Matei
0ed2815c8b
LOS issues still outstanding: - LOS looks ugly because of quad tesselation into 2 triangles - Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on LOS quads seemed to give different tesselations than it did for the underlying terrain quads, but terrain rendering also used GL_QUADS). This should be fixed once we decide on the quad tesselation issue. - Units with traits.vision.permanent set are visible through FOW even if you havent seen them before; this should only be true when you have seen them before. But it gets even more complicated - if a permanent unit seen through FOW dies or gets upgraded or something, perhaps you should remember the old version. I'm not completely sure how to do this (probably involves cloning its actor somehow). This was SVN commit r2876.
434 lines
11 KiB
C++
Executable File
434 lines
11 KiB
C++
Executable File
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: Terrain.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "precompiled.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/mem.h"
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#include <string.h>
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#include "Terrain.h"
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#include "MathUtil.h"
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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CTerrain::~CTerrain()
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{
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ReleaseData();
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}
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///////////////////////////////////////////////////////////////////////////////
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// ReleaseData: delete any data allocated by this terrain
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void CTerrain::ReleaseData()
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{
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delete[] m_Heightmap;
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delete[] m_Patches;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Initialise: initialise this terrain to the given size (in patches per side);
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// using given heightmap to setup elevation data
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bool CTerrain::Initialize(u32 size,const u16* data)
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{
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// clean up any previous terrain
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ReleaseData();
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// store terrain size
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m_MapSize=(size*PATCH_SIZE)+1;
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m_MapSizePatches=size;
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// allocate data for new terrain
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m_Heightmap=new u16[m_MapSize*m_MapSize];
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m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches];
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// given a heightmap?
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if (data) {
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// yes; keep a copy of it
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memcpy(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16));
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} else {
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// build a flat terrain
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memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16));
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}
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// setup patch parents, indices etc
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InitialisePatches();
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcPosition: calculate the world space position of the vertex at (i,j)
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void CTerrain::CalcPosition(i32 i, i32 j, CVector3D& pos)
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{
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u16 height;
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if ((u32)i < m_MapSize && (u32)j < m_MapSize) // will reject negative coordinates
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height = m_Heightmap[j*m_MapSize + i];
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else
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height = 0;
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pos.X = float(i)*CELL_SIZE;
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pos.Y = float(height)*HEIGHT_SCALE;
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pos.Z = float(j)*CELL_SIZE;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcFromPosition: calculate the vertex underneath the world space position
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void CTerrain::CalcFromPosition(const CVector3D& pos, i32& i, i32& j)
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{
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i = pos.X / CELL_SIZE;
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j = pos.Z / CELL_SIZE;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcNormal: calculate the world space normal of the vertex at (i,j)
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void CTerrain::CalcNormal(u32 i, u32 j, CVector3D& normal)
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{
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CVector3D left, right, up, down;
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left.Clear();
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right.Clear();
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up.Clear();
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down.Clear();
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// get position of vertex where normal is being evaluated
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CVector3D basepos;
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CalcPosition(i,j,basepos);
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CVector3D tmp;
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if (i>0) {
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CalcPosition(i-1,j,tmp);
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left=tmp-basepos;
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}
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if (i<m_MapSize-1) {
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CalcPosition(i+1,j,tmp);
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right=tmp-basepos;
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}
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if (j>0) {
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CalcPosition(i,j-1,tmp);
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up=tmp-basepos;
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}
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if (j<m_MapSize-1) {
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CalcPosition(i,j+1,tmp);
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down=tmp-basepos;
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}
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CVector3D n0 = up.Cross(left);
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CVector3D n1 = left.Cross(down);
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CVector3D n2 = down.Cross(right);
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CVector3D n3 = right.Cross(up);
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normal = n0 + n1 + n2 + n3;
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float nlen=normal.GetLength();
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if (nlen>0.00001f) normal*=1.0f/nlen;
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetPatch: return the patch at (x,z) in patch space, or null if the patch is
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// out of bounds
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CPatch* CTerrain::GetPatch(i32 x, i32 z)
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{
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if (x<0 || x>=i32(m_MapSizePatches)) return 0;
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if (z<0 || z>=i32(m_MapSizePatches)) return 0;
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return &m_Patches[(z*m_MapSizePatches)+x];
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetPatch: return the tile at (x,z) in tile space, or null if the tile is out
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// of bounds
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CMiniPatch* CTerrain::GetTile(i32 x, i32 z)
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{
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if (x<0 || x>=i32(m_MapSize)-1) return 0;
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if (z<0 || z>=i32(m_MapSize)-1) return 0;
