212 lines
6.3 KiB
Rust
212 lines
6.3 KiB
Rust
mod r#box;
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mod cylinder;
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mod sphere;
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use self::cylinder::{create_cylinder_field_flex, CylinderField};
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use self::r#box::{create_box_field_flex, BoxField};
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use self::sphere::{create_sphere_field_flex, SphereField};
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use super::spatial::Spatial;
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use super::Node;
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use crate::core::client::Client;
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use anyhow::{anyhow, Result};
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use glam::{vec2, vec3a, Vec3, Vec3A};
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use stardust_xr::flex::FlexBuffable;
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use stardust_xr::values::parse_vec3;
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use std::ops::Deref;
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use std::sync::Arc;
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pub trait FieldTrait {
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fn local_distance(&self, p: Vec3A) -> f32;
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fn local_normal(&self, p: Vec3A, r: f32) -> Vec3A {
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let d = self.local_distance(p);
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let e = vec2(r, 0_f32);
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let n = vec3a(d, d, d)
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- vec3a(
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self.local_distance(vec3a(e.x, e.y, e.y)),
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self.local_distance(vec3a(e.y, e.x, e.y)),
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self.local_distance(vec3a(e.y, e.y, e.x)),
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);
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n.normalize()
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}
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fn local_closest_point(&self, p: Vec3A, r: f32) -> Vec3A {
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p - (self.local_normal(p, r) * self.local_distance(p))
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}
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fn distance(&self, reference_space: &Spatial, p: Vec3A) -> f32 {
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let reference_to_local_space =
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Spatial::space_to_space_matrix(Some(reference_space), Some(self.spatial_ref()));
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let local_p = reference_to_local_space.transform_point3a(p);
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self.local_distance(local_p)
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}
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fn normal(&self, reference_space: &Spatial, p: Vec3A, r: f32) -> Vec3A {
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let reference_to_local_space =
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Spatial::space_to_space_matrix(Some(reference_space), Some(self.spatial_ref()));
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let local_p = reference_to_local_space.transform_point3a(p);
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reference_to_local_space
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.inverse()
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.transform_vector3a(self.local_normal(local_p, r))
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}
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fn closest_point(&self, reference_space: &Spatial, p: Vec3A, r: f32) -> Vec3A {
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let reference_to_local_space =
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Spatial::space_to_space_matrix(Some(reference_space), Some(self.spatial_ref()));
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let local_p = reference_to_local_space.transform_point3a(p);
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reference_to_local_space
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.inverse()
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.transform_point3a(self.local_closest_point(local_p, r))
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}
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fn add_field_methods(&self, node: &Arc<Node>) {
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node.add_local_method("distance", field_distance_flex);
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node.add_local_method("normal", field_normal_flex);
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node.add_local_method("closest_point", field_closest_point_flex);
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}
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fn spatial_ref(&self) -> &Spatial;
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}
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fn field_distance_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -> Result<Vec<u8>> {
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let flex_vec = flexbuffers::Reader::get_root(data)?.get_vector()?;
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let reference_space = calling_client
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.scenegraph
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.get_node(flex_vec.idx(0).as_str())
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.ok_or_else(|| anyhow!("Reference space node does not exist"))?
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.spatial
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.get()
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.ok_or_else(|| anyhow!("Reference space node does not have a spatial"))?
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.clone();
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let point = parse_vec3(flex_vec.idx(1)).ok_or_else(|| anyhow!("Point is invalid"))?;
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let distance = node
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.field
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.get()
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.unwrap()
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.distance(reference_space.as_ref(), point.into());
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Ok(FlexBuffable::from(distance).build_singleton())
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}
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fn field_normal_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -> Result<Vec<u8>> {
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let flex_vec = flexbuffers::Reader::get_root(data)?.get_vector()?;
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let reference_space = calling_client
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.scenegraph
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.get_node(flex_vec.idx(0).as_str())
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.ok_or_else(|| anyhow!("Reference space node does not exist"))?
