Browse Source

Made nicer Space Station

-Imported Free Asset from Unity Store
-Added Ring Editor tool
develop
Joshua Reason 3 years ago
parent
commit
704e33d62d
1033 changed files with 83943 additions and 93 deletions
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      Assets/Scenes/Test Scenes/Static Ring.unity
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Assets/Editor/RingSpaceTool.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class RingSpaceEditor : EditorWindow
{
private bool m_ringSpaceEnabled;
private Tool m_lastTool;
private RotationController m_ring;
private Vector3 handlePosition;
private int m_subdivions = 4;
private bool m_CurveEachUpdate;
private int m_DuplicateAmount;
private float m_DuplicateAngle;
// Add menu named "My Window" to the Window menu
[MenuItem("Tools/Ring Space")]
static void Init()
{
// Get existing open window or if none, make a new one:
RingSpaceEditor window = (RingSpaceEditor)EditorWindow.GetWindow(typeof(RingSpaceEditor));
window.Show();
}
void OnGUI()
{
GUILayout.Label("Base Settings", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
m_ring = EditorGUILayout.ObjectField(m_ring, typeof(RotationController),true) as RotationController;
if (m_ring == null && m_ringSpaceEnabled)
SetRingSpace(false);
GUI.enabled = m_ring != null;
if (GUILayout.Button((m_ringSpaceEnabled ? "Disable" : "Enable") + " Ring Space"))
SetRingSpace(!m_ringSpaceEnabled);
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
MeshGUI();
DuplicationGUI();
}
private void OnDisable() {
SetRingSpace(false);
}
private void SetRingSpace(bool value)
{
m_ringSpaceEnabled = value;
Tools.hidden = m_ringSpaceEnabled;
if(m_ringSpaceEnabled)
SceneView.duringSceneGui += this.OnSceneGUI;
else
SceneView.duringSceneGui -= this.OnSceneGUI;
SceneView.RepaintAll();
}
public void OnSelectionChange()
{
Debug.Log("Selection changed");
if (Selection.activeGameObject != null)
handlePosition = Selection.activeGameObject.transform.position;
}
void OnSceneGUI(SceneView sceneView)
{
// Do your drawing here using Handles.
GameObject selectedObject = Selection.activeGameObject;
if (selectedObject == null)
return;
EditorGUI.BeginChangeCheck();
handlePosition = Handles.PositionHandle(selectedObject.transform.position, selectedObject.transform.rotation);
if (EditorGUI.EndChangeCheck())
{
Debug.Log("Finished moving");
Undo.RecordObject(selectedObject.transform, "Changed Position");
selectedObject.transform.position = handlePosition;
selectedObject.transform.rotation = m_ring.getUpRotation(selectedObject.transform.position);
if (m_CurveEachUpdate)
CurveMesh(selectedObject);
}
Handles.BeginGUI();
// Do your drawing here using GUI.
Handles.EndGUI();
}
void MeshGUI()
{
GUILayout.Space(20);
GUILayout.Label("Mesh Settings", EditorStyles.boldLabel);
GUILayout.BeginHorizontal();
m_subdivions = EditorGUILayout.IntField(m_subdivions,GUILayout.Width(50));
if(GUILayout.Button("Subdivide Mesh") && Selection.activeGameObject != null)
{
SubdividMesh(Selection.activeGameObject);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
m_CurveEachUpdate = EditorGUILayout.Toggle(m_CurveEachUpdate, GUILayout.Width(50));
if (GUILayout.Button("Curve Mesh") && Selection.activeGameObject != null)
{
CurveMesh(Selection.activeGameObject);
}
GUILayout.EndHorizontal();
if (GUILayout.Button("Reset Mesh")&& Selection.activeGameObject != null)
{
MeshData _meshdata = Selection.activeGameObject.GetComponent<MeshData>();
if (_meshdata != null)
_meshdata.Remove();
}
}
void DuplicationGUI()
{
GUILayout.Space(20);
GUILayout.Label("Duplication Settings", EditorStyles.boldLabel);
GUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Amount");
m_DuplicateAmount = EditorGUILayout.IntField(m_DuplicateAmount, GUILayout.Width(100));
GUILayout.FlexibleSpace();
EditorGUILayout.PrefixLabel("Angle");
m_DuplicateAngle = EditorGUILayout.FloatField(m_DuplicateAngle, GUILayout.Width(100));
GUILayout.EndHorizontal();
if (GUILayout.Button("Duplicate") && Selection.activeGameObject != null)
{
Duplicate(Selection.activeGameObject, m_DuplicateAmount, m_DuplicateAngle);
}
}
private void SubdividMesh(GameObject selection)
{
MeshData _meshData = selection.GetComponent<MeshData>();
if (_meshData == null)
_meshData = MeshData.Add(selection);
_meshData.SubdivideMesh(m_subdivions);
}
private void CurveMesh(GameObject selection)
{
MeshData _meshData = selection.GetComponent<MeshData>();
if (_meshData == null)
_meshData = MeshData.Add(selection);
_meshData.CurveMesh(m_ring.Position,m_ring.RotationAxis);
}
private void Duplicate(GameObject selection, int amount, float angle)
{
for (int i = 0; i < amount; i++)
{
GameObject clone = GameObject.Instantiate(selection, selection.transform.parent);
clone.transform.RotateAround(m_ring.Position, m_ring.RotationAxis, angle * (i + 1));
Undo.RegisterCreatedObjectUndo(clone, $"Duplicated {selection.name}");
}
}
}

