b16c309f82
Happy new year to the wonderful Godot community!
250 lines
6.4 KiB
C++
250 lines
6.4 KiB
C++
/*************************************************************************/
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/* vector2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in 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, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vector2.h"
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real_t Vector2::angle() const {
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return Math::atan2(y, x);
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}
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real_t Vector2::length() const {
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return Math::sqrt(x * x + y * y);
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}
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real_t Vector2::length_squared() const {
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return x * x + y * y;
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}
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void Vector2::normalize() {
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real_t l = x * x + y * y;
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if (l != 0) {
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l = Math::sqrt(l);
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x /= l;
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y /= l;
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}
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}
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Vector2 Vector2::normalized() const {
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Vector2 v = *this;
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v.normalize();
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return v;
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}
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bool Vector2::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1.0);
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}
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real_t Vector2::distance_to(const Vector2 &p_vector2) const {
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return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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}
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real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
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return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
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}
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real_t Vector2::angle_to(const Vector2 &p_vector2) const {
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return Math::atan2(cross(p_vector2), dot(p_vector2));
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}
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real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
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return Math::atan2(y - p_vector2.y, x - p_vector2.x);
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}
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real_t Vector2::dot(const Vector2 &p_other) const {
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return x * p_other.x + y * p_other.y;
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}
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real_t Vector2::cross(const Vector2 &p_other) const {
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return x * p_other.y - y * p_other.x;
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}
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Vector2 Vector2::floor() const {
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return Vector2(Math::floor(x), Math::floor(y));
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}
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Vector2 Vector2::ceil() const {
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return Vector2(Math::ceil(x), Math::ceil(y));
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}
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Vector2 Vector2::round() const {
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return Vector2(Math::round(x), Math::round(y));
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}
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Vector2 Vector2::rotated(real_t p_by) const {
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Vector2 v;
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v.set_rotation(angle() + p_by);
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v *= length();
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return v;
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}
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Vector2 Vector2::project(const Vector2 &p_b) const {
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return p_b * (dot(p_b) / p_b.length_squared());
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}
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Vector2 Vector2::snapped(const Vector2 &p_by) const {
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return Vector2(
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Math::stepify(x, p_by.x),
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Math::stepify(y, p_by.y));
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}
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Vector2 Vector2::clamped(real_t p_len) const {
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real_t l = length();
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Vector2 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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return v;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
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Vector2 p0 = p_pre_a;
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Vector2 p1 = *this;
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Vector2 p2 = p_b;
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Vector2 p3 = p_post_b;
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real_t t = p_t;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector2 out;
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out = 0.5 * ((p1 * 2.0) +
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(-p0 + p2) * t +
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(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
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return out;
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}
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector2 Vector2::slide(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2());
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#endif
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return *this - p_normal * this->dot(p_normal);
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}
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Vector2 Vector2::bounce(const Vector2 &p_normal) const {
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return -reflect(p_normal);
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}
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Vector2 Vector2::reflect(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2());
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#endif
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return 2.0 * p_normal * this->dot(p_normal) - *this;
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}
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/* Vector2i */
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Vector2i Vector2i::operator+(const Vector2i &p_v) const {
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return Vector2i(x + p_v.x, y + p_v.y);
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}
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void Vector2i::operator+=(const Vector2i &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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Vector2i Vector2i::operator-(const Vector2i &p_v) const {
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return Vector2i(x - p_v.x, y - p_v.y);
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}
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void Vector2i::operator-=(const Vector2i &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
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return Vector2i(x * p_v1.x, y * p_v1.y);
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};
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Vector2i Vector2i::operator*(const int &rvalue) const {
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return Vector2i(x * rvalue, y * rvalue);
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};
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void Vector2i::operator*=(const int &rvalue) {
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x *= rvalue;
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y *= rvalue;
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};
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Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
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return Vector2i(x / p_v1.x, y / p_v1.y);
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};
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Vector2i Vector2i::operator/(const int &rvalue) const {
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return Vector2i(x / rvalue, y / rvalue);
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};
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void Vector2i::operator/=(const int &rvalue) {
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x /= rvalue;
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y /= rvalue;
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};
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Vector2i Vector2i::operator-() const {
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return Vector2i(-x, -y);
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}
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bool Vector2i::operator==(const Vector2i &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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bool Vector2i::operator!=(const Vector2i &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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