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.spatial
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.get()
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.ok_or_else(|| anyhow!("Reference space node does not have a spatial"))?
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.clone();
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let point = parse_vec3(flex_vec.idx(1)).ok_or_else(|| anyhow!("Point is invalid"))?;
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let normal = node.field.get().as_ref().unwrap().normal(
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reference_space.as_ref(),
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point.into(),
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0.001_f32,
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);
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Ok(FlexBuffable::from(mint::Vector3::from(normal)).build_singleton())
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}
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fn field_closest_point_flex(
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node: &Node,
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calling_client: Arc<Client>,
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data: &[u8],
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) -> Result<Vec<u8>> {
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let flex_vec = flexbuffers::Reader::get_root(data)?.get_vector()?;
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let reference_space = calling_client
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.scenegraph
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.get_node(flex_vec.idx(0).as_str())
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.ok_or_else(|| anyhow!("Reference space node does not exist"))?
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.spatial
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.get()
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.ok_or_else(|| anyhow!("Reference space node does not have a spatial"))?
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.clone();
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let point = parse_vec3(flex_vec.idx(1)).ok_or_else(|| anyhow!("Point is invalid"))?;
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let closest_point =
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node.field
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.get()
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.unwrap()
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.closest_point(reference_space.as_ref(), point.into(), 0.001_f32);
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Ok(FlexBuffable::from(mint::Vector3::from(closest_point)).build_singleton())
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}
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pub enum Field {
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Box(BoxField),
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Cylinder(CylinderField),
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Sphere(SphereField),
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}
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impl Deref for Field {
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type Target = dyn FieldTrait;
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fn deref(&self) -> &Self::Target {
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match self {
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Field::Box(field) => field,
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Field::Cylinder(field) => field,
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Field::Sphere(field) => field,
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}
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}
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}
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pub fn create_interface(client: &Arc<Client>) {
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let node = Node::create(client, "", "field", false);
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node.add_local_signal("createBoxField", create_box_field_flex);
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node.add_local_signal("createCylinderField", create_cylinder_field_flex);
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node.add_local_signal("createSphereField", create_sphere_field_flex);
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node.add_to_scenegraph();
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}
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pub struct Ray {
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pub origin: Vec3,
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pub direction: Vec3,
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pub space: Arc<Spatial>,
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}
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pub struct RayMarchResult {
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pub ray: Ray,
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pub distance: f32,
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pub deepest_point_distance: f32,
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pub ray_length: f32,
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pub ray_steps: u32,
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}
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// const MIN_RAY_STEPS: u32 = 0;
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const MAX_RAY_STEPS: u32 = 1000;
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const MIN_RAY_MARCH: f32 = 0.001_f32;
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const MAX_RAY_MARCH: f32 = f32::MAX;
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// const MIN_RAY_LENGTH: f32 = 0_f32;
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const MAX_RAY_LENGTH: f32 = 1000_f32;
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pub fn ray_march(ray: Ray, field: &Field) -> RayMarchResult {
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let mut result = RayMarchResult {
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ray,
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distance: f32::MAX,
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deepest_point_distance: 0_f32,
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ray_length: 0_f32,
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ray_steps: 0,
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};
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let ray_to_field_matrix =
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Spatial::space_to_space_matrix(Some(&result.ray.space), Some(field.spatial_ref()));
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let mut ray_point = ray_to_field_matrix.transform_point3a(result.ray.origin.into());
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let ray_direction = ray_to_field_matrix.transform_vector3a(result.ray.direction.into());
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while result.ray_steps < MAX_RAY_STEPS && result.ray_length < MAX_RAY_LENGTH {
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let distance = field.local_distance(ray_point);
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let march_distance = distance.clamp(MIN_RAY_MARCH, MAX_RAY_MARCH);
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result.ray_length += march_distance;
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ray_point += ray_direction * march_distance;
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if result.distance > distance {
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result.deepest_point_distance = result.ray_length;
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}
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result.distance = distance.min(result.distance);
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result.ray_steps += 1;
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}
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result
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}
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