assert(m_num_edges == 3 || m_num_edges == 4);
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initVerts();
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}
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int SubdFaceRing::num_verts()
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{
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return m_verts.size();
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}
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SubdVert *SubdFaceRing::vertexAt(int i)
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{
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return m_verts[i];
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}
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int SubdFaceRing::vert_index(SubdVert *vertex)
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{
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int count = this->num_verts();
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for(int i = 0; i < count; i++)
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if(m_verts[i] == vertex)
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return i;
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assert(0);
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return 0;
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}
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void SubdFaceRing::evaluate_stencils(float3 *P, StencilMask *mask, int num)
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{
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/* first we sort verts by id. this way verts will always be added
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2012-06-09 17:22:52 +00:00
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* in the same order to ensure the exact same float ops happen for control
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* points of other patches, so we get water-tight patches */
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2011-04-27 11:58:34 +00:00
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int num_verts = m_verts.size();
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vector<int> vmap(num_verts);
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vector<int> vertid(num_verts);
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for(int v = 0; v < num_verts; v++) {
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vmap[v] = v;
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vertid[v] = m_verts[v]->id;
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}
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sort(vmap.begin(), vmap.end(), vertex_compare(vertid));
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/* then evaluate the stencils */
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for(int j = 0; j < num; j++) {
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float3 p = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < num_verts; i++) {
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int idx = vmap[i];
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p += m_verts[idx]->co * mask[j][idx];
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}
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P[j] = p;
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}
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}
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bool SubdFaceRing::is_triangle()
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{
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return m_num_edges == 3;
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}
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bool SubdFaceRing::is_quad()
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{
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return m_num_edges == 4;
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}
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int SubdFaceRing::num_edges()
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{
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return m_num_edges;
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}
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bool SubdFaceRing::is_regular(SubdFace *face)
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{
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if(!is_quad(face))
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return false;
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for(SubdFace::EdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
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SubdEdge *edge = it.current();
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/* regular faces don't have boundary edges */
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if(edge->is_boundary())
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return false;
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/* regular faces only have ordinary verts */
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if(edge->vert->valence() != 4)
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return false;
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/* regular faces are only adjacent to quads */
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for(SubdVert::EdgeIterator eit(edge); !eit.isDone(); eit.advance())
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if(eit.current()->face == NULL || eit.current()->face->num_edges() != 4)
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return false;
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}
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return true;
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}
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bool SubdFaceRing::is_triangle(SubdFace *face)
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{
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return face->num_edges() == 3;
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}
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bool SubdFaceRing::is_quad(SubdFace *face)
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{
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return face->num_edges() == 4;
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}
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bool SubdFaceRing::is_boundary(SubdFace *face)
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{
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/* note that face->is_boundary() returns a different result. That function
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2012-06-09 17:22:52 +00:00
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* returns true when any of the *edges* are on the boundary. however, this
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* function returns true if any of the face *verts* are on the boundary. */
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2011-04-27 11:58:34 +00:00
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for(SubdFace::EdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
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SubdEdge *edge = it.current();
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if(edge->vert->is_boundary())
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return true;
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}
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return false;
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}
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void SubdFaceRing::initVerts()
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{
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m_verts.reserve(16);
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/* add face verts */
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for(SubdFace::EdgeIterator it(m_firstEdge); !it.isDone(); it.advance()) {
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SubdEdge *edge = it.current();
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m_verts.push_back(edge->from());
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}
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// @@ Add support for non manifold surfaces!
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// The fix:
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// - not all colocals should point to the same edge.
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// - multiple colocals could belong to different boundaries, make sure they point to the right one.
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// @@ When the face neighborhood wraps that could result in overlapping stencils.
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// Add surronding verts.
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for(SubdFace::EdgeIterator it(m_firstEdge); !it.isDone(); it.advance()) {
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SubdEdge *firstEdge = it.current();
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int i = 0;
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/* traverse edges around vertex */
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for(SubdVert::ReverseEdgeIterator eit(firstEdge); !eit.isDone(); eit.advance(), i++) {
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SubdEdge *edge = eit.current();
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assert(edge->from()->co == firstEdge->from()->co);
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add_vert(edge->to());
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if(edge->face != NULL)
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add_vert(edge->next->to());
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}
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assert(i == firstEdge->from()->valence());
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}
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}
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void SubdFaceRing::add_vert(SubdVert *vertex)
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{
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/* avoid having duplicate verts */
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if(!has_vert(vertex))
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m_verts.push_back(vertex);
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}
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bool SubdFaceRing::has_vert(SubdVert *vertex)
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{
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int num_verts = m_verts.size();
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for(int i = 0; i < num_verts; i++)
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if(m_verts[i]->co == vertex->co)
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return true;
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return false;
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}
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CCL_NAMESPACE_END
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