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55
BITKit/Scripts/Camera/CameraService.cs
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55
BITKit/Scripts/Camera/CameraService.cs
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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namespace BITKit;
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/// <summary>
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/// 摄像头服务,该服务需要加载到Camera3D节点中
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/// </summary>
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public partial class CameraService:Camera3D
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{
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public static CameraService Singleton { get; private set; }
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/// <summary>
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/// 场景中所有的摄像头
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/// </summary>
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private static readonly List<IVirtualCamera> _cameras=new();
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/// <summary>
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/// 当前已激活的摄像头
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/// </summary>
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public static IVirtualCamera ActiveCamera { get; private set; }
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/// <summary>
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/// 注册摄像头
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/// </summary>
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/// <param name="camera">摄像头</param>
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/// <returns></returns>
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public static bool Register(IVirtualCamera camera) => _cameras.TryAdd(camera);
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/// <summary>
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/// 注销摄像头
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/// </summary>
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/// <param name="camera">摄像头</param>
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/// <returns></returns>
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public static bool UnRegister(IVirtualCamera camera) => _cameras.TryRemove(camera);
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public override void _Ready()
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{
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Singleton = this;
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}
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/// <summary>
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/// 处理摄像头的位置
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/// </summary>
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/// <param name="delta"></param>
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public override void _Process(double delta)
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{
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//获取所有已启用的相机并加载一个虚拟相机的数据
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foreach (var x in _cameras.Where(x => x.IsEnabled))
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{
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//应用相机坐标
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Position = x.Position;
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//应用相机角度
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Rotation = x.Rotation;
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//已加载相机位置,退出循环
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break;
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}
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}
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}
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105
BITKit/Scripts/Camera/FreeLookCamera.cs
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105
BITKit/Scripts/Camera/FreeLookCamera.cs
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using System;
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using Godot;
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namespace BITKit;
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public partial class FreeLookCamera : Node3D,IVirtualCamera
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{
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[Export]
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private int fov;
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[Export]
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private bool isEnabled;
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[Export]
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private Curve wheelCurve;
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[Export(PropertyHint.Range,"0.32,8")]
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private float distance;
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[Export] private float maxDistance;
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private Vector3 rotation;
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private Vector3 position;
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void IActivable.SetActive(bool active) => isEnabled = active;
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int IVirtualCamera.FOV => fov;
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bool IVirtualCamera.IsEnabled => isEnabled;
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// ReSharper disable once ConvertToAutoProperty
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Vector3 IVirtualCamera.Rotation =>rotation ;
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// ReSharper disable once ConvertToAutoProperty
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Vector3 IVirtualCamera.Position => position;
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private Vector3 euler;
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private bool isMoving;
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public override void _Ready()
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{
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euler = Rotation;
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position = Position;
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CameraService.Register(this);
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}
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protected override void Dispose(bool disposing)
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{
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CameraService.UnRegister(this);
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}
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public override void _Process(double delta)
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{
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var _rot = Quaternion.FromEuler(euler);
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var _dir = _rot * Vector3.Forward * distance;
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var newPos = Position - _dir;
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position = position.Lerp(newPos, 1);
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rotation = rotation.Lerp(euler, 1);
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BITAppForGodot.AllowCursor.SetDisableElements(this,Input.IsMouseButtonPressed(MouseButton.Middle));
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isMoving = Input.IsKeyPressed(Key.Shift);
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SetMeta("CurrentRot",_rot);
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}
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public override void _Input(InputEvent @event)
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{
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switch (@event)
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{
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case InputEventMouseMotion mouseMotion:
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if(Input.IsMouseButtonPressed(MouseButton.Middle) is false)break;
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if (isMoving)
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{
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var velocity = mouseMotion.Relative;
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Position +=
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Quaternion.FromEuler(euler) *
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new Vector3()
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{
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X= -velocity.X,
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Y = velocity.Y
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} * (float)GetProcessDeltaTime();
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}
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else
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{
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var mouseVelocity = mouseMotion.Relative /* 0.022f*/ * 1.81f * (float)GetProcessDeltaTime();
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euler.X -= mouseVelocity.Y;
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euler.Y -= mouseVelocity.X;
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euler.Y %= 360;
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euler.X = Math.Clamp(euler.X, -80, 80);
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}
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break;
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case InputEventMouseButton mouseButton:
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var delta =(float) GetProcessDeltaTime() * (wheelCurve?.Sample(distance*0.1f) ?? 32);
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switch (mouseButton.ButtonIndex)
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{
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case MouseButton.WheelUp:
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distance -= delta;
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break;
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case MouseButton.WheelDown:
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distance += delta;
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break;
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}
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distance = Math.Clamp(distance,0, maxDistance);
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break;
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}
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}
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}
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58
BITKit/Scripts/Camera/VirtualCamera.cs
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58
BITKit/Scripts/Camera/VirtualCamera.cs
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@@ -0,0 +1,58 @@
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using Godot;
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namespace BITKit;
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/// <summary>
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/// 虚拟相机接口定义
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/// </summary>
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public interface IVirtualCamera:IActivable
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{
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/// <summary>
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/// 相机的FOV
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/// </summary>
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int FOV { get; }
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/// <summary>
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/// 相机是否已启用
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/// </summary>
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bool IsEnabled { get; }
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/// <summary>
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/// 相机坐标
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/// </summary>
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Vector3 Position { get; }
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/// <summary>
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/// 相机旋转
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/// </summary>
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Vector3 Rotation { get; }
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}
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/// <summary>
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/// 基于Node3D的包括基础功能的虚拟相机
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/// </summary>
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public partial class VirtualCamera : Node3D, IVirtualCamera
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{
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[Export] private int fov;
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[Export] private bool isEnabled;
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public int FOV => fov;
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public bool IsEnabled => isEnabled;
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Vector3 IVirtualCamera.Position => GlobalPosition;
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Vector3 IVirtualCamera.Rotation => Rotation;
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public void SetActive(bool active)
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{
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isEnabled = active;
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}
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public override void _Ready()
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{
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CameraService.Register(this);
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}
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protected override void Dispose(bool disposing)
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{
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if (disposing)
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{
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CameraService.UnRegister(this);
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}
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}
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}
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