0e5a99390e
If the user does not set the albedo color to pure white, then the
multiplication with a value different from 1 will produce modulated colors.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit 1f6709d6e3
)
169 lines
9.7 KiB
XML
169 lines
9.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiMesh" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides high-performance mesh instancing.
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</brief_description>
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<description>
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MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow, since each object is submitted to the GPU then drawn individually.
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MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
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As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
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<link>$DOCS_URL/tutorials/performance/using_multimesh.html</link>
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</tutorials>
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<methods>
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<method name="get_aabb" qualifiers="const">
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<return type="AABB" />
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<description>
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Returns the visibility axis-aligned bounding box in local space. See also [method VisualInstance.get_transformed_aabb].
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</description>
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</method>
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<method name="get_instance_color" qualifiers="const">
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<return type="Color" />
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<argument index="0" name="instance" type="int" />
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<description>
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Gets a specific instance's color.
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</description>
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</method>
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<method name="get_instance_custom_data" qualifiers="const">
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<return type="Color" />
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<argument index="0" name="instance" type="int" />
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<description>
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Returns the custom data that has been set for a specific instance.
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</description>
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</method>
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<method name="get_instance_transform" qualifiers="const">
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<return type="Transform" />
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<argument index="0" name="instance" type="int" />
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<description>
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Returns the [Transform] of a specific instance.
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</description>
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</method>
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<method name="get_instance_transform_2d" qualifiers="const">
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<return type="Transform2D" />
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<argument index="0" name="instance" type="int" />
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<description>
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Returns the [Transform2D] of a specific instance.
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</description>
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</method>
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<method name="reset_instance_physics_interpolation">
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<return type="void" />
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<argument index="0" name="instance" type="int" />
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<description>
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When using [i]physics interpolation[/i], this function allows you to prevent interpolation on an instance in the current physics tick.
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This allows you to move instances instantaneously, and should usually be used when initially placing an instance such as a bullet to prevent graphical glitches.
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</description>
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</method>
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<method name="set_as_bulk_array">
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<return type="void" />
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<argument index="0" name="array" type="PoolRealArray" />
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<description>
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Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
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All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
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[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
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</description>
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</method>
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<method name="set_as_bulk_array_interpolated">
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<return type="void" />
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<argument index="0" name="array_current" type="PoolRealArray" />
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<argument index="1" name="array_previous" type="PoolRealArray" />
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<description>
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An alternative version of [method MultiMesh.set_as_bulk_array] which can be used with [i]physics interpolation[/i]. This method takes two arrays, and can set the data for the current and previous tick in one go. The renderer will automatically interpolate the data at each frame.
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This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems.
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When the order of instances is coherent, the simpler [method MultiMesh.set_as_bulk_array] can still be used with interpolation.
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</description>
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</method>
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<method name="set_instance_color">
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<return type="void" />
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<argument index="0" name="instance" type="int" />
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<argument index="1" name="color" type="Color" />
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<description>
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Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
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For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
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</description>
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</method>
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<method name="set_instance_custom_data">
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<return type="void" />
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<argument index="0" name="instance" type="int" />
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<argument index="1" name="custom_data" type="Color" />
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<description>
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Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
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</description>
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</method>
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<method name="set_instance_transform">
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<return type="void" />
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<argument index="0" name="instance" type="int" />
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<argument index="1" name="transform" type="Transform" />
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<description>
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Sets the [Transform] for a specific instance.
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</description>
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</method>
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<method name="set_instance_transform_2d">
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<return type="void" />
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<argument index="0" name="instance" type="int" />
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<argument index="1" name="transform" type="Transform2D" />
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<description>
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Sets the [Transform2D] for a specific instance.
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</description>
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</method>
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</methods>
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<members>
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<member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat" default="0">
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Format of colors in color array that gets passed to shader.
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</member>
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<member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat" default="0">
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Format of custom data in custom data array that gets passed to shader.
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</member>
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<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
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Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
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</member>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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Mesh to be drawn.
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</member>
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<member name="physics_interpolation_quality" type="int" setter="set_physics_interpolation_quality" getter="get_physics_interpolation_quality" enum="MultiMesh.PhysicsInterpolationQuality" default="0">
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Choose whether to use an interpolation method that favors speed or quality.
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When using low physics tick rates (typically below 20) or high rates of object rotation, you may get better results from the high quality setting.
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[b]Note:[/b] Fast quality does not equate to low quality. Except in the special cases mentioned above, the quality should be comparable to high quality.
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</member>
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<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
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Format of transform used to transform mesh, either 2D or 3D.
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</member>
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<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
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Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
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</member>
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</members>
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<constants>
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<constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
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Use this when using 2D transforms.
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</constant>
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<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
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Use this when using 3D transforms.
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</constant>
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<constant name="COLOR_NONE" value="0" enum="ColorFormat">
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Use when you are not using per-instance [Color]s.
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</constant>
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<constant name="COLOR_8BIT" value="1" enum="ColorFormat">
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Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
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</constant>
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<constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
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The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
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</constant>
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<constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
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Use when you are not using per-instance custom data.
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</constant>
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<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
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</constant>
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<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
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The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
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</constant>
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<constant name="INTERP_QUALITY_FAST" value="0" enum="PhysicsInterpolationQuality">
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Always interpolate using Basis lerping, which can produce warping artifacts in some situations.
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</constant>
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<constant name="INTERP_QUALITY_HIGH" value="1" enum="PhysicsInterpolationQuality">
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Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping.
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</constant>
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</constants>
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</class>
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