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CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
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return &patch->m_MiniPatches[z%PATCH_SIZE][x%PATCH_SIZE];
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}
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float CTerrain::getVertexGroundLevel(int x, int z) const
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{
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if (x < 0)
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{
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x = 0;
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}
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else if (x >= (int) m_MapSize)
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{
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x = m_MapSize - 1;
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}
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if (z < 0)
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{
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z = 0;
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}
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else if (z >= (int) m_MapSize)
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{
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z = m_MapSize - 1;
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}
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return HEIGHT_SCALE * m_Heightmap[z*m_MapSize + x];
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}
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float CTerrain::getExactGroundLevel(float x, float y) const
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{
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x /= (float)CELL_SIZE;
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y /= (float)CELL_SIZE;
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int xi = (int)floor(x);
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int yi = (int)floor(y);
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float xf = x - (float)xi;
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float yf = y - (float)yi;
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if (xi < 0)
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{
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xi = 0; xf = 0.0f;
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}
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else if (xi >= (int)m_MapSize)
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{
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xi = m_MapSize - 1; xf = 1.0f;
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}
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if (yi < 0)
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{
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yi = 0; yf = 0.0f;
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}
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else if (yi >= (int)m_MapSize)
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{
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yi = m_MapSize - 1; yf = 1.0f;
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}
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/*
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debug_assert( isOnMap( x, y ) );
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if( !isOnMap( x, y ) )
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return 0.0f;
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*/
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float h00 = m_Heightmap[yi*m_MapSize + xi];
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float h01 = m_Heightmap[yi*m_MapSize + xi + m_MapSize];
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float h10 = m_Heightmap[yi*m_MapSize + xi + 1];
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float h11 = m_Heightmap[yi*m_MapSize + xi + m_MapSize + 1];
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return (HEIGHT_SCALE * (
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(1 - yf) * ((1 - xf) * h00 + xf * h10)
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+ yf * ((1 - xf) * h01 + xf * h11)));
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}
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///////////////////////////////////////////////////////////////////////////////
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// Resize: resize this terrain to the given size (in patches per side)
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void CTerrain::Resize(u32 size)
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{
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if (size==m_MapSizePatches) {
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// inexplicable request to resize terrain to the same size .. ignore it
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return;
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}
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if (!m_Heightmap) {
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// not yet created a terrain; build a default terrain of the given size now
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Initialize(size,0);
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return;
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}
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// allocate data for new terrain
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u32 newMapSize=(size*PATCH_SIZE)+1;
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u16* newHeightmap=new u16[newMapSize*newMapSize];
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CPatch* newPatches=new CPatch[size*size];
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if (size>m_MapSizePatches) {
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// new map is bigger than old one - zero the heightmap so we don't get uninitialised
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// height data along the expanded edges
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memset(newHeightmap,0,newMapSize*newMapSize);
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}
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// now copy over rows of data
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u32 j;
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u16* src=m_Heightmap;
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u16* dst=newHeightmap;
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u32 copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize;
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for (j=0;j<copysize;j++) {
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memcpy(dst,src,copysize*sizeof(u16));
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dst+=copysize;
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src+=m_MapSize;
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if (newMapSize>m_MapSize) {
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// entend the last height to the end of the row
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for (u32 i=0;i<newMapSize-m_MapSize;i++) {
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*dst++=*(src-1);
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}
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}
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}
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if (newMapSize>m_MapSize) {
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// copy over heights of the last row to any remaining rows
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src=newHeightmap+((m_MapSize-1)*newMapSize);
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dst=src+newMapSize;
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for (u32 i=0;i<newMapSize-m_MapSize;i++) {
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memcpy(dst,src,newMapSize*sizeof(u16));
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dst+=newMapSize;
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}
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}
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// now build new patches
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for (j=0;j<size;j++) {
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for (u32 i=0;i<size;i++) {
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// copy over texture data from existing tiles, if possible
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if (i<m_MapSizePatches && j<m_MapSizePatches) {
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memcpy(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*PATCH_SIZE*PATCH_SIZE);
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}
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}
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if (j<m_MapSizePatches && size>m_MapSizePatches) {
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// copy over the last tile from each column
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for (u32 n=0;n<size-m_MapSizePatches;n++) {
