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196
Camera.cpp
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196
Camera.cpp
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//---------------------------------------------------------------------------
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#include "system.hpp"
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#include "classes.hpp"
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#include "opengl/glew.h"
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#include "opengl/glut.h"
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#pragma hdrstop
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#include "Camera.h"
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#include "Usefull.h"
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#include "Globals.h"
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#include "Timer.h"
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#include "mover.h"
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#include "Console.h"
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//---------------------------------------------------------------------------
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#pragma package(smart_init)
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//TViewPyramid TCamera::OrgViewPyramid;
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//={vector3(-1,1,1),vector3(1,1,1),vector3(-1,-1,1),vector3(1,-1,1),vector3(0,0,0)};
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const vector3 OrgCrossPos= vector3(0,-10,0);
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void __fastcall TCamera::Init(vector3 NPos, vector3 NAngle)
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{
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pOffset= vector3(-0.0,0,0);
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vUp= vector3(0,1,0);
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// pOffset= vector3(-0.8,0,0);
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CrossPos= OrgCrossPos;
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CrossDist= 10;
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Velocity=vector3(0,0,0);
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OldVelocity= vector3(0,0,0);
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Pitch= NAngle.x;
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Yaw= NAngle.y;
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Roll= NAngle.z;
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Pos= NPos;
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// Type= tp_Follow;
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Type= (Global::bFreeFly ? tp_Free : tp_Follow);
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// Type= tp_Free;
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};
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void __fastcall TCamera::OnCursorMove(double x, double y)
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{
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//McZapkie-170402: zeby mysz dzialala zawsze if (Type==tp_Follow)
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Pitch+=y;
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Yaw+=-x;
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if (Yaw>M_PI)
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Yaw-=2*M_PI;
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else if (Yaw<-M_PI)
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Yaw+=2*M_PI;
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if (Type==tp_Follow) //je¿eli jazda z pojazdem
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{
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Fix(Pitch,-M_PI_4,M_PI_4); //ograniczenie k¹ta spogl¹dania w dó³ i w górê
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//Fix(Yaw,-M_PI,M_PI);
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}
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}
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void __fastcall TCamera::Update()
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{
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//ABu: zmiana i uniezaleznienie predkosci od FPS
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double a= (Console::Pressed(VK_SHIFT)?5.00:1.00);
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if (Console::Pressed(VK_CONTROL))
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a=a*100;
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// OldVelocity=Velocity;
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if (FreeFlyModeFlag==true)
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Type=tp_Free;
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else
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Type=tp_Follow;
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if (Type==tp_Free)
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{
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if (Console::Pressed(Global::Keys[k_MechUp])) Velocity.y+=a;
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if (Console::Pressed(Global::Keys[k_MechDown])) Velocity.y-=a;
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//McZapkie-170402: zeby nie bylo konfliktow
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/*
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if (Console::Pressed(VkKeyScan('d')))
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Velocity.x+= a*Timer::GetDeltaTime();
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if (Console::Pressed(VkKeyScan('a')))
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Velocity.x-= a*Timer::GetDeltaTime();
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if (Console::Pressed(VkKeyScan('w')))
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Velocity.z-= a*Timer::GetDeltaTime();
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if (Console::Pressed(VkKeyScan('s')))
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Velocity.z+= a*Timer::GetDeltaTime();
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if (Console::Pressed(VK_NUMPAD4) || Console::Pressed(VK_NUMPAD7) || Console::Pressed(VK_NUMPAD1))
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Yaw+= +1*M_PI*Timer::GetDeltaTime();
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if (Console::Pressed(VK_NUMPAD6) || Console::Pressed(VK_NUMPAD9) || Console::Pressed(VK_NUMPAD3))
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Yaw+= -1*M_PI*Timer::GetDeltaTime();
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if (Pressed(VK_NUMPAD2) || Console::Pressed(VK_NUMPAD1) || Console::Pressed(VK_NUMPAD3))
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Pitch+= -1*M_PI*Timer::GetDeltaTime();
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if (Console::Pressed(VK_NUMPAD8) || Console::Pressed(VK_NUMPAD7) || Console::Pressed(VK_NUMPAD9))
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Pitch+= +1*M_PI*Timer::GetDeltaTime();
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if (Console::Pressed(VkKeyScan('.')))
