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added angle constraints example
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3 changed files with 218 additions and 0 deletions
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@ -30,6 +30,7 @@
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<!-- Examples -->
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<script src="../examples/airFriction.js"></script>
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<script src="../examples/angleConstraints.js"></script>
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<script src="../examples/avalanche.js"></script>
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<script src="../examples/ballPool.js"></script>
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<script src="../examples/bridge.js"></script>
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@ -27,6 +27,7 @@
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{ name: 'Compound Stack', id: 'compoundStack' },
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{ name: 'Concave', id: 'concave' },
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{ name: 'Constraints', id: 'constraints' },
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{ name: 'Angle Constraints', id: 'angleConstraints' },
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{ name: 'Double Pendulum', id: 'doublePendulum' },
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{ name: 'Events', id: 'events' },
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{ name: 'Friction', id: 'friction' },
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216
examples/angleConstraints.js
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216
examples/angleConstraints.js
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@ -0,0 +1,216 @@
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var Example = Example || {};
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Example.angleConstraints = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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showAngleIndicator: true
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add stiff global constraint
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var body = Bodies.polygon(150, 200, 5, 30);
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var constraint = Constraint.create({
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pointA: { x: 150, y: 100 },
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bodyB: body,
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pointB: { x: 0, y: -10 },
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angleAStiffness: 1
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});
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World.add(world, [body, constraint]);
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// add soft global constraint
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var body = Bodies.polygon(280, 200, 3, 30);
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var constraint = Constraint.create({
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pointA: { x: 280, y: 120 },
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bodyB: body,
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pointB: { x: 0, y: -7 },
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stiffness: 0.001,
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angleA: 0,
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angleAStiffness: 0.01
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});
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World.add(world, [body, constraint]);
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// add damped soft global constraint
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var body = Bodies.polygon(400, 100, 4, 30);
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var constraint = Constraint.create({
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bodyA: body,
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pointA: { x: -10, y: -10 },
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pointB: { x: 400, y: 120 },
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stiffness: 0.001,
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damping: 0.05,
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angleBStiffness: 1,
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angleB: 0,
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angleBMin: -1,
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angleBMax: 1
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});
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World.add(world, [body, constraint]);
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// add revolute constraint
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var body = Bodies.rectangle(600, 200, 200, 20);
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var ball = Bodies.circle(550, 150, 20);
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var constraintR = Constraint.create({
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bodyA: body,
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pointB: { x: 600, y: 200 },
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length: 0,
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angleAStiffness: 1,
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angleAMin: -0.5,
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angleAMax: 0.5
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});
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World.add(world, [body, ball, constraintR]);
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// add revolute multi-body constraint
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var body = Bodies.rectangle(400, 400, 100, 20);
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var ball = Bodies.circle(500, 400, 20);
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var constraint = Constraint.create({
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bodyA: body,
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bodyB: ball,
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angleAStiffness: 0.9,
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angleBMin: -0.5,
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angleBMax: 0.5,
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angleBStiffness: 1
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});
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World.add(world, [body, ball, constraint]);
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// add stiff multi-body constraint
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var bodyA = Bodies.polygon(100, 400, 6, 20);
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var bodyB = Bodies.polygon(200, 400, 1, 50, { angle: -0.05 });
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var constraint = Constraint.create({
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bodyA: bodyA,
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pointA: { x: -10, y: -10 },
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bodyB: bodyB,
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pointB: { x: -10, y: -10 },
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angleAStiffness: 1,
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angleBMin: -0.5 - Math.PI,
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angleBMax: 0.5 - Math.PI,
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angleBStiffness: 1
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});
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World.add(world, [bodyA, bodyB, constraint]);
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// add soft global constraint
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var bodyA = Bodies.polygon(300, 400, 4, 20);
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var bodyB = Bodies.polygon(400, 400, 3, 30);
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var constraint = Constraint.create({
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bodyA: bodyA,
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pointA: { x: -10, y: -10 },
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bodyB: bodyB,
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pointB: { x: -10, y: -7 },
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stiffness: 0.01,
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angleAMin: Math.PI * 0.1,
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angleAMax: Math.PI * 0.5,
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angleAStiffness: 0.1,
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angleBMin: -0.5 - Math.PI,
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angleBMax: 0.5 - Math.PI,
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angleBStiffness: 0.1
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});
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World.add(world, [bodyA, bodyB, constraint]);
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// add damped soft global constraint
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var bodyA = Bodies.polygon(500, 400, 6, 30);
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var bodyB = Bodies.polygon(600, 400, 7, 60);
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var constraint = Constraint.create({
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bodyA: bodyA,
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pointA: { x: -10, y: -10 },
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bodyB: bodyB,
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pointB: { x: -10, y: -10 },
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stiffness: 0.001,
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damping: 0.1,
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angleAMin: Math.PI * 0.1,
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angleAMax: Math.PI * 0.5,
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angleAStiffness: 1,
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angleBMin: -0.5 - Math.PI,
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angleBMax: 0.5 - Math.PI,
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angleBStiffness: 0.01
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});
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World.add(world, [bodyA, bodyB, constraint]);
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World.add(world, [
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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// allow bodies on mouse to rotate
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angularStiffness: 0,
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render: {
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visible: false
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}
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}
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});
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World.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// fit the render viewport to the scene
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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});
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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