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Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
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245
editor/plugins/mesh_editor_plugin.cpp
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245
editor/plugins/mesh_editor_plugin.cpp
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/*************************************************************************/
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/* mesh_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "mesh_editor_plugin.h"
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#if 0
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void MeshEditor::_gui_input(InputEvent p_event) {
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if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&BUTTON_MASK_LEFT) {
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rot_x-=p_event.mouse_motion.relative_y*0.01;
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rot_y-=p_event.mouse_motion.relative_x*0.01;
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if (rot_x<-Math_PI/2)
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rot_x=-Math_PI/2;
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else if (rot_x>Math_PI/2) {
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rot_x=Math_PI/2;
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}
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_update_rotation();
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}
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}
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void MeshEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_FIXED_PROCESS) {
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}
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if (p_what==NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so.. could be moved around
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light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
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light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
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light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
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light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
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first_enter=false;
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}
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}
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if (p_what==NOTIFICATION_DRAW) {
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Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
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}
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}
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void MeshEditor::_update_rotation() {
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Transform t;
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t.basis.rotate(Vector3(0, 1, 0), -rot_y);
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t.basis.rotate(Vector3(1, 0, 0), -rot_x);
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mesh_instance->set_transform(t);
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}
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void MeshEditor::edit(Ref<Mesh> p_mesh) {
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mesh=p_mesh;
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mesh_instance->set_mesh(mesh);
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if (mesh.is_null()) {
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hide();
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} else {
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rot_x=0;
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rot_y=0;
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_update_rotation();
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AABB aabb= mesh->get_aabb();
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Vector3 ofs = aabb.pos + aabb.size*0.5;
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aabb.pos-=ofs;
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float m = MAX(aabb.size.x,aabb.size.y)*0.5;
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if (m!=0) {
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m=1.0/m;
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m*=0.5;
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//print_line("scale: "+rtos(m));
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Transform xform;
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xform.basis.scale(Vector3(m,m,m));
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xform.origin=-xform.basis.xform(ofs); //-ofs*m;
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xform.origin.z-=aabb.size.z*2;
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mesh_instance->set_transform(xform);
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}
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}
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}
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void MeshEditor::_button_pressed(Node* p_button) {
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if (p_button==light_1_switch) {
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light1->set_enabled(!light_1_switch->is_pressed());
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}
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if (p_button==light_2_switch) {
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light2->set_enabled(!light_2_switch->is_pressed());
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}
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}
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void MeshEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"),&MeshEditor::_gui_input);
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ClassDB::bind_method(D_METHOD("_button_pressed"),&MeshEditor::_button_pressed);
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}
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MeshEditor::MeshEditor() {
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viewport = memnew( Viewport );
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Ref<World> world;
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world.instance();
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viewport->set_world(world); //use own world
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add_child(viewport);
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viewport->set_disable_input(true);
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camera = memnew( Camera );
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camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
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camera->set_perspective(45,0.1,10);
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viewport->add_child(camera);
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light1 = memnew( DirectionalLight );
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light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
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viewport->add_child(light1);
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light2 = memnew( DirectionalLight );
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light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
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light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
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light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
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viewport->add_child(light2);
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mesh_instance = memnew( MeshInstance );
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viewport->add_child(mesh_instance);
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set_custom_minimum_size(Size2(1,150)*EDSCALE);
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HBoxContainer *hb = memnew( HBoxContainer );
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add_child(hb);
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hb->set_area_as_parent_rect(2);
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hb->add_spacer();
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VBoxContainer *vb_light = memnew( VBoxContainer );
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hb->add_child(vb_light);
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light_1_switch = memnew( TextureButton );
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
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light_2_switch = memnew( TextureButton );
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
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first_enter=true;
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rot_x=0;
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rot_y=0;
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}
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void MeshEditorPlugin::edit(Object *p_object) {
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Mesh * s = p_object->cast_to<Mesh>();
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if (!s)
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return;
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mesh_editor->edit(Ref<Mesh>(s));
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}
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bool MeshEditorPlugin::handles(Object *p_object) const {
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return p_object->is_type("Mesh");
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}
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void MeshEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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mesh_editor->show();
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//mesh_editor->set_process(true);
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} else {
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mesh_editor->hide();
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//mesh_editor->set_process(false);
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}
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}
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MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
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editor=p_node;
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mesh_editor = memnew( MeshEditor );
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add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,mesh_editor);
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mesh_editor->hide();
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}
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MeshEditorPlugin::~MeshEditorPlugin()
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{
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}
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#endif
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