Fixes #17192. Replaces "animated_fox" with "animated_mesh". I considered a few different names - should it say "skinned_mesh" to be precise? Should it mention gltf? But "animated_mesh" seems intuitive and keeps it short. ## Testing - Ran all three examples (Windows 10).
		
			
				
	
	
		
			211 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 2000.,
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            ..default()
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        })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, setup_scene_once_loaded)
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        .add_systems(Update, keyboard_control)
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        .run();
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}
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#[derive(Resource)]
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struct Animations {
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    animations: Vec<AnimationNodeIndex>,
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    graph_handle: Handle<AnimationGraph>,
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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    // Build the animation graph
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    let (graph, node_indices) = AnimationGraph::from_clips([
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        asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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        asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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        asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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    ]);
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    // Keep our animation graph in a Resource so that it can be inserted onto
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    // the correct entity once the scene actually loads.
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    let graph_handle = graphs.add(graph);
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    commands.insert_resource(Animations {
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        animations: node_indices,
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        graph_handle,
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    });
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    // Camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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    ));
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    // Plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    // Light
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    commands.spawn((
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        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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        DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        CascadeShadowConfigBuilder {
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            first_cascade_far_bound: 200.0,
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            maximum_distance: 400.0,
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            ..default()
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        }
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        .build(),
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    ));
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    // Fox
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    commands.spawn(SceneRoot(
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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    ));
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    // Instructions
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    commands.spawn((
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        Text::new(concat!(
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            "space: play / pause\n",
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            "up / down: playback speed\n",
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            "left / right: seek\n",
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            "1-3: play N times\n",
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            "L: loop forever\n",
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            "return: change animation\n",
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        )),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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}
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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, start the animation.
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fn setup_scene_once_loaded(
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    mut commands: Commands,
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    animations: Res<Animations>,
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    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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    for (entity, mut player) in &mut players {
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        let mut transitions = AnimationTransitions::new();
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        // Make sure to start the animation via the `AnimationTransitions`
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        // component. The `AnimationTransitions` component wants to manage all
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        // the animations and will get confused if the animations are started
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        // directly via the `AnimationPlayer`.
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        transitions
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            .play(&mut player, animations.animations[0], Duration::ZERO)
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            .repeat();
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        commands
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            .entity(entity)
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            .insert(AnimationGraphHandle(animations.graph_handle.clone()))
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            .insert(transitions);
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    }
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}
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fn keyboard_control(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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    animations: Res<Animations>,
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    mut current_animation: Local<usize>,
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) {
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    for (mut player, mut transitions) in &mut animation_players {
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        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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            continue;
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        };
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        if keyboard_input.just_pressed(KeyCode::Space) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            if playing_animation.is_paused() {
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                playing_animation.resume();
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            } else {
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                playing_animation.pause();
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            }
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let speed = playing_animation.speed();
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            playing_animation.set_speed(speed * 1.2);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let speed = playing_animation.speed();
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            playing_animation.set_speed(speed * 0.8);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let elapsed = playing_animation.seek_time();
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            playing_animation.seek_to(elapsed - 0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            let elapsed = playing_animation.seek_time();
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            playing_animation.seek_to(elapsed + 0.1);
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        }
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        if keyboard_input.just_pressed(KeyCode::Enter) {
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            *current_animation = (*current_animation + 1) % animations.animations.len();
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            transitions
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                .play(
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                    &mut player,
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                    animations.animations[*current_animation],
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                    Duration::from_millis(250),
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                )
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                .repeat();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit1) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(1))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit2) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(2))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit3) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation
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                .set_repeat(RepeatAnimation::Count(3))
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                .replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::KeyL) {
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            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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            playing_animation.set_repeat(RepeatAnimation::Forever);
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        }
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    }
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}
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