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Assets/Scenes/Test Scenes/Static Ring.unity (Stored with Git LFS) View File

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Assets/Scripts/MeshData.cs View File

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MeshData : MonoBehaviour
{
[SerializeField, HideInInspector]
private int m_currentSubdivisions = 1;
[SerializeField, HideInInspector]
private List<SubData> m_data = new List<SubData>();
[SerializeField, HideInInspector]
private List<ColliderData> m_colliderData = new List<ColliderData>();
[System.Serializable]
public class SubData
{
public Mesh originalMesh;
public Mesh currentMesh;
public Vector3[] subdividedVertices;
public MeshFilter meshFilter;
public SubData(MeshFilter meshFilter)
{
this.meshFilter = meshFilter;
originalMesh = this.meshFilter.sharedMesh;
}
}
[System.Serializable]
public class ColliderData
{
public Collider originalCollider;
public MeshCollider currentCollider;
public SubData attachedData;
public ColliderData(Collider collider, SubData data)
{
originalCollider = collider;
originalCollider.enabled = false;
currentCollider = originalCollider.gameObject.AddComponent<MeshCollider>();
attachedData = data;
Update();
}
public void Update()
{
currentCollider.sharedMesh = attachedData.currentMesh;
}
}
public static MeshData Add(GameObject gameObject)
{
MeshData _meshData = gameObject.AddComponent<MeshData>();
foreach (MeshFilter meshFilter in gameObject.GetComponentsInChildren<MeshFilter>())
{
SubData _data = new SubData(meshFilter);
_meshData.m_data.Add(_data);
_meshData.SubdivideData(_data);
}
foreach(Collider collider in gameObject.GetComponentsInChildren<Collider>())
{
MeshFilter meshFilter = collider.gameObject.GetComponentInChildren<MeshFilter>();
SubData data = _meshData.m_data.FirstOrDefault(p => p.meshFilter == meshFilter);
if (data != null)
_meshData.m_colliderData.Add(new ColliderData(collider, data));
}
return _meshData;
}
public void Remove()
{
foreach (SubData data in m_data)
{
data.meshFilter.sharedMesh = data.originalMesh;
DestroyImmediate(data.currentMesh);
}
foreach(ColliderData data in m_colliderData)
{
data.originalCollider.enabled = true;
DestroyImmediate(data.currentCollider);
}
DestroyImmediate(this);
}
public void SubdivideMesh(int subdivisionAmount)
{
if (m_currentSubdivisions == subdivisionAmount)
return;
m_currentSubdivisions = subdivisionAmount;
foreach (SubData data in m_data)
SubdivideData(data);
foreach (ColliderData collisionData in m_colliderData)
collisionData.Update();
}
public void CurveMesh(Vector3 Centre, Vector3 Axis)
{
foreach (SubData data in m_data)
CurveData(data, Centre, Axis);
foreach (ColliderData collisionData in m_colliderData)
collisionData.Update();
}
private void CurveData(SubData data, Vector3 Centre, Vector3 Axis)
{
data.currentMesh.vertices = Utility.Meshes.Curve.CurveVertices(data.subdividedVertices, Centre, Axis, data.meshFilter.transform,transform.position);
}
private void SubdivideData(SubData data)
{
if (data.currentMesh != null)
DestroyImmediate(data.currentMesh);
data.currentMesh = null;
data.currentMesh = Utility.Meshes.Subdivion.DuplicateMesh(data.originalMesh);
Debug.Log($"Subdividing by: {m_currentSubdivisions}");
Utility.Meshes.Subdivion.Subdivide(data.currentMesh, m_currentSubdivisions);
data.currentMesh.RecalculateBounds();
data.currentMesh.RecalculateNormals();
data.currentMesh.RecalculateTangents();
data.subdividedVertices = data.currentMesh.vertices;
data.meshFilter.sharedMesh = data.currentMesh;
}
}

