Add DrawSplineSegmentLinearVar
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@ -35,6 +35,7 @@ typedef enum {
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SPLINE_BASIS, // B-Spline
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SPLINE_CATMULLROM, // Catmull-Rom
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SPLINE_BEZIER, // Cubic Bezier
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SPLINE_LINEAR_VAR, // Linear, variable thickness
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SPLINE_BEZIER_VAR // Cubic Bezier, variable thickness
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} SplineType;
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@ -79,7 +80,8 @@ int main(void)
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// Spline config variables
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float splineThickness = 8.0f;
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int splineTypeActive = SPLINE_BEZIER_VAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier, 4-BezierVar
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int splineTypeActive = SPLINE_LINEAR_VAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier, 4-LinearVar, 5-BezierVar
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// TODO: Change the default back to SPLINE_LINEAR when finished testing
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bool splineTypeEditMode = false;
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bool splineHelpersActive = true;
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@ -155,6 +157,7 @@ int main(void)
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else if (IsKeyPressed(KEY_THREE)) splineTypeActive = 2;
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else if (IsKeyPressed(KEY_FOUR)) splineTypeActive = 3;
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else if (IsKeyPressed(KEY_FIVE)) splineTypeActive = 4;
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else if (IsKeyPressed(KEY_SIX)) splineTypeActive = 5;
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//----------------------------------------------------------------------------------
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// Draw
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@ -218,6 +221,21 @@ int main(void)
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}
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*/
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}
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else if (splineTypeActive == SPLINE_LINEAR_VAR)
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{
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float thicks[] = {
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0.0f,
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splineThickness,
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splineThickness,
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0.0f,
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};
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// Draw spline: variable-width linear
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for (int i = 0; i < pointCount - 1; ++i)
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{
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DrawSplineSegmentLinearVar(points[i], points[i+1], thicks, 4, RED);
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}
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}
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else if (splineTypeActive == SPLINE_BEZIER_VAR)
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{
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float thicks[] = {
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@ -238,7 +256,7 @@ int main(void)
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pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
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// Draw spline: cubic-bezier (with control points)
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// Draw spline: variable-width cubic-bezier (with control points)
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for (int i = 0; i < pointCount - 1; ++i)
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{
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DrawSplineSegmentBezierCubicVar(points[i], control[i].start, control[i].end, points[i+1], thicks, 4, RED);
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@ -272,6 +290,7 @@ int main(void)
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{
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DrawCircleLinesV(points[i], (focusedPoint == i)? 12.0f : 8.0f, (focusedPoint == i)? BLUE: DARKBLUE);
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if ((splineTypeActive != SPLINE_LINEAR) &&
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(splineTypeActive != SPLINE_LINEAR_VAR) &&
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(splineTypeActive != SPLINE_BEZIER) &&
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(splineTypeActive != SPLINE_BEZIER_VAR) &&
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(i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
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@ -292,7 +311,7 @@ int main(void)
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GuiUnlock();
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GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
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if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER;BEZIER VARIABLE", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
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if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER;LINEAR VARIABLE;BEZIER VARIABLE", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -1298,6 +1298,7 @@ RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4
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RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
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RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
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RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
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RLAPI void DrawSplineSegmentLinearVar(Vector2 p1, Vector2 p2, const float* thicks, int thickCount, Color color); // Draw spline segment with variable thickness: Linear Bezier, 2 points
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RLAPI void DrawSplineSegmentBezierCubicVar(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, const float* thicks, int thickCount, Color color); // Draw spline segment with variable thickness: Cubic Bezier, 2 points, 2 control points
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// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
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@ -2107,6 +2107,89 @@ void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
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}
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// Draw spline segment with variable thickness: Linear, 2 points
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void DrawSplineSegmentLinearVar(Vector2 p1, Vector2 p2, const float* thicks, int thickCount, Color color)
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{
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if (thickCount >= 4)
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{
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const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS;
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Vector2 previous[2] = { 0 };
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Vector2 current[2] = { 0 };
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float t = 0.0f;
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// Linear velocity does not change across the curve
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Vector2 tangent = { 0 };
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tangent.x = p2.x - p1.x;
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tangent.y = p2.y - p1.y;
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float speedSqr = tangent.x*tangent.x + tangent.y*tangent.y;
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if (speedSqr > 0)
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{
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float speedInv = 1.0f/sqrtf(speedSqr);
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tangent.x *= speedInv;
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tangent.y *= speedInv;
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++)
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{
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t = step*(float)i;
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Vector2 point = { 0 };
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point.x = p1.x*(1.0f - t) + p2.x*t;
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point.y = p1.y*(1.0f - t) + p2.y*t;
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// TODO: Doesn't seem to be working properly for more than 3 distinct values
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float thick;
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{
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float tMajor = t*(float)thickCount;
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int tIndex = (int)tMajor;
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float tMinor = tMajor - (float)tIndex;
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tIndex *= 3;
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if (tIndex >= thickCount - 3)
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{
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tIndex = thickCount - 4;
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tMinor = 1.0f;
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}
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float a = powf(1.0f - t, 3);
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float b = 3.0f*powf(1.0f - t, 2)*t;
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float c = 3.0f*(1.0f - t)*t*t;
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float d = t*t*t;
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thick = a*thicks[tIndex] + b*thicks[tIndex + 1] + c*thicks[tIndex + 2] + d*thicks[tIndex + 3];
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}
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current[0].x = point.x + thick*tangent.y;
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current[0].y = point.y - thick*tangent.x;
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current[1].x = point.x - thick*tangent.y;
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current[1].y = point.y + thick*tangent.x;
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if (i > 0)
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{
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rlVertex2f(current[0].x, current[0].y);
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rlVertex2f(previous[0].x, previous[0].y);
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rlVertex2f(previous[1].x, previous[1].y);
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rlVertex2f(current[1].x, current[1].y);
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rlVertex2f(current[0].x, current[0].y);
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rlVertex2f(previous[1].x, previous[1].y);
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}
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previous[0] = current[0];
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previous[1] = current[1];
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}
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rlEnd();
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}
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}
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}
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// Draw spline segment with variable thickness: Cubic Bezier, 2 points, 2 control points
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void DrawSplineSegmentBezierCubicVar(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, const float* thicks, int thickCount, Color color)
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{
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@ -2138,8 +2221,8 @@ void DrawSplineSegmentBezierCubicVar(Vector2 p1, Vector2 c2, Vector2 c3, Vector2
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float speedSqr = (tangent.x*tangent.x + tangent.y*tangent.y);
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if (speedSqr == 0) continue;
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float speedInv = 1.0f/sqrtf(speedSqr);
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tangent.x = tangent.x*speedInv;
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tangent.y = tangent.y*speedInv;
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tangent.x *= speedInv;
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tangent.y *= speedInv;
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Vector2 point = { 0 };
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{
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@ -2178,7 +2261,7 @@ void DrawSplineSegmentBezierCubicVar(Vector2 p1, Vector2 c2, Vector2 c3, Vector2
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current[1].x = point.x - thick*tangent.y;
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current[1].y = point.y + thick*tangent.x;
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if (i > 0)
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if (i > 0) // TODO: `previous` may be unassigned in i=1 if i=0 had a `speedSqr` of 0
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{
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rlVertex2f(current[0].x, current[0].y);
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rlVertex2f(previous[0].x, previous[0].y);
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