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800 lines
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HTML
800 lines
19 KiB
HTML
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<title>Phaser Source: gameobjects/RenderTexture.js</title>
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<h1 class="page-title">Source: gameobjects/RenderTexture.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it.
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* @class Phaser.RenderTexture
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Asset key for the render texture.
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* @param {number} width - the width of the render texture.
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* @param {number} height - the height of the render texture.
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*/
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Phaser.RenderTexture = function (game, key, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {string} name - the name of the object.
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*/
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this.name = key;
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PIXI.EventTarget.call(this);
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/**
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* @property {number} width - the width.
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*/
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this.width = width || 100;
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/**
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* @property {number} height - the height.
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*/
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this.height = height || 100;
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/**
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* @property {PIXI.mat3} indetityMatrix - Matrix object.
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*/
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this.indetityMatrix = PIXI.mat3.create();
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/**
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* @property {PIXI.Rectangle} frame - The frame for this texture.
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*/
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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/**
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* @property {number} type - Base Phaser object type.
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*/
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this.type = Phaser.RENDERTEXTURE;
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this._tempPoint = { x: 0, y: 0 };
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if (PIXI.gl)
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{
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this.initWebGL();
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}
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else
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{
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this.initCanvas();
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}
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};
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Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
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Phaser.RenderTexture.prototype.constructor = PIXI.RenderTexture;
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/**
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* This function will draw the display object to the texture. If the display object is a Group or has children it will
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* draw all children as well.
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*
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* @method render
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {Phaser.Point} [position] - Where to draw the display object.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.render = function(displayObject, position, clear) {
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if (typeof position === 'undefined') { position = false; }
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if (typeof clear === 'undefined') { clear = false; }
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if (displayObject instanceof Phaser.Group)
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{
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displayObject = displayObject._container;
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}
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if (PIXI.gl)
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{
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this.renderWebGL(displayObject, position, clear);
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}
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else
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{
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this.renderCanvas(displayObject, position, clear);
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}
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}
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/**
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* This function will draw the display object to the texture at the given x/y coordinates.
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* If the display object is a Group or has children it will draw all children as well.
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*
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* @method renderXY
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {number} x - The x coordinate to draw the display object at.
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* @param {number} y - The y coordinate to draw the display object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.renderXY = function(displayObject, x, y, clear) {
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this._tempPoint.x = x;
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this._tempPoint.y = y;
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this.render(displayObject, this._tempPoint, clear);
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}
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/**
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* Initializes the webgl data for this texture
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*
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* @method initWebGL
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* @private
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*/
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Phaser.RenderTexture.prototype.initWebGL = function()
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{
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var gl = PIXI.gl;
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this.glFramebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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this.glFramebuffer.width = this.width;
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this.glFramebuffer.height = this.height;
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this.baseTexture = new PIXI.BaseTexture();
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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this.baseTexture._glTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.baseTexture.isRender = true;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
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// create a projection matrix..
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this.projection = new PIXI.Point(this.width/2 , -this.height/2);
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// set the correct render function..
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// this.render = this.renderWebGL;
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}
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Phaser.RenderTexture.prototype.resize = function(width, height)
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{
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
if(PIXI.gl)
|
|
{
|
|
this.projection.x = this.width/2
|
|
this.projection.y = -this.height/2;
|
|
|
|
var gl = PIXI.gl;
|
|
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
}
|
|
else
|
|
{
|
|
|
|
this.frame.width = this.width
|
|
this.frame.height = this.height;
|
|
this.renderer.resize(this.width, this.height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Initializes the canvas data for this texture
|
|
*
|
|
* @method initCanvas
|
|
* @private
|
|
*/
|
|
Phaser.RenderTexture.prototype.initCanvas = function()
|
|
{
|
|
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
|
|
|
|
this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
|
|
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
|
|
|
// this.render = this.renderCanvas;
|
|
}
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderWebGL
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
Phaser.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
|
|
{
|
|
var gl = PIXI.gl;
|
|
|
|
// enable the alpha color mask..
|
|
gl.colorMask(true, true, true, true);
|
|
|
|
gl.viewport(0, 0, this.width, this.height);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
|
|
|
if (clear)
|
|
{
|
|
gl.clearColor(0,0,0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
// THIS WILL MESS WITH HIT TESTING!
|
|
var children = displayObject.children;
|
|
|
|
//TODO -? create a new one??? dont think so!
|
|
var originalWorldTransform = displayObject.worldTransform;
|
|
displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
|
|
// modify to flip...
|
|
displayObject.worldTransform[4] = -1;
|
|
displayObject.worldTransform[5] = this.projection.y * -2;
|
|
|
|
if (position)
|
|
{
|
|
displayObject.worldTransform[2] = position.x;
|
|
displayObject.worldTransform[5] -= position.y;
|
|
}
|
|
|
|
PIXI.visibleCount++;
|
|
displayObject.vcount = PIXI.visibleCount;
|
|
|
|
for (var i = 0, j = children.length; i < j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
var renderGroup = displayObject.__renderGroup;
|
|
|
|
if (renderGroup)
|
|
{
|
|
if (displayObject == renderGroup.root)
|
|
{
|
|
renderGroup.render(this.projection, this.glFramebuffer);
|
|
}
|
|
else
|
|
{
|
|
renderGroup.renderSpecific(displayObject, this.projection, this.glFramebuffer);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!this.renderGroup)
|
|
{
|
|
this.renderGroup = new PIXI.WebGLRenderGroup(gl);
|
|
}
|
|
|
|
this.renderGroup.setRenderable(displayObject);
|
|
this.renderGroup.render(this.projection, this.glFramebuffer);
|
|
}
|
|
|
|
displayObject.worldTransform = originalWorldTransform;
|
|
}
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderCanvas
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
Phaser.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
|
|
{
|
|
var children = displayObject.children;
|
|
|
|
displayObject.worldTransform = PIXI.mat3.create();
|
|
|
|
if (position)
|
|
{
|
|
displayObject.worldTransform[2] = position.x;
|
|
displayObject.worldTransform[5] = position.y;
|
|
}
|
|
|
|
for (var i = 0, j = children.length; i < j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
if (clear)
|
|
{
|
|
this.renderer.context.clearRect(0, 0, this.width, this.height);
|
|
}
|
|
|
|
this.renderer.renderDisplayObject(displayObject);
|
|
|
|
this.renderer.context.setTransform(1, 0, 0, 1, 0, 0);
|
|
|
|
// PIXI.texturesToUpdate.push(this.baseTexture);
|
|
}
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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