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Assets/Scripts/Static Physics/RotationController.cs View File

@ -21,6 +21,11 @@ public class RotationController : MonoBehaviour
[SerializeField]
private float m_correlusStrength = 100;
[SerializeField]
private Material m_Skybox;
[SerializeField]
private float m_SkyboxRotationMultiplier = 1;
public Vector3 getDownDirection(Vector3 objectPosition, bool normalized = true)
@ -37,10 +42,25 @@ public class RotationController : MonoBehaviour
return Vector3.Cross(RotationAxis, getDownDirection(objectPosition)).normalized;
}
public Quaternion getUpRotation(Vector3 objectPosition)
{
return Quaternion.FromToRotation(Vector3.up, -getDownDirection(objectPosition));
}
private void Start()
{
if (m_Skybox == null)
m_Skybox = RenderSettings.skybox;
}
private void FixedUpdate()
private void Update()
{
//transform.Rotate(m_RotationAxis, 360 / m_RotationPeriod * Time.fixedDeltaTime);
if (m_Skybox != null)
{
m_Skybox.SetVector("_RotationAxis", m_RotationAxis);
m_Skybox.SetFloat("_Rotation", (Time.time * m_SkyboxRotationMultiplier * m_RotationPeriod) % 360);
}
}

+ 26
- 85
Assets/Scripts/Utility/MeshCurver.cs View File

@ -3,97 +3,38 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MeshCurver : MonoBehaviour
namespace Utility.Meshes
{
[Header("References")]
[SerializeField]
private RotationController m_pivot;
[Header("Settings")]
[SerializeField]
private bool m_ApplyAtStart = true;
[SerializeField]
private bool m_UpdateCollider = true;
[Header("Debug")]
[SerializeField]
private bool m_CalculateEachUpdate = false;
private Mesh m_startMesh;
private MeshFilter m_meshFilter;
private MeshCollider m_meshCollider;
private void Start()
{
m_meshFilter = GetComponent<MeshFilter>();
m_meshCollider = GetComponent<MeshCollider>();
m_startMesh = m_meshFilter.mesh;
if (m_ApplyAtStart)
UpdateMesh();
}
private void Update()
{
if (m_CalculateEachUpdate)
UpdateMesh();
}
[ContextMenu("Update Mesh")]
public void UpdateMesh()
{
Mesh newMesh = UpdateMesh(m_pivot.Position, m_startMesh, m_pivot.RotationAxis, transform);
m_meshFilter.mesh = newMesh;
if (m_meshCollider != null && m_UpdateCollider)
m_meshCollider.sharedMesh = newMesh;
}
public Mesh UpdateMesh(Vector3 centre, Mesh mesh, Vector3 Axis, Transform origin)
public static class Curve
{
List<Vector3> transformedVertices = new List<Vector3>();
Vector3[] vertices = mesh.vertices;