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Roll+= -1*M_PI*Timer::GetDeltaTime();
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if (Console::Pressed(VkKeyScan(',')))
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Roll+= +1*M_PI*Timer::GetDeltaTime();
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if (Console::Pressed(VK_NUMPAD5))
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Pitch=Roll= 0.0f;
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*/
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//McZapkie-170402: poruszanie i rozgladanie we free takie samo jak w follow
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if (Console::Pressed(Global::Keys[k_MechRight])) Velocity.x+=a;
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if (Console::Pressed(Global::Keys[k_MechLeft])) Velocity.x-=a;
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if (Console::Pressed(Global::Keys[k_MechForward])) Velocity.z-=a;
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if (Console::Pressed(Global::Keys[k_MechBackward])) Velocity.z+=a;
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//gora-dol
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//if (Console::Pressed(VK_NUMPAD9)) Pos.y+=0.1;
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//if (Console::Pressed(VK_NUMPAD3)) Pos.y-=0.1;
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//McZapkie: zeby nie hustalo przy malym FPS:
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// Velocity= (Velocity+OldVelocity)/2;
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// matrix4x4 mat;
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vector3 Vec=Velocity;
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Vec.RotateY(Yaw);
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Pos=Pos+Vec*Timer::GetDeltaRenderTime(); //czas bez pauzy
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Velocity=Velocity/2; //p³ynne hamowanie ruchu
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// double tmp= 10*DeltaTime;
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// Velocity+= -Velocity*10 * Timer::GetDeltaTime();//( tmp<1 ? tmp : 1 );
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// Type= tp_Free;
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}
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}
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vector3 __fastcall TCamera::GetDirection()
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{
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matrix4x4 mat;
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vector3 Vec;
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Vec= vector3(0,0,1);
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Vec.RotateY(Yaw);
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return (Normalize(Vec));
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}
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//bool __fastcall TCamera::GetMatrix(matrix4x4 &Matrix)
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bool __fastcall TCamera::SetMatrix()
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{
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glRotated(-Roll*180.0f/M_PI,0,0,1); //po wy³¹czeniu tego krêci siê pojazd, a sceneria nie
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glRotated(-Pitch*180.0f/M_PI,1,0,0);
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glRotated(-Yaw*180.0f/M_PI,0,1,0); //w zewnêtrznym widoku: kierunek patrzenia
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if (Type==tp_Follow)
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{
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// gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z,
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// LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z);
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// gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z,
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// LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z);
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gluLookAt(Pos.x,Pos.y,Pos.z,LookAt.x,LookAt.y,LookAt.z,vUp.x,vUp.y,vUp.z); //Ra: pOffset is zero
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// gluLookAt(Pos.x,Pos.y,Pos.z,Pos.x+Velocity.x,Pos.y+Velocity.y,Pos.z+Velocity.z,0,1,0);
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// return true;
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}
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if (Type==tp_Satelite)
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Pitch= M_PI*0.5;
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if (Type!=tp_Follow)
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{
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glTranslated(-Pos.x,-Pos.y,-Pos.z); //nie zmienia kierunku patrzenia
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}
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Global::SetCameraPosition(Pos); //by³o +pOffset
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return true;
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}
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void __fastcall TCamera::SetCabMatrix(vector3 &p)
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{//ustawienie widoku z kamery bez przesuniêcia robionego przez OpenGL - nie powinno tak trz¹œæ
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glRotated(-Roll*180.0f/M_PI,0,0,1);
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glRotated(-Pitch*180.0f/M_PI,1,0,0);
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glRotated(-Yaw*180.0f/M_PI,0,1,0); //w zewnêtrznym widoku: kierunek patrzenia
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if (Type==tp_Follow)
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gluLookAt(Pos.x-p.x,Pos.y-p.y,Pos.z-p.z,LookAt.x-p.x,LookAt.y-p.y,LookAt.z-p.z,vUp.x,vUp.y,vUp.z); //Ra: pOffset is zero
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}
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void __fastcall TCamera::RaLook()
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{//zmiana kierunku patrzenia - przelicza Yaw
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vector3 where=LookAt-Pos+vector3(0,3,0); //trochê w górê od szyn
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if ((where.x!=0.0)||(where.z!=0.0))
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Yaw=atan2(-where.x,-where.z); //k¹t horyzontalny
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double l=Length3(where);
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if (l>0.0)
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Pitch=asin(where.y/l); //k¹t w pionie
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};
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void __fastcall TCamera::Stop()
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{//wy³¹cznie bezw³adnego ruchu po powrocie do kabiny
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Type=tp_Follow;
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Velocity=vector3(0,0,0);
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};
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