237 lines
No EOL
8.8 KiB
C#
237 lines
No EOL
8.8 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: handles the physics of hands colliding with the world
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//
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//=============================================================================
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Valve.VR.InteractionSystem
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{
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public class HandPhysics : MonoBehaviour
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{
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[Tooltip("Hand collider prefab to instantiate")]
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public HandCollider handColliderPrefab;
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[HideInInspector]
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public HandCollider handCollider;
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[Tooltip("Layers to consider when checking if an area is clear")]
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public LayerMask clearanceCheckMask;
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[HideInInspector]
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public Hand hand;
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// distance at which hand will teleport back to controller
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const float handResetDistance = 0.6f;
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const float collisionReenableClearanceRadius = 0.1f;
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private bool initialized = false;
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private bool collisionsEnabled = true;
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private void Start()
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{
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hand = GetComponent<Hand>();
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//spawn hand collider and link it to us
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handCollider = ((GameObject)Instantiate(handColliderPrefab.gameObject)).GetComponent<HandCollider>();
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Vector3 localPosition = handCollider.transform.localPosition;
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Quaternion localRotation = handCollider.transform.localRotation;
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handCollider.transform.parent = Player.instance.transform;
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handCollider.transform.localPosition = localPosition;
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handCollider.transform.localRotation = localRotation;
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handCollider.hand = this;
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GetComponent<SteamVR_Behaviour_Pose>().onTransformUpdated.AddListener(UpdateHand);
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}
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// cached transformations
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Matrix4x4 wristToRoot;
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Matrix4x4 rootToArmature;
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Matrix4x4 wristToArmature;
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Vector3 targetPosition = Vector3.zero;
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Quaternion targetRotation = Quaternion.identity;
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//bones
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const int wristBone = SteamVR_Skeleton_JointIndexes.wrist;
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const int rootBone = SteamVR_Skeleton_JointIndexes.root;
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private void FixedUpdate()
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{
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if (hand.skeleton == null) return;
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initialized = true;
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UpdateCenterPoint();
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handCollider.MoveTo(targetPosition, targetRotation);
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if ((handCollider.transform.position - targetPosition).sqrMagnitude > handResetDistance * handResetDistance)
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handCollider.TeleportTo(targetPosition, targetRotation);
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UpdateFingertips();
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}
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private void UpdateCenterPoint()
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{
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Vector3 offset = hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.middleProximal) - hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.root);
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if (hand.HasSkeleton())
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{
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handCollider.SetCenterPoint(hand.skeleton.transform.position + offset);
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}
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}
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Collider[] clearanceBuffer = new Collider[1];
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private void UpdatePositions()
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{
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// disable collisions when holding something
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if (hand.currentAttachedObject != null)
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{
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collisionsEnabled = false;
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}
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else
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{
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// wait for area to become clear before reenabling collisions
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if (!collisionsEnabled)
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{
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clearanceBuffer[0] = null;
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Physics.OverlapSphereNonAlloc(hand.objectAttachmentPoint.position, collisionReenableClearanceRadius, clearanceBuffer);
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// if we don't find anything in the vicinity, reenable collisions!
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if (clearanceBuffer[0] == null)
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{
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collisionsEnabled = true;
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}
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}
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}
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handCollider.SetCollisionDetectionEnabled(collisionsEnabled);
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if (hand.skeleton == null) return;
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initialized = true;
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// get the desired pose of the wrist in world space. Can't get the wrist bone transform, as this is affected by the resulting physics.
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wristToRoot = Matrix4x4.TRS(ProcessPos(wristBone, hand.skeleton.GetBone(wristBone).localPosition),
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ProcessRot(wristBone, hand.skeleton.GetBone(wristBone).localRotation),
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Vector3.one).inverse;
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rootToArmature = Matrix4x4.TRS(ProcessPos(rootBone, hand.skeleton.GetBone(rootBone).localPosition),
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ProcessRot(rootBone, hand.skeleton.GetBone(rootBone).localRotation),
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Vector3.one).inverse;
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wristToArmature = (wristToRoot * rootToArmature).inverse;
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// step up through virtual transform hierarchy and into world space
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targetPosition = transform.TransformPoint(wristToArmature.MultiplyPoint3x4(Vector3.zero));
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targetRotation = transform.rotation * wristToArmature.GetRotation();
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//bypass physics when game paused
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if (Time.timeScale == 0)
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{
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handCollider.TeleportTo(targetPosition, targetRotation);
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}
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}
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Transform wrist;
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const int thumbBone = SteamVR_Skeleton_JointIndexes.thumbDistal;
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const int indexBone = SteamVR_Skeleton_JointIndexes.indexDistal;
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const int middleBone = SteamVR_Skeleton_JointIndexes.middleDistal;
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const int ringBone = SteamVR_Skeleton_JointIndexes.ringDistal;
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const int pinkyBone = SteamVR_Skeleton_JointIndexes.pinkyDistal;
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void UpdateFingertips()
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{
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wrist = hand.skeleton.GetBone(SteamVR_Skeleton_JointIndexes.wrist);
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// set finger tip positions in wrist space
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for(int finger = 0; finger < 5; finger++)
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{
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int tip = SteamVR_Skeleton_JointIndexes.GetBoneForFingerTip(finger);
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int bone = tip;
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for(int i = 0; i < handCollider.fingerColliders[finger].Length; i++)
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{
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bone = tip - 1 - i; // start at distal and go down
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if (handCollider.fingerColliders[finger][i] != null)
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handCollider.fingerColliders[finger][i].localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(bone).position);
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}
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}
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/*
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if(handCollider.tip_thumb != null)
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handCollider.tip_thumb.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(thumbBone).position);
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if(handCollider.tip_index != null)
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handCollider.tip_index.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(indexBone).position);
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if(handCollider.tip_middle != null)
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handCollider.tip_middle.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(middleBone).position);
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if(handCollider.tip_ring != null)
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handCollider.tip_ring.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(ringBone).position);
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if (handCollider.tip_pinky != null)
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handCollider.tip_pinky.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(pinkyBone).position);
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*/
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}
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void UpdateHand(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource)
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{
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if (!initialized) return;
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UpdateCenterPoint();
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UpdatePositions();
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Quaternion offsetRotation = handCollider.transform.rotation * wristToArmature.inverse.GetRotation();
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hand.mainRenderModel.transform.rotation = offsetRotation;
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Vector3 offsetPosition = handCollider.transform.TransformPoint(wristToArmature.inverse.MultiplyPoint3x4(Vector3.zero));
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hand.mainRenderModel.transform.position = offsetPosition;
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/*
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Vector3 wristPointInArmatureSpace = transform.InverseTransformPoint(handCollider.transform.position);
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Vector3 handTargetPosition =
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hand.mainRenderModel.transform.position = handTargetPosition;
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//Quaternion handTargetRotation = transform.rotation * (wristToArmature.inverse.rotation * (Quaternion.Inverse(transform.rotation) * handCollider.transform.rotation));
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//hand.mainRenderModel.transform.rotation = handTargetRotation;
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*/
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}
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Vector3 ProcessPos(int boneIndex, Vector3 pos)
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{
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if(hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None)
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{
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return SteamVR_Behaviour_Skeleton.MirrorPosition(boneIndex, pos);
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}
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return pos;
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}
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Quaternion ProcessRot(int boneIndex, Quaternion rot)
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{
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if (hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None)
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{
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return SteamVR_Behaviour_Skeleton.MirrorRotation(boneIndex, rot);
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}
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return rot;
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}
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}
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} |