Corrected some of the polygonal samples and created a collective sample_poly.pro
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@ -36,16 +36,11 @@
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using namespace vcg;
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using namespace std;
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// forward declarations
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class TFace;
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class TVertex;
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struct TUsedTypes: public vcg::UsedTypes< vcg::Use<TVertex>::AsVertexType, vcg::Use<TFace>::AsFaceType >{};
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/* Definition of a mesh of triangles
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*/
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class TVertex : public Vertex< TUsedTypes,
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vertex::BitFlags,
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vertex::Coord3f,
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@ -201,9 +196,8 @@ else
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TMesh tm1;
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vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromPolyMesh(tm1,pm);
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vcg::tri::io::PlyInfo pi;
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vcg::tri::io::ExporterPLY<TMesh>::Save(tm1,"converted_tri.ply",false,pi);
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vcg::tri::io::ExporterPLY<PMesh>::Save(pm,"converted_poly.ply",false,pi);
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vcg::tri::io::ExporterPLY<TMesh>::Save(tm1,"converted_tri.ply",false);
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vcg::tri::io::ExporterPLY<PMesh>::Save(pm,"converted_poly.ply",false);
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}
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@ -74,10 +74,11 @@ struct PUsedTypes: public vcg::UsedTypes<vcg::Use<PVertex> ::AsVertexType,
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vcg::Use<PFace> ::AsFaceType>{};
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class PVertex:public vcg::Vertex< PUsedTypes,
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vcg::vertex::Coord3f,
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vcg::vertex::Normal3f,
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vcg::vertex::Mark,
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vcg::vertex::BitFlags>{} ;
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vcg::vertex::Coord3f,
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vcg::vertex::Normal3f,
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vcg::vertex::Mark,
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vcg::vertex::Qualityf,
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vcg::vertex::BitFlags>{} ;
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class PFace:public vcg::Face<
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PUsedTypes
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@ -88,6 +89,7 @@ class PFace:public vcg::Face<
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,vcg::face::PFVAdj
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,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj )
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,vcg::face::BitFlags // bit flags
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,vcg::face::Qualityf // quality
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,vcg::face::Normal3f // normal
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> {};
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@ -0,0 +1,132 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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#include <vcg/complex/algorithms/polygonal_algorithms.h>
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#include <wrap/io_trimesh/export_obj.h>
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#include <wrap/io_trimesh/import_ply.h>
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#include <wrap/io_trimesh/export_off.h>
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#include <wrap/io_trimesh/import_off.h>
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using namespace vcg;
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using namespace std;
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// forward declarations
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class TFace;
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class TVertex;
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struct TUsedTypes: public vcg::UsedTypes< vcg::Use<TVertex>::AsVertexType, vcg::Use<TFace>::AsFaceType >{};
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/* Definition of a mesh of triangles
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*/
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class TVertex : public Vertex< TUsedTypes,
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vertex::BitFlags,
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vertex::Coord3f,
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vertex::Normal3f,
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vertex::Mark >{};
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class TFace : public Face< TUsedTypes,
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face::VertexRef, // three pointers to vertices
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face::Normal3f, // normal
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face::BitFlags, // flags
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face::Mark, // incremental mark
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face::FFAdj // three pointers to adjacent faces
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> {};
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/* the mesh is a container of vertices and a container of faces */
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class TMesh : public vcg::tri::TriMesh< vector<TVertex>, vector<TFace> > {};
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/* Definition of a mesh of polygons that also supports half-edges
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*/
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class PFace;
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class PVertex;
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struct PUsedTypes: public vcg::UsedTypes<vcg::Use<PVertex> ::AsVertexType,
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vcg::Use<PFace> ::AsFaceType>{};
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class PVertex:public vcg::Vertex< PUsedTypes,
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vcg::vertex::Coord3f,
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vcg::vertex::Normal3f,
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vcg::vertex::Mark,
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vcg::vertex::Qualityf,
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vcg::vertex::Mark,
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vcg::vertex::BitFlags>{} ;
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class PFace:public vcg::Face<
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PUsedTypes
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,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h
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// It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices
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// will be allocated dynamically")
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,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj )
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,vcg::face::PFVAdj
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,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj )
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,vcg::face::BitFlags // bit flags
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,vcg::face::Qualityf // quality
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,vcg::face::Mark // incremental mark
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,vcg::face::Normal3f // normal
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> {};
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class PMesh: public
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vcg::tri::TriMesh<
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std::vector<PVertex>, // the vector of vertices
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std::vector<PFace > // the vector of faces
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>{};
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using namespace vcg;
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int main(int, char **)
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{
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TMesh tm;
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PMesh pm;
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math::MarsenneTwisterRNG RndGen;
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tri::io::ImporterOFF<PMesh>::Open(pm,"../../meshes/fertility_quad.off");
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tri::UpdateBounding<PMesh>::Box(pm);
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tri::UpdateSelection<PMesh>::VertexClear(pm);
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// randomly displace half of the vertices
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float randScale = pm.bbox.Diag()/200.0f;
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ForEachVertex(pm,[&](PVertex &v){
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if(v.P()[0] < pm.bbox.Center()[0])
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v.P() += math::GeneratePointInUnitBallUniform<float,math::MarsenneTwisterRNG>(RndGen)*randScale;
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});
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// Select half of the vertices
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ForEachVertex(pm,[&](PVertex &v){
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if(v.P()[2] < pm.bbox.Center()[2])
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v.SetS();
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});
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printf("Input quad mesh has %i %i (sel %i)\n",pm.VN(), pm.FN(), tri::UpdateSelection<PMesh>::VertexCount(pm) );
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tri::io::ImporterPLY<TMesh>::Open(tm,"../../meshes/fertility_tri.ply");
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tri::UpdateNormal<TMesh>::PerVertexNormalizedPerFaceNormalized(tm);
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printf("Input tri mesh has %i %i\n",tm.VN(), tm.FN());
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tri::io::ExporterOFF<PMesh>::Save(pm,"./smooth.off");
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PolygonalAlgorithm<PMesh>::LaplacianReproject(pm,tm,100,0.6,0.3,true);
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tri::io::ExporterOFF<PMesh>::Save(pm,"./smooth2.off");
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}
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@ -0,0 +1,3 @@
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include(../common.pri)
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TARGET = polygonmesh_smooth
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SOURCES += polygonmesh_smooth.cpp ../../../wrap/ply/plylib.cpp
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@ -42,7 +42,7 @@ class MyEdge : public vcg::Edge< MyUsedTypes > {};
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class MyFace : public vcg::Face< MyUsedTypes,
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vcg::face::FFAdj,
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vcg::face::VertexRef,
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vcg::face::Normal3f,
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vcg::face::Normal3f,
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vcg::face::BitFlags > {};
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// the main mesh class
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@ -0,0 +1,10 @@
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TEMPLATE = subdirs
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SUBDIRS = polygonmesh_base \
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polygonmesh_dual \
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polygonmesh_optimize \
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# polygonmesh_quadsimpl \
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polygonmesh_smooth \
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polygonmesh_zonohedra
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