Changes contributed by Durk Talsma:
Here's a few changes I made to fg-0.58 this weekend. Included are the following features: - Sun and moon have a halo - The moon has a light vector, moon_angle, etc. etc. so that we can have some moonlight during the night. - Lot's of small changes tweakes, including some stuff Norman Vine sent me earlier.
This commit is contained in:
+181
-5
@@ -27,7 +27,9 @@
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# define exception c_exception
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#endif
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#include <math.h>
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#include <Time/sunpos.hxx>
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#include <Debug/logstream.hxx>
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#include <Time/light.hxx>
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#include "star.hxx"
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/*************************************************************************
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@@ -47,6 +49,100 @@ Star::Star(fgTIME *t) :
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0.016709, -1.151E-9,
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356.0470, 0.98560025850, t)
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{
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FG_LOG( FG_GENERAL, FG_INFO, "Initializing Sun Texture");
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#ifdef GL_VERSION_1_1
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xglGenTextures(1, &sun_texid);
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xglBindTexture(GL_TEXTURE_2D, sun_texid);
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#elif GL_EXT_texture_object
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xglGenTexturesEXT(1, &sun_texid);
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xglBindTextureEXT(GL_TEXTURE_2D, sun_texid);
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#else
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# error port me
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#endif
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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setTexture();
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glTexImage2D( GL_TEXTURE_2D,
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0,
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GL_RGBA,
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256, 256,
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0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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sun_texbuf);
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SunObject = gluNewQuadric();
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if(SunObject == NULL)
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{
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printf("gluNewQuadric(SunObject) failed !\n");
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exit(0);
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}
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//SunList = 0;
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distance = 0.0;
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}
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Star::~Star()
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{
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//delete SunObject;
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delete [] sun_texbuf;
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}
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static int texWidth = 256; /* 64x64 is plenty */
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void Star::setTexture()
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{
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int texSize;
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//void *textureBuf;
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GLubyte *p;
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int i,j;
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double radius;
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texSize = texWidth*texWidth;
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sun_texbuf = new GLubyte[texSize*4];
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if (!sun_texbuf)
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return; // Ugly!
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p = sun_texbuf;
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radius = (double)(texWidth / 2);
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for (i=0; i < texWidth; i++) {
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for (j=0; j < texWidth; j++) {
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double x, y, d;
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x = fabs((double)(i - (texWidth / 2)));
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y = fabs((double)(j - (texWidth / 2)));
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d = sqrt((x * x) + (y * y));
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if (d < radius)
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{
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double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
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// inverse square looks nice
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*p = (int)((double)0xff * (t * t));
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*(p+1) = (int)((double) 0xff * (t*t));
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*(p+2) = (int)((double) 0xff * (t*t));
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*(p+3) = (int)((double) 0xff * (t*t));
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}
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else
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{
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*p = 0x00;
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*(p+1) = 0x00;
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*(p+2) = 0x00;
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*(p+3) = 0x00;
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}
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p += 4;
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}
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}
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//gluBuild2DMipmaps(GL_TEXTURE_2D, 1, texWidth, texWidth,
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// GL_LUMINANCE,
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// GL_UNSIGNED_BYTE, textureBuf);
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//free(textureBuf);
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}
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/*************************************************************************
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* void Jupiter::updatePosition(fgTIME *t, Star *ourSun)
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@@ -71,12 +167,13 @@ void Star::updatePosition(fgTIME *t)
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v = atan2 (yv, xv); // the sun's true anomaly
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distance = r = sqrt (xv*xv + yv*yv); // and its distance
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longitude = v + w; // the sun's true longitude
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lonEcl = v + w; // the sun's true longitude
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latEcl = 0;
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// convert the sun's true longitude to ecliptic rectangular
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// geocentric coordinates (xs, ys)
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xs = r * cos (longitude);
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ys = r * sin (longitude);
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xs = r * cos (lonEcl);
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ys = r * sin (lonEcl);
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// convert ecliptic coordinates to equatorial rectangular
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// geocentric coordinates
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@@ -90,6 +187,85 @@ void Star::updatePosition(fgTIME *t)
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declination = atan2 (ze, sqrt (xe*xe + ye*ye));
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}
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void Star::newImage(void)
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{
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/*static float stars[3];
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stars[0] = 0.0;
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stars[1] = 0.0;
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stars[2] = 1.0;*/
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fgLIGHT *l = &cur_light_params;
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float sun_angle = l->sun_angle;
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if( sun_angle*RAD_TO_DEG < 100 ) { // else no need to draw sun
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double x_2, x_4, x_8, x_10;
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GLfloat ambient;
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GLfloat amb[4];
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int sun_size = 750;
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// daily variation sun gets larger near horizon
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/*if(sun_angle*RAD_TO_DEG > 84.0 && sun_angle*RAD_TO_DEG < 95)
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{
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double sun_grow = 9*fabs(94-sun_angle*RAD_TO_DEG);
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sun_size = (int)(sun_size + sun_size * cos(sun_grow*DEG_TO_RAD));
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}*/
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x_2 = sun_angle * sun_angle;
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x_4 = x_2 * x_2;
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x_8 = x_4 * x_4;
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x_10 = x_8 * x_2;
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ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
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if (ambient < 0.3) ambient = 0.3;
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if (ambient > 1.0) ambient = 1.0;
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amb[0] = ((ambient * 6.0) - 1.0); // minimum value = 0.8
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amb[1] = ((ambient * 11.0) - 3.0); // minimum value = 0.3
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amb[2] = ((ambient * 12.0) - 3.6); // minimum value = 0.0
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amb[3] = 1.00;
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if (amb[0] > 1.0) amb[0] = 1.0;
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if (amb[1] > 1.0) amb[1] = 1.0;
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if (amb[2] > 1.0) amb[2] = 1.0;
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xglColor3fv(amb);
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glPushMatrix();
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{
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xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
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xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
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xglTranslatef(0,60000,0);
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glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
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glEnable(GL_BLEND); // BLEND ENABLED
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//glEnable(GL_TEXTURE_2D);
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//glEnable(GL_BLEND);
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//glDisable(GL_LIGHTING);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBindTexture(GL_TEXTURE_2D, sun_texid);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-5000, 0.0, -5000);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 5000, 0.0, -5000);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 5000, 0.0, 5000);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-5000, 0.0, 5000);
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glEnd();
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}
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glPopMatrix();
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xglDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glPushMatrix();
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{
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xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
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xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
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xglTranslatef(0,58600,0);
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gluSphere( SunObject, sun_size, 10, 10 );
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}
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glPopMatrix();
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glDisable(GL_TEXTURE_2D); // TEXTURE DISABLED
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glDisable(GL_BLEND); // BLEND DISABLED
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}
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}
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