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230
src/samples/gu/morph/morph.c
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230
src/samples/gu/morph/morph.c
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/*
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* PSP Software Development Kit - http://www.pspdev.org
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* Copyright (c) 2005 Jesper Svennevid
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*/
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <pspgu.h>
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#include <pspgum.h>
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PSP_MODULE_INFO("Morph Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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#define printf pspDebugScreenPrintf
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static unsigned int __attribute__((aligned(16))) list[262144];
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#define max(a,b) ((a)<(b)) ? (b) : (a)
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#define min(a,b) ((a)<(b)) ? (a) : (b)
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struct Vertex
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{
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unsigned int color;
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ScePspFVector3 normal;
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ScePspFVector3 pos;
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};
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struct MorphVertex
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{
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struct Vertex v0;
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struct Vertex v1;
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};
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int SetupCallbacks();
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#define BUF_WIDTH (512)
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#define SCR_WIDTH (480)
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#define SCR_HEIGHT (272)
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#define PIXEL_SIZE (4) /* change this if you change to another screenmode */
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#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)
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#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */
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#define ROWS (64)
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#define COLS (64)
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unsigned short __attribute__((aligned(16))) indices[(ROWS+1)*(COLS+1)*6];
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struct MorphVertex __attribute__((aligned(16))) vertices[ROWS*COLS];
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int main(int argc, char* argv[])
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{
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unsigned int i,j;
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SetupCallbacks();
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// generate sphere & cube that can blend between each other (a bit messy right now)
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for (i = 0; i < ROWS; ++i)
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{
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float di = (((float)i)/ROWS);
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float s = di * GU_PI * 2;
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ScePspFVector3 v = { cosf(s), cosf(s), sinf(s) };
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for(j = 0; j < COLS; ++j)
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{
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unsigned short* curr = &indices[(j+(i*COLS))*6];
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unsigned int i1 = (i+1)%ROWS, j1 = (j+1)%COLS;
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float t = (((float)j)/COLS) * GU_PI * 2;
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ScePspFVector3 v2 = { v.x * cosf(t), v.y * sinf(t), v.z };
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ScePspFVector3 v3;
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// cheap mans sphere -> cube algo :D
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v3.x = v2.x > 0 ? min(v2.x * 10.0f,1.0f) : max(v2.x * 10.0f,-1.0f);
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v3.y = v2.y > 0 ? min(v2.y * 10.0f,1.0f) : max(v2.y * 10.0f,-1.0f);
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v3.z = v2.z > 0 ? min(v2.z * 10.0f,1.0f) : max(v2.z * 10.0f,-1.0f);
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vertices[j+i*COLS].v0.color = (0xff<<24)|((int)(fabsf(v2.x) * 255.0f) << 16)|((int)(fabsf(v2.y) * 255.0f) << 8)|((int)(fabsf(v2.z) * 255.0f));
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vertices[j+i*COLS].v0.normal = v2;
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vertices[j+i*COLS].v0.pos = v2;
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vertices[j+i*COLS].v1.color = vertices[j+i*COLS].v0.color;
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vertices[j+i*COLS].v1.normal = v3;
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gumNormalize(&vertices[j+i*COLS].v1.normal);
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vertices[j+i*COLS].v1.pos = v3;
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// indices
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*curr++ = j + i * COLS;
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*curr++ = j1 + i * COLS;
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*curr++ = j + i1 * COLS;
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*curr++ = j1 + i * COLS;
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*curr++ = j1 + i1 * COLS;
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*curr++ = j + i1 * COLS;
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}
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}
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sceKernelDcacheWritebackAll();
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// setup GU
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sceGuInit();
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sceGuStart(GU_DIRECT,list);
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sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH);
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sceGuDepthBuffer((void*)0x110000,BUF_WIDTH);
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sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
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sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
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sceGuDepthRange(0xc350,0x2710);
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sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuDepthFunc(GU_GEQUAL);
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sceGuEnable(GU_DEPTH_TEST);
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sceGuFrontFace(GU_CW);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_CULL_FACE);
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sceGuEnable(GU_LIGHTING);
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sceGuEnable(GU_LIGHT0);
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sceGuFinish();
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sceGuSync(0,0);
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sceDisplayWaitVblankStart();
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sceGuDisplay(GU_TRUE);
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
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sceGumMatrixMode(GU_VIEW);
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{
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ScePspFVector3 pos = {0.0f,0.0f,-2.5f};
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sceGumLoadIdentity();
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sceGumTranslate(&pos);
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}
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// run sample
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int val = 0;
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for(;;)
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{
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ScePspFVector3 lpos = { 1, 0, 1 };
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sceGuStart(GU_DIRECT,list);
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// clear screen
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sceGuClearColor(0xff554433);
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sceGuClearDepth(0);
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sceGuLight(0,GU_DIRECTIONAL,GU_DIFFUSE_AND_SPECULAR,&lpos);
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sceGuLightColor(0,GU_DIFFUSE_AND_SPECULAR,0xffffffff);
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sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
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sceGuSpecular(12.0f);
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// rotate morphing mesh
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sceGumMatrixMode(GU_MODEL);
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{
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ScePspFVector3 rot = {val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f)};
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sceGumLoadIdentity();
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sceGumRotateXYZ(&rot);
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}
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sceGuAmbientColor(0xffffffff);
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// draw cube
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sceGuMorphWeight(0,0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f);
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sceGuMorphWeight(1,-0.5f * sinf(val * (GU_PI/180.0f)) + 0.5f);
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sceGumDrawArray(GU_TRIANGLES,GU_COLOR_8888|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_VERTICES(2)|GU_INDEX_16BIT|GU_TRANSFORM_3D,sizeof(indices)/sizeof(unsigned short),indices,vertices);
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sceGuFinish();
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sceGuSync(0,0);
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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val++;
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}
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sceGuTerm();
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sceKernelExitGame();
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return 0;
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}
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/* Exit callback */
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int exit_callback(int arg1, int arg2, void *common)
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{
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sceKernelExitGame();
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return 0;
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}
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/* Callback thread */
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int CallbackThread(SceSize args, void *argp)
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{
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int cbid;
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cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
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sceKernelRegisterExitCallback(cbid);
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sceKernelSleepThreadCB();
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return 0;
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}
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/* Sets up the callback thread and returns its thread id */
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int SetupCallbacks(void)
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{
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int thid = 0;
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thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
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if(thid >= 0)
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{
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sceKernelStartThread(thid, 0, 0);
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}
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return thid;
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}
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