[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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[2543] | 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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| 81 | VssRayPool(): mRays(NULL), mIndex(0), mNumber(0)
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| 82 | {}
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[2161] | 83 |
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[2543] | 84 | ~VssRayPool()
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| 85 | {
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| 86 | DEL_PTR(mRays);
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| 87 | }
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| 88 |
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| 89 | void Reserve(const int number) {
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| 90 | DEL_PTR(mRays);
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| 91 | mRays = new VssRay[number];
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| 92 | mNumber = number;
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| 93 | }
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| 94 |
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| 95 | void Clear() {
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[2048] | 96 | mIndex = 0;
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[2543] | 97 | }
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| 98 | VssRay *Alloc() {
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| 99 | // reset pool
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| 100 | if (mIndex == mNumber)
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| 101 | mIndex = 0;
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| 102 | return mRays + mIndex ++;
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| 103 | }
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| 104 | protected:
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| 105 | VssRay *mRays;
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| 106 | int mIndex;
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| 107 | int mNumber;
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| 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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[2012] | 114 | }
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| 115 |
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[2543] | 116 | void InitPass() {
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| 117 | mVssRayPool.Clear();
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| 118 | }
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[2012] | 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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[2543] | 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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[2187] | 129 |
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[2543] | 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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[1520] | 135 |
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[2543] | 136 | struct Intersection
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| 137 | {
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| 138 | Intersection(): mObject(NULL), mFaceId(0)
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| 139 | {}
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[1528] | 140 |
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[2543] | 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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[2543] | 145 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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| 146 | {}
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[1824] | 147 |
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[1520] | 148 |
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[2543] | 149 | ////////////
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[1942] | 150 |
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[2543] | 151 | Vector3 mPoint;
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| 152 | Vector3 mNormal;
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| 153 | Intersectable *mObject;
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| 154 | int mFaceId;
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| 155 | };
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[2012] | 156 |
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| 157 |
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[2543] | 158 | int ProcessRay(const SimpleRay &ray,
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| 159 | Intersection &hitA,
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| 160 | Intersection &hitB,
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| 161 | VssRayContainer &vssRays,
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| 162 | const AxisAlignedBox3 &box,
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| 163 | const bool castDoubleRay,
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| 164 | const bool pruneInvalidRays = true);
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[2012] | 165 |
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[2543] | 166 | /** Checks if ray is valid.
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| 167 | I.e., the ray is in valid view space.
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| 168 | @note: clamps the ray to valid view space.
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| 169 | */
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| 170 | bool ValidateRay(const Vector3 &origin,
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| 171 | const Vector3 &direction,
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| 172 | const AxisAlignedBox3 &box,
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| 173 | Intersection &hit);
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[2012] | 174 |
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[2543] | 175 | bool ClipToViewSpaceBox(const Vector3 &origin,
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| 176 | const Vector3 &termination,
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| 177 | Vector3 &clippedOrigin,
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| 178 | Vector3 &clippedTermination);
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[2069] | 179 |
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| 180 |
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[2543] | 181 |
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| 182 |
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| 183 |
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| 184 |
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| 185 | const Preprocessor &mPreprocessor;
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[1520] | 186 | };
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| 187 |
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| 188 |
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| 189 | }
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| 190 |
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| 191 | #endif
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