[1520] | 1 | #ifndef _RayCaster_H__
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| 2 | #define _RayCaster_H__
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| 3 |
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| 4 | #include "Containers.h"
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| 5 | #include <string>
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[1528] | 6 | #include "Vector3.h"
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[2014] | 7 | #include "VssRay.h"
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[1528] | 8 |
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[2176] | 9 | //
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[1520] | 10 |
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| 11 |
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| 12 | namespace GtpVisibilityPreprocessor {
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| 13 |
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| 14 |
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| 15 | class Intersectable;
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| 16 | class VssRay;
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| 17 | class SimpleRayContainer;
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| 18 | class AxisAlignedBox3;
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[1528] | 19 | //class Vector3;
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[1520] | 20 | struct VssRayContainer;
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| 21 | class Preprocessor;
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[1528] | 22 | struct SimpleRay;
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[1520] | 23 |
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[1528] | 24 |
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[1520] | 25 | /** This class provides an interface for ray casting.
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| 26 | */
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| 27 | class RayCaster
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| 28 | {
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[1528] | 29 |
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[1520] | 30 | public:
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| 31 |
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| 32 | enum {
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| 33 | INTERNAL_RAYCASTER = 0,
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| 34 | INTEL_RAYCASTER
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| 35 | };
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| 36 |
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| 37 | RayCaster(const Preprocessor &preprocessor);
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| 38 |
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[1521] | 39 | virtual ~RayCaster();
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[1520] | 40 |
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| 41 | virtual int Type() const = 0;
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| 42 |
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[1521] | 43 | /** Wrapper for casting single ray.
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[1545] | 44 | @returns ray or NULL if invalid
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[1521] | 45 | */
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[1932] | 46 | VssRay *CastRay(const SimpleRay &simpleRay,
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[1990] | 47 | const AxisAlignedBox3 &box,
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[1996] | 48 | const bool castDoubleRay);
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[1521] | 49 |
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[1932] | 50 | virtual int CastRay(const SimpleRay &simpleRay,
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| 51 | VssRayContainer &vssRays,
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| 52 | const AxisAlignedBox3 &box,
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| 53 | const bool castDoubleRay,
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[1996] | 54 | const bool pruneInvalidRays = true) = 0;
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[1520] | 55 |
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[2063] | 56 | virtual void CastRays16(SimpleRayContainer &rays,
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| 57 | VssRayContainer &vssRays,
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| 58 | const AxisAlignedBox3 &sbox,
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| 59 | const bool castDoubleRay,
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| 60 | const bool pruneInvalidRays = true) = 0;
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[1974] | 61 |
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[2076] | 62 | virtual void CastRays(
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| 63 | SimpleRayContainer &rays,
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| 64 | VssRayContainer &vssRays,
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| 65 | const AxisAlignedBox3 &sbox,
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| 66 | const bool castDoubleRay,
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| 67 | const bool pruneInvalidRays = true);
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[2077] | 68 |
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| 69 | /*virtual void CastRaysEye4(SimpleRayContainer &rays,
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[2063] | 70 | VssRayContainer &vssRays,
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| 71 | const AxisAlignedBox3 &sbox,
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| 72 | const bool castDoubleRay,
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| 73 | const bool pruneInvalidRays = true) = 0;
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| 74 | */
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| 75 | virtual void
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| 76 | SortRays(SimpleRayContainer &rays);
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[1974] | 77 |
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| 78 |
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[2012] | 79 | // pool of vss rays to be used in one pass of the sampling
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| 80 | struct VssRayPool {
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[2161] | 81 | VssRayPool(): mRays(NULL), mIndex(0), mNumber(0)
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| 82 | {}
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| 83 |
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| 84 | ~VssRayPool()
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| 85 | {
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| 86 | DEL_PTR(mRays);
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[2014] | 87 | }
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| 88 |
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[2012] | 89 | void Reserve(const int number) {
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[2164] | 90 | DEL_PTR(mRays);
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| 91 | mRays = new VssRay[number];
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| 92 | mNumber = number;
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[2012] | 93 | }
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[2014] | 94 |
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[2012] | 95 | void Clear() {
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| 96 | mIndex = 0;
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| 97 | }
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| 98 | VssRay *Alloc() {
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[2048] | 99 | // reset pool
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| 100 | if (mIndex == mNumber)
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| 101 | mIndex = 0;
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[2069] | 102 | return mRays + mIndex ++;
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[2012] | 103 | }
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[2161] | 104 | protected:
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[2014] | 105 | VssRay *mRays;
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[2012] | 106 | int mIndex;
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[2048] | 107 | int mNumber;
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[2012] | 108 | };
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| 109 |
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| 110 | VssRayPool mVssRayPool;
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| 111 |
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| 112 | void ReserveVssRayPool(const int n) {
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| 113 | mVssRayPool.Reserve(n);
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| 114 | }
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| 115 |
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| 116 | void InitPass() {
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| 117 | mVssRayPool.Clear();
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| 118 | }
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| 119 |
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| 120 |
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[1520] | 121 | protected:
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[2187] | 122 |
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| 123 | VssRay *RequestRay(const Vector3 &origin,
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| 124 | const Vector3 &termination,
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| 125 | Intersectable *originObject,
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| 126 | Intersectable *terminationObject,
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| 127 | const int pass,
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| 128 | const float pdf);
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| 129 |
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[1984] | 130 | void _SortRays(SimpleRayContainer &rays,
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| 131 | const int l,
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| 132 | const int r,
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| 133 | const int depth,
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| 134 | float box[12]);
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| 135 |
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[1974] | 136 | struct Intersection
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[2069] | 137 | {
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| 138 | Intersection(): mObject(NULL), mFaceId(0)
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| 139 | {}
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[1520] | 140 |
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[2069] | 141 | Intersection(const Vector3 &p, const Vector3 &n, Intersectable *o, const int f):
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| 142 | mPoint(p), mNormal(n), mObject(o), mFaceId(f)
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| 143 | {}
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[1528] | 144 |
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[2069] | 145 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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| 146 | {}
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| 147 | Vector3 mPoint;
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| 148 | Vector3 mNormal;
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| 149 | Intersectable *mObject;
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| 150 | int mFaceId;
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| 151 | };
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[1528] | 152 |
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[1824] | 153 |
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[2069] | 154 | int ProcessRay(const SimpleRay &ray,
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| 155 | Intersection &hitA,
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| 156 | Intersection &hitB,
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| 157 | VssRayContainer &vssRays,
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| 158 | const AxisAlignedBox3 &box,
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| 159 | const bool castDoubleRay,
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| 160 | const bool pruneInvalidRays = true);
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[1520] | 161 |
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[2069] | 162 | /** Checks if ray is valid.
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[2161] | 163 | I.e., the ray is in valid view space.
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| 164 | @note: clamps the ray to valid view space.
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[2069] | 165 | */
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| 166 | bool ValidateRay(const Vector3 &origin,
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| 167 | const Vector3 &direction,
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| 168 | const AxisAlignedBox3 &box,
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| 169 | Intersection &hit);
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[1942] | 170 |
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[2069] | 171 | bool
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| 172 | ClipToViewSpaceBox(const Vector3 &origin,
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| 173 | const Vector3 &termination,
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| 174 | Vector3 &clippedOrigin,
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| 175 | Vector3 &clippedTermination);
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[2012] | 176 |
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| 177 |
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| 178 |
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| 179 |
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[2069] | 180 |
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| 181 |
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[2012] | 182 | const Preprocessor &mPreprocessor;
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[1520] | 183 | };
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| 184 |
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| 185 |
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| 186 | }
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| 187 |
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| 188 | #endif
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