Vector3 closestPoint = origin.TransformPoint(vertices.OrderBy(p => Vector3.Distance(centre, origin.TransformPoint(p))).First());
Vector3 direction = closestPoint - centre;
Vector3 perpendicular = Vector3.Cross(Axis, direction).normalized;
Debug.DrawLine(centre, closestPoint, Color.red);
float radius = direction.magnitude;
foreach (Vector3 vertex in vertices)
// Could do this on the GPU
public static Vector3[] CurveVertices(Vector3[] vertices, Vector3 ringCentre, Vector3 Axis, Transform origin, Vector3 meshCentre)
{
Vector3 worldPosition = origin.TransformPoint(vertex);
Vector3 directionFromStartPoint = Vector3.ProjectOnPlane(worldPosition - closestPoint, Axis);
Vector3 planeOffset = Vector3.Project(worldPosition - closestPoint, Axis);
float heightOffset = radius - Vector3.Project(worldPosition-centre,direction.normalized).magnitude;
float arcLength = directionFromStartPoint.magnitude;
float angle = (arcLength / radius);
if (Vector3.Dot(directionFromStartPoint, perpendicular) < 0)
angle = -angle;
Vector3 directionFromCentre = Quaternion.AngleAxis(Mathf.Rad2Deg * angle, Axis) * ((direction));
transformedVertices.Add((origin.InverseTransformPoint(centre + directionFromCentre.normalized * (radius - heightOffset) + planeOffset)));
Vector3[] curvedVertices = new Vector3[vertices.Length];
Vector3 down = Vector3.ProjectOnPlane(meshCentre - ringCentre, Axis).normalized;
Vector3 perpendicular = Vector3.Cross(Axis, down).normalized;
float radius = Vector3.ProjectOnPlane(meshCentre - ringCentre, Axis).magnitude;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 position = origin.TransformPoint(vertices[i]);
Vector3 directionFromCentre = Vector3.Project(position - meshCentre, perpendicular);
Vector3 directionAlongAxis = Vector3.Project(position - ringCentre, Axis);
float vertexRadius = Vector3.Project(position - ringCentre, down).magnitude;
float arcLength = directionFromCentre.magnitude;
float angle = (arcLength / radius);
if (Vector3.Dot(directionFromCentre, perpendicular) < 0)
angle = -angle;
Vector3 curvedDirection = Quaternion.AngleAxis(Mathf.Rad2Deg * angle, Axis) * down;
curvedVertices[i] = origin.InverseTransformPoint(ringCentre + (curvedDirection.normalized * (vertexRadius)) + directionAlongAxis);
}
return curvedVertices;
}
Mesh retVal = new Mesh();
retVal.vertices = transformedVertices.ToArray();
retVal.triangles = mesh.triangles;
retVal.uv = mesh.uv;
retVal.RecalculateNormals();
retVal.RecalculateTangents();
retVal.RecalculateBounds();
return retVal;
}
}

