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https://github.com/bevyengine/bevy
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# Objective Animating component fields requires too much boilerplate at the moment: ```rust #[derive(Reflect)] struct FontSizeProperty; impl AnimatableProperty for FontSizeProperty { type Component = TextFont; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.font_size) } } animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0] .into_iter() .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]), ) .map(AnimatableCurve::<FontSizeProperty, _>::from_curve) .expect("should be able to build translation curve because we pass in valid samples"), ); ``` ## Solution This adds `AnimatedField` and an `animated_field!` macro, enabling the following: ```rust animation_clip.add_curve_to_target( animation_target_id, AnimatableCurve::new( animated_field!(TextFont::font_size), AnimatableKeyframeCurve::new( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0] .into_iter() .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]), ) .expect( "should be able to build translation curve because we pass in valid samples", ), ), ); ``` This required reworking the internals a bit, namely stripping out a lot of the `Reflect` usage, as that implementation was fundamentally incompatible with the `AnimatedField` pattern. `Reflect` was being used in this context just to downcast traits. But we can get downcasting behavior without the `Reflect` requirement by implementing `Downcast` for `AnimationCurveEvaluator`. This also reworks "evaluator identity" to support either a (Component / Field) pair, or a TypeId. This allows properties to reuse evaluators, even if they have different accessor methods. The "contract" here is that for a given (Component / Field) pair, the accessor will return the same value. Fields are identified by their Reflect-ed field index. The (TypeId, usize) is prehashed and cached to optimize for lookup speed. This removes the built-in hard-coded TranslationCurve / RotationCurve / ScaleCurve in favor of AnimatableField. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
197 lines
6.7 KiB
Rust
197 lines
6.7 KiB
Rust
//! Shows how to use animation clips to animate UI properties.
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use bevy::{
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animation::{
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animated_field, AnimationEntityMut, AnimationEvaluationError, AnimationTarget,
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AnimationTargetId,
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},
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prelude::*,
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};
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use std::any::TypeId;
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// Holds information about the animation we programmatically create.
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struct AnimationInfo {
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// The name of the animation target (in this case, the text).
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target_name: Name,
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// The ID of the animation target, derived from the name.
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target_id: AnimationTargetId,
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// The animation graph asset.
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graph: Handle<AnimationGraph>,
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// The index of the node within that graph.
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node_index: AnimationNodeIndex,
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}
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// The entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Note that we don't need any systems other than the setup system,
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// because Bevy automatically updates animations every frame.
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.add_systems(Startup, setup)
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.run();
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}
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impl AnimationInfo {
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// Programmatically creates the UI animation.
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fn create(
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animation_graphs: &mut Assets<AnimationGraph>,
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animation_clips: &mut Assets<AnimationClip>,
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) -> AnimationInfo {
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// Create an ID that identifies the text node we're going to animate.
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let animation_target_name = Name::new("Text");
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let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
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// Allocate an animation clip.
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let mut animation_clip = AnimationClip::default();
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// Create a curve that animates font size.
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animation_clip.add_curve_to_target(
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animation_target_id,
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AnimatableCurve::new(
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animated_field!(TextFont::font_size),
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AnimatableKeyframeCurve::new(
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[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
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.into_iter()
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.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
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)
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.expect(
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"should be able to build translation curve because we pass in valid samples",
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),
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),
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);
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// Create a curve that animates font color. Note that this should have
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// the same time duration as the previous curve.
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//
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// This time we use a "custom property", which in this case animates TextColor under the assumption
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// that it is in the "srgba" format.
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animation_clip.add_curve_to_target(
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animation_target_id,
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AnimatableCurve::new(
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TextColorProperty,
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AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
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Srgba::RED,
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Srgba::GREEN,
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Srgba::BLUE,
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Srgba::RED,
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]))
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.expect(
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"should be able to build translation curve because we pass in valid samples",
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),
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),
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);
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// Save our animation clip as an asset.
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let animation_clip_handle = animation_clips.add(animation_clip);
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// Create an animation graph with that clip.
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let (animation_graph, animation_node_index) =
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AnimationGraph::from_clip(animation_clip_handle);
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let animation_graph_handle = animation_graphs.add(animation_graph);
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AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph_handle,
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node_index: animation_node_index,
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}
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}
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}
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// Creates all the entities in the scene.
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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 animation_graphs: ResMut<Assets<AnimationGraph>>,
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mut animation_clips: ResMut<Assets<AnimationClip>>,
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) {
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// Create the animation.
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let AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph,
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node_index: animation_node_index,
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} = AnimationInfo::create(&mut animation_graphs, &mut animation_clips);
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// Build an animation player that automatically plays the UI animation.
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let mut animation_player = AnimationPlayer::default();
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animation_player.play(animation_node_index).repeat();
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// Add a camera.
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commands.spawn(Camera2d);
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// Build the UI. We have a parent node that covers the whole screen and
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// contains the `AnimationPlayer`, as well as a child node that contains the
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// text to be animated.
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commands
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.spawn((
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// Cover the whole screen, and center contents.
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(0.0),
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left: Val::Px(0.0),
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right: Val::Px(0.0),
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bottom: Val::Px(0.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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animation_player,
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AnimationGraphHandle(animation_graph),
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))
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.with_children(|builder| {
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// Build the text node.
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let player = builder.parent_entity();
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builder
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.spawn((
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Text::new("Bevy"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 24.0,
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..default()
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},
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TextColor(Color::Srgba(Srgba::RED)),
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TextLayout::new_with_justify(JustifyText::Center),
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))
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// Mark as an animation target.
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.insert(AnimationTarget {
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id: animation_target_id,
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player,
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})
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.insert(animation_target_name);
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});
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}
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// A type that represents the color of the first text section.
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//
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// We implement `AnimatableProperty` on this to define custom property accessor logic
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#[derive(Clone)]
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struct TextColorProperty;
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impl AnimatableProperty for TextColorProperty {
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type Property = Srgba;
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fn evaluator_id(&self) -> EvaluatorId {
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EvaluatorId::Type(TypeId::of::<Self>())
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}
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fn get_mut<'a>(
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&self,
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entity: &'a mut AnimationEntityMut,
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) -> Result<&'a mut Self::Property, AnimationEvaluationError> {
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let text_color = entity
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.get_mut::<TextColor>()
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.ok_or(AnimationEvaluationError::ComponentNotPresent(TypeId::of::<
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TextColor,
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>(
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)))?
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.into_inner();
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match text_color.0 {
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Color::Srgba(ref mut color) => Ok(color),
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_ => Err(AnimationEvaluationError::PropertyNotPresent(TypeId::of::<
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Srgba,
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>(
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))),
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}
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}
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}
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