Adding more bounds overlap tests.
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@ -1003,6 +1003,17 @@ Srt toSrt(const void* _mtx)
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return result;
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return result;
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}
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}
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void mtxFromSrt(float* _outMtx, const Srt& _srt)
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{
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mtxQuat(_outMtx, _srt.rotation);
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store<Vec3>(&_outMtx[0], mul(load<Vec3>(&_outMtx[0]), _srt.scale.x) );
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store<Vec3>(&_outMtx[4], mul(load<Vec3>(&_outMtx[4]), _srt.scale.y) );
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store<Vec3>(&_outMtx[8], mul(load<Vec3>(&_outMtx[8]), _srt.scale.z) );
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store<Vec3>(&_outMtx[12], _srt.translation);
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}
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bool isNearZero(float _v)
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bool isNearZero(float _v)
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{
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{
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return equal(_v, 0.0f, 0.00001f);
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return equal(_v, 0.0f, 0.00001f);
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@ -1478,8 +1489,9 @@ bool overlap(const Capsule& _capsule, const Obb& _obb)
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bool overlap(const Cone& _cone, const Vec3& _pos)
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bool overlap(const Cone& _cone, const Vec3& _pos)
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{
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{
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BX_UNUSED(_cone, _pos);
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float tt;
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return false;
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const Vec3 pos = closestPoint(LineSegment{_cone.pos, _cone.end}, _pos, tt);
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return overlap(Disk{pos, normalize(sub(_cone.end, _cone.pos) ), lerp(_cone.radius, 0.0f, tt)}, _pos);
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}
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}
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bool overlap(const Cone& _cone, const Sphere& _sphere)
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bool overlap(const Cone& _cone, const Sphere& _sphere)
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@ -1500,8 +1512,7 @@ bool overlap(const Cone& _cone, const Plane& _plane)
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bool overlap(const Cone& _cone, const Triangle& _triangle)
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bool overlap(const Cone& _cone, const Triangle& _triangle)
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{
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{
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BX_UNUSED(_cone, _triangle);
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return overlap(_triangle, _cone);
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return false;
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}
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}
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bool overlap(const Cone& _cone, const Cylinder& _cylinder)
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bool overlap(const Cone& _cone, const Cylinder& _cylinder)
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@ -1560,8 +1571,7 @@ bool overlap(const Cylinder& _cylinder, const Plane& _plane)
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bool overlap(const Cylinder& _cylinder, const Triangle& _triangle)
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bool overlap(const Cylinder& _cylinder, const Triangle& _triangle)
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{
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{
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BX_UNUSED(_cylinder, _triangle);
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return overlap(_triangle, _cylinder);
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return false;
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}
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}
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bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB)
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bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB)
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@ -1988,12 +1998,8 @@ bool overlap(const Triangle& _triangleA, const Triangle& _triangleB)
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;
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;
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}
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}
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bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
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template<typename Ty>
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{
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bool overlap(const Triangle& _triangle, const Ty& _ty)
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return overlap(_cylinder, _triangle);
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}
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bool overlap(const Triangle& _triangle, const Capsule& _capsule)
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{
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{
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Plane plane;
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Plane plane;
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calcPlane(plane, _triangle);
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calcPlane(plane, _triangle);
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@ -2003,8 +2009,8 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
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const LineSegment line =
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const LineSegment line =
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{
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{
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_capsule.pos,
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_ty.pos,
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_capsule.end,
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_ty.end,
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};
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};
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Hit hit;
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Hit hit;
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@ -2016,7 +2022,7 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
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const Vec3 pos = closestPoint(plane, hit.pos);
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const Vec3 pos = closestPoint(plane, hit.pos);
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const Vec3 uvw = barycentric(_triangle, pos);
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const Vec3 uvw = barycentric(_triangle, pos);
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const float nr = -_capsule.radius;
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const float nr = -_ty.radius;
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if (uvw.x >= nr
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if (uvw.x >= nr
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&& uvw.y >= nr
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&& uvw.y >= nr
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@ -2067,20 +2073,84 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
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if (d0 <= d1
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if (d0 <= d1
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&& d0 <= d2)
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&& d0 <= d2)
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{
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{
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return overlap(_capsule, pa0);
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return overlap(_ty, pa0);
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}
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}
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else if (d1 <= d2)
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else if (d1 <= d2)
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{
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{
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return overlap(_capsule, pa1);
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return overlap(_ty, pa1);
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}
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}
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return overlap(_capsule, pa2);
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return overlap(_ty, pa2);
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}
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bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
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{
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return overlap<Cylinder>(_triangle, _cylinder);
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}
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bool overlap(const Triangle& _triangle, const Capsule& _capsule)
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{
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return overlap<Capsule>(_triangle, _capsule);
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}
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}
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bool overlap(const Triangle& _triangle, const Cone& _cone)
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bool overlap(const Triangle& _triangle, const Cone& _cone)
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{
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{
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BX_UNUSED(_triangle, _cone);
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const LineSegment ab = LineSegment{_triangle.v0, _triangle.v1};
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return false;
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const LineSegment bc = LineSegment{_triangle.v1, _triangle.v2};
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const LineSegment ca = LineSegment{_triangle.v2, _triangle.v0};
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const LineSegment line =
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{
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_cone.pos,
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_cone.end,
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};
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float ta0, tb0;
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const bool i0 = intersect(ta0, tb0, ab, line);
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float ta1, tb1;
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const bool i1 = intersect(ta1, tb1, bc, line);
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float ta2, tb2;
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const bool i2 = intersect(ta2, tb2, ca, line);
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if (!i0
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|| !i1
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|| !i2)
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{
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return false;
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}
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ta0 = clamp(ta0, 0.0f, 1.0f);
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ta1 = clamp(ta1, 0.0f, 1.0f);
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ta2 = clamp(ta2, 0.0f, 1.0f);
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tb0 = clamp(tb0, 0.0f, 1.0f);
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tb1 = clamp(tb1, 0.0f, 1.0f);
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tb2 = clamp(tb2, 0.0f, 1.0f);
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const Vec3 pa0 = getPointAt(ab, ta0);
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const Vec3 pa1 = getPointAt(bc, ta1);
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const Vec3 pa2 = getPointAt(ca, ta2);
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const Vec3 pb0 = getPointAt(line, tb0);
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const Vec3 pb1 = getPointAt(line, tb1);
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const Vec3 pb2 = getPointAt(line, tb2);
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const float d0 = distanceSq(pa0, pb0);
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const float d1 = distanceSq(pa1, pb1);
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const float d2 = distanceSq(pa2, pb2);
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if (d0 <= d1
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&& d0 <= d2)
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{
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return overlap(_cone, pa0);
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}
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else if (d1 <= d2)
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{
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return overlap(_cone, pa1);
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}
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return overlap(_cone, pa2);
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}
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}
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bool overlap(const Triangle& _triangle, const Disk& _disk)
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bool overlap(const Triangle& _triangle, const Disk& _disk)
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