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using UnityEngine;
using System.Collections;
using System.Linq;
using System.Collections.Generic;
namespace Utility.Meshes
{
public static class Subdivion
{
static List<Vector3> vertices;
static List<Vector3> normals;
static List<Color> colors;
static List<Vector2> uv;
static List<Vector2> uv1;
static List<Vector2> uv2;
static List<List<int>> allIndices;
static Dictionary<uint, int> newVectices;
static void InitArrays(Mesh mesh)
{
vertices = new List<Vector3>(mesh.vertices);
normals = new List<Vector3>(mesh.normals);
colors = new List<Color>(mesh.colors);
uv = new List<Vector2>(mesh.uv);
uv1 = new List<Vector2>(mesh.uv2);
uv2 = new List<Vector2>(mesh.uv2);
allIndices = new List<List<int>>();
}
static void CleanUp()
{
vertices = null;
normals = null;
colors = null;
uv = null;
uv1 = null;
uv2 = null;
allIndices = null;
}
#region Subdivide4 (2x2)
static int GetNewVertex4(int i1, int i2)
{
int newIndex = vertices.Count;
uint t1 = ((uint)i1 << 16) | (uint)i2;
uint t2 = ((uint)i2 << 16) | (uint)i1;
if (newVectices.ContainsKey(t2))
return newVectices[t2];
if (newVectices.ContainsKey(t1))
return newVectices[t1];
newVectices.Add(t1, newIndex);
vertices.Add((vertices[i1] + vertices[i2]) * 0.5f);
if (normals.Count > 0)
normals.Add((normals[i1] + normals[i2]).normalized);
if (colors.Count > 0)
colors.Add((colors[i1] + colors[i2]) * 0.5f);
if (uv.Count > 0)
uv.Add((uv[i1] + uv[i2]) * 0.5f);
if (uv1.Count > 0)
uv1.Add((uv1[i1] + uv1[i2]) * 0.5f);
if (uv2.Count > 0)
uv2.Add((uv2[i1] + uv2[i2]) * 0.5f);
return newIndex;
}
/// <summary>
/// Devides each triangles into 4. A quad(2 tris) will be splitted into 2x2 quads( 8 tris )
/// </summary>
/// <param name="mesh"></param>
public static void Subdivide4(Mesh mesh)
{
newVectices = new Dictionary<uint, int>();
InitArrays(mesh);
int[] triangles = mesh.triangles;
Debug.Log(mesh.subMeshCount);
for (int j = 0; j < mesh.subMeshCount; j++)
{
var subMesh = mesh.GetSubMesh(j);
allIndices.Add(new List<int>());
List<int> subIndices = allIndices[j];
for (int i = subMesh.indexStart; i < subMesh.indexStart + subMesh.indexCount; i += 3)
{
int i1 = triangles[i + 0];
int i2 = triangles[i + 1];
int i3 = triangles[i + 2];
int a = GetNewVertex4(i1, i2);
int b = GetNewVertex4(i2, i3);
int c = GetNewVertex4(i3, i1);
subIndices.Add(i1); subIndices.Add(a); subIndices.Add(c);
subIndices.Add(i2); subIndices.Add(b); subIndices.Add(a);
subIndices.Add(i3); subIndices.Add(c); subIndices.Add(b);
subIndices.Add(a); subIndices.Add(b); subIndices.Add(c); // center triangle
}
}
mesh.vertices = vertices.ToArray();
if (normals.Count > 0)
mesh.normals = normals.ToArray();
if (colors.Count > 0)
mesh.colors = colors.ToArray();
if (uv.Count > 0)
mesh.uv = uv.ToArray();
if (uv1.Count > 0)
mesh.uv2 = uv1.ToArray();
if (uv2.Count > 0)
mesh.uv2 = uv2.ToArray();
mesh.triangles = allIndices.SelectMany(x => x).ToArray();
mesh.subMeshCount = allIndices.Count;
for (int i = 0; i < allIndices.Count; i++)
mesh.SetTriangles(allIndices[i], i);
CleanUp();
}
#endregion Subdivide4 (2x2)
#region Subdivide9 (3x3)
static int GetNewVertex9(int i1, int i2, int i3)
{
int newIndex = vertices.Count;
// center points don't go into the edge list
if (i3 == i1 || i3 == i2)
{
uint t1 = ((uint)i1 << 16) | (uint)i2;
if (newVectices.ContainsKey(t1))
return newVectices[t1];
newVectices.Add(t1, newIndex);
}
// calculate new vertex
