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					271 lines
				
				6.7 KiB
			
		
		
			
		
	
	
					271 lines
				
				6.7 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - geometry - terrain</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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										<style>
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											body {
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												background-color: #bfd1e5;
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												color: #61443e;
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											}
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											a {
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												color: #a06851;
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											}
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										</style>
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									</head>
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									<body>
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										<div id="container"></div>
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										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain raycasting demo</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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											let container, stats;
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											let camera, controls, scene, renderer;
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											let mesh, texture;
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											const worldWidth = 256, worldDepth = 256,
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												worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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											let helper;
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											const raycaster = new THREE.Raycaster();
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											const pointer = new THREE.Vector2();
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											init();
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											animate();
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											function init() {
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												container = document.getElementById( 'container' );
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												container.innerHTML = '';
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0xbfd1e5 );
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );
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												controls = new OrbitControls( camera, renderer.domElement );
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												controls.minDistance = 1000;
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												controls.maxDistance = 10000;
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												controls.maxPolarAngle = Math.PI / 2;
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												//
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												const data = generateHeight( worldWidth, worldDepth );
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												controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
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												camera.position.y = controls.target.y + 2000;
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												camera.position.x = 2000;
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												controls.update();
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												const geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
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												geometry.rotateX( - Math.PI / 2 );
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												const vertices = geometry.attributes.position.array;
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												for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
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													vertices[ j + 1 ] = data[ i ] * 10;
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												}
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												//
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												texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
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												texture.wrapS = THREE.ClampToEdgeWrapping;
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												texture.wrapT = THREE.ClampToEdgeWrapping;
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												mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
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												scene.add( mesh );
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												const geometryHelper = new THREE.ConeGeometry( 20, 100, 3 );
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												geometryHelper.translate( 0, 50, 0 );
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												geometryHelper.rotateX( Math.PI / 2 );
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												helper = new THREE.Mesh( geometryHelper, new THREE.MeshNormalMaterial() );
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												scene.add( helper );
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												container.addEventListener( 'pointermove', onPointerMove );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function generateHeight( width, height ) {
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												const size = width * height, data = new Uint8Array( size ),
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													perlin = new ImprovedNoise(), z = Math.random() * 100;
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												let quality = 1;
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												for ( let j = 0; j < 4; j ++ ) {
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													for ( let i = 0; i < size; i ++ ) {
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														const x = i % width, y = ~ ~ ( i / width );
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														data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
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													}
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													quality *= 5;
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												}
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												return data;
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											}
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											function generateTexture( data, width, height ) {
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												// bake lighting into texture
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												let context, image, imageData, shade;
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												const vector3 = new THREE.Vector3( 0, 0, 0 );
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												const sun = new THREE.Vector3( 1, 1, 1 );
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												sun.normalize();
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												const canvas = document.createElement( 'canvas' );
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												canvas.width = width;
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												canvas.height = height;
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												context = canvas.getContext( '2d' );
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												context.fillStyle = '#000';
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												context.fillRect( 0, 0, width, height );
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												image = context.getImageData( 0, 0, canvas.width, canvas.height );
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												imageData = image.data;
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												for ( let i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
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													vector3.x = data[ j - 2 ] - data[ j + 2 ];
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													vector3.y = 2;
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													vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
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													vector3.normalize();
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													shade = vector3.dot( sun );
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													imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
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													imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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													imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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												}
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												context.putImageData( image, 0, 0 );
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												// Scaled 4x
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												const canvasScaled = document.createElement( 'canvas' );
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												canvasScaled.width = width * 4;
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												canvasScaled.height = height * 4;
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												context = canvasScaled.getContext( '2d' );
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												context.scale( 4, 4 );
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												context.drawImage( canvas, 0, 0 );
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												image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
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												imageData = image.data;
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												for ( let i = 0, l = imageData.length; i < l; i += 4 ) {
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													const v = ~ ~ ( Math.random() * 5 );
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													imageData[ i ] += v;
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													imageData[ i + 1 ] += v;
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													imageData[ i + 2 ] += v;
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												}
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												context.putImageData( image, 0, 0 );
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												return canvasScaled;
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											}
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											//
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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												stats.update();
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											}
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											function render() {
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												renderer.render( scene, camera );
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											}
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											function onPointerMove( event ) {
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												pointer.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
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												pointer.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
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												raycaster.setFromCamera( pointer, camera );
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												// See if the ray from the camera into the world hits one of our meshes
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												const intersects = raycaster.intersectObject( mesh );
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												// Toggle rotation bool for meshes that we clicked
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												if ( intersects.length > 0 ) {
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													helper.position.set( 0, 0, 0 );
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													helper.lookAt( intersects[ 0 ].face.normal );
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													helper.position.copy( intersects[ 0 ].point );
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												}
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											}
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										</script>
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									</body>
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						||
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								 | 
							
								</html>
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