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for (int m=0;m<PATCH_SIZE;m++) {
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CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
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for (int k=0;k<PATCH_SIZE;k++) {
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CMiniPatch& dst=newPatches[j*size+m_MapSizePatches+n].m_MiniPatches[m][k];
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dst.Tex1=src.Tex1;
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dst.Tex1Priority=src.Tex1Priority;
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}
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}
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}
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}
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}
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if (size>m_MapSizePatches) {
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// copy over the last tile from each column
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CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size];
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CPatch* dstpatch=srcpatch+size;
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for (u32 p=0;p<size-m_MapSizePatches;p++) {
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for (u32 n=0;n<size;n++) {
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for (int m=0;m<PATCH_SIZE;m++) {
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for (int k=0;k<PATCH_SIZE;k++) {
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CMiniPatch& src=srcpatch->m_MiniPatches[15][k];
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CMiniPatch& dst=dstpatch->m_MiniPatches[m][k];
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dst.Tex1=src.Tex1;
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dst.Tex1Priority=src.Tex1Priority;
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}
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}
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srcpatch++;
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dstpatch++;
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}
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}
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}
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// release all the original data
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ReleaseData();
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// store new data
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m_Heightmap=newHeightmap;
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m_Patches=newPatches;
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m_MapSize=newMapSize;
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m_MapSizePatches=size;
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// initialise all the new patches
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InitialisePatches();
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}
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///////////////////////////////////////////////////////////////////////////////
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// InitialisePatches: initialise patch data
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void CTerrain::InitialisePatches()
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{
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for (u32 j=0;j<m_MapSizePatches;j++) {
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for (u32 i=0;i<m_MapSizePatches;i++) {
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CPatch* patch=GetPatch(i,j);
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patch->Initialize(this,i,j);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// SetHeightMap: set up a new heightmap from 16-bit source data;
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// assumes heightmap matches current terrain size
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void CTerrain::SetHeightMap(u16* heightmap)
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{
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// keep a copy of the given heightmap
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memcpy(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16));
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// recalculate patch bounds, invalidate vertices
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for (u32 j=0;j<m_MapSizePatches;j++) {
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for (u32 i=0;i<m_MapSizePatches;i++) {
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CPatch* patch=GetPatch(i,j);
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patch->InvalidateBounds();
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patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// FlattenArea: flatten out an area of terrain (specified in world space
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// coords); return the average height of the flattened area
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float CTerrain::FlattenArea(float x0,float x1,float z0,float z1)
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{
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u32 tx0=u32(clamp(int(float(x0/CELL_SIZE)),0,int(m_MapSize)));
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u32 tx1=u32(clamp(int(float(x1/CELL_SIZE)+1.0f),0,int(m_MapSize)));
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u32 tz0=u32(clamp(int(float(z0/CELL_SIZE)),0,int(m_MapSize)));
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u32 tz1=u32(clamp(int(float(z1/CELL_SIZE)+1.0f),0,int(m_MapSize)));
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u32 count=0;
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u32 y=0;
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for (u32 x=tx0;x<=tx1;x++) {
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for (u32 z=tz0;z<=tz1;z++) {
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y+=m_Heightmap[z*m_MapSize + x];
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count++;
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}
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}
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y/=count;
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for (u32 x=tx0;x<=tx1;x++) {
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for (u32 z=tz0;z<=tz1;z++) {
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m_Heightmap[z*m_MapSize + x]=(u16)y;
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CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
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patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
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}
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}
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return y*HEIGHT_SCALE;
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}
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///////////////////////////////////////////////////////////////////////////////
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void CTerrain::RaiseVertex(int x, int z, int amount)
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{
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// Ignore out-of-bounds vertices
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if ((unsigned)x >= m_MapSize || (unsigned)z >= m_MapSize)
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return;
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m_Heightmap[x + z*m_MapSize] = (u16)clamp(m_Heightmap[x + z*m_MapSize] + amount, 0, 65535);
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}
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void CTerrain::MakeDirty(int x0, int z0, int x1, int z1)
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{
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// flag vertex data as dirty for affected patches, and rebuild bounds of these patches
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int px0 = clamp((x0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
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int px1 = clamp((x1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
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int pz0 = clamp((z0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
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int pz1 = clamp((z1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
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for (int j = pz0; j < pz1; j++) {
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for (int i = px0; i < px1; i++) {
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CPatch* patch = GetPatch(i,j);
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patch->CalcBounds();
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patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
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}
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}
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}
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