vertices.Add((vertices[i1] + vertices[i2] + vertices[i3]) / 3.0f);
if (normals.Count > 0)
normals.Add((normals[i1] + normals[i2] + normals[i3]).normalized);
if (colors.Count > 0)
colors.Add((colors[i1] + colors[i2] + colors[i3]) / 3.0f);
if (uv.Count > 0)
uv.Add((uv[i1] + uv[i2] + uv[i3]) / 3.0f);
if (uv1.Count > 0)
uv1.Add((uv1[i1] + uv1[i2] + uv1[i3]) / 3.0f);
if (uv2.Count > 0)
uv2.Add((uv2[i1] + uv2[i2] + uv2[i3]) / 3.0f);
return newIndex;
}
/// <summary>
/// Devides each triangles into 9. A quad(2 tris) will be splitted into 3x3 quads( 18 tris )
/// </summary>
/// <param name="mesh"></param>
public static void Subdivide9(Mesh mesh)
{
newVectices = new Dictionary<uint, int>();
InitArrays(mesh);
int[] triangles = mesh.triangles;
Debug.Log(mesh.subMeshCount);
for (int j = 0; j < mesh.subMeshCount; j++)
{
var subMesh = mesh.GetSubMesh(j);
allIndices.Add(new List<int>());
List<int> subIndices = allIndices[j];
for (int i = subMesh.indexStart; i < subMesh.indexStart + subMesh.indexCount; i += 3)
{
int i1 = triangles[i + 0];
int i2 = triangles[i + 1];
int i3 = triangles[i + 2];
int a1 = GetNewVertex9(i1, i2, i1);
int a2 = GetNewVertex9(i2, i1, i2);
int b1 = GetNewVertex9(i2, i3, i2);
int b2 = GetNewVertex9(i3, i2, i3);
int c1 = GetNewVertex9(i3, i1, i3);
int c2 = GetNewVertex9(i1, i3, i1);
int d = GetNewVertex9(i1, i2, i3);
subIndices.Add(i1); subIndices.Add(a1); subIndices.Add(c2);
subIndices.Add(i2); subIndices.Add(b1); subIndices.Add(a2);
subIndices.Add(i3); subIndices.Add(c1); subIndices.Add(b2);
subIndices.Add(d); subIndices.Add(a1); subIndices.Add(a2);
subIndices.Add(d); subIndices.Add(b1); subIndices.Add(b2);
subIndices.Add(d); subIndices.Add(c1); subIndices.Add(c2);
subIndices.Add(d); subIndices.Add(c2); subIndices.Add(a1);
subIndices.Add(d); subIndices.Add(a2); subIndices.Add(b1);
subIndices.Add(d); subIndices.Add(b2); subIndices.Add(c1);
}
}
mesh.vertices = vertices.ToArray();
if (normals.Count > 0)
mesh.normals = normals.ToArray();
if (colors.Count > 0)
mesh.colors = colors.ToArray();
if (uv.Count > 0)
mesh.uv = uv.ToArray();
if (uv1.Count > 0)
mesh.uv2 = uv1.ToArray();
if (uv2.Count > 0)
mesh.uv2 = uv2.ToArray();
mesh.triangles = allIndices.SelectMany(x => x).ToArray();
mesh.subMeshCount = allIndices.Count;
for (int i = 0; i < allIndices.Count; i++)
mesh.SetTriangles(allIndices[i], i);
CleanUp();
}
#endregion Subdivide9 (3x3)
#region Subdivide
/// <summary>
/// This functions subdivides the mesh based on the level parameter
/// Note that only the 4 and 9 subdivides are supported so only those divides
/// are possible. [2,3,4,6,8,9,12,16,18,24,27,32,36,48,64, ...]
/// The function tried to approximate the desired level
/// </summary>
/// <param name="mesh"></param>
/// <param name="level">Should be a number made up of (2^x * 3^y)
/// [2,3,4,6,8,9,12,16,18,24,27,32,36,48,64, ...]
/// </param>
public static void Subdivide(Mesh mesh, int level)
{
if (level < 2)
return;
while (level > 1)
{
// remove prime factor 3
while (level % 3 == 0)
{
Subdivide9(mesh);
level /= 3;
}
// remove prime factor 2
while (level % 2 == 0)
{
Subdivide4(mesh);
level /= 2;
}
// try to approximate. All other primes are increased by one
// so they can be processed
if (level > 3)
level++;
}
}
#endregion Subdivide
public static Mesh DuplicateMesh(Mesh mesh)
{
Mesh newMesh = (Mesh)UnityEngine.Object.Instantiate(mesh);
newMesh.uv = mesh.uv;
return newMesh;
}
}
}

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