mirror of https://github.com/ArduPilot/ardupilot
uncrustify libraries/AP_Math/matrix3.cpp
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@ -21,7 +21,7 @@
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#define HALF_SQRT_2 0.70710678118654757
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#define MATRIX_ROTATION_NONE Matrix3f(1, 0, 0, 0, 1, 0, 0 ,0, 1)
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#define MATRIX_ROTATION_NONE Matrix3f(1, 0, 0, 0, 1, 0, 0,0, 1)
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#define MATRIX_ROTATION_YAW_45 Matrix3f(HALF_SQRT_2, -HALF_SQRT_2, 0, HALF_SQRT_2, HALF_SQRT_2, 0, 0, 0, 1)
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#define MATRIX_ROTATION_YAW_90 Matrix3f(0, -1, 0, 1, 0, 0, 0, 0, 1)
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#define MATRIX_ROTATION_YAW_135 Matrix3f(-HALF_SQRT_2, -HALF_SQRT_2, 0, HALF_SQRT_2, -HALF_SQRT_2, 0, 0, 0, 1)
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@ -45,53 +45,53 @@ void Matrix3<T>::rotation(enum Rotation r)
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switch (r) {
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case ROTATION_NONE:
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case ROTATION_MAX:
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*this = MATRIX_ROTATION_NONE;
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break;
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*this = MATRIX_ROTATION_NONE;
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break;
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case ROTATION_YAW_45:
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*this = MATRIX_ROTATION_YAW_45;
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break;
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*this = MATRIX_ROTATION_YAW_45;
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break;
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case ROTATION_YAW_90:
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*this = MATRIX_ROTATION_YAW_90;
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break;
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*this = MATRIX_ROTATION_YAW_90;
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break;
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case ROTATION_YAW_135:
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*this = MATRIX_ROTATION_YAW_135;
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break;
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*this = MATRIX_ROTATION_YAW_135;
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break;
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case ROTATION_YAW_180:
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*this = MATRIX_ROTATION_YAW_180;
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break;
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*this = MATRIX_ROTATION_YAW_180;
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break;
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case ROTATION_YAW_225:
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*this = MATRIX_ROTATION_YAW_225;
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break;
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*this = MATRIX_ROTATION_YAW_225;
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break;
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case ROTATION_YAW_270:
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*this = MATRIX_ROTATION_YAW_270;
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break;
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*this = MATRIX_ROTATION_YAW_270;
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break;
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case ROTATION_YAW_315:
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*this = MATRIX_ROTATION_YAW_315;
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break;
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*this = MATRIX_ROTATION_YAW_315;
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break;
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case ROTATION_ROLL_180:
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*this = MATRIX_ROTATION_ROLL_180;
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break;
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*this = MATRIX_ROTATION_ROLL_180;
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break;
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case ROTATION_ROLL_180_YAW_45:
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*this = MATRIX_ROTATION_ROLL_180_YAW_45;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_45;
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break;
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case ROTATION_ROLL_180_YAW_90:
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*this = MATRIX_ROTATION_ROLL_180_YAW_90;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_90;
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break;
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case ROTATION_ROLL_180_YAW_135:
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*this = MATRIX_ROTATION_ROLL_180_YAW_135;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_135;
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break;
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case ROTATION_PITCH_180:
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*this = MATRIX_ROTATION_PITCH_180;
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break;
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*this = MATRIX_ROTATION_PITCH_180;
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break;
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case ROTATION_ROLL_180_YAW_225:
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*this = MATRIX_ROTATION_ROLL_180_YAW_225;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_225;
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break;
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case ROTATION_ROLL_180_YAW_270:
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*this = MATRIX_ROTATION_ROLL_180_YAW_270;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_270;
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break;
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case ROTATION_ROLL_180_YAW_315:
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*this = MATRIX_ROTATION_ROLL_180_YAW_315;
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break;
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*this = MATRIX_ROTATION_ROLL_180_YAW_315;
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break;
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}
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}
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@ -100,22 +100,22 @@ void Matrix3<T>::rotation(enum Rotation r)
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template <typename T>
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void Matrix3<T>::from_euler(float roll, float pitch, float yaw)
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{
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float cp = cos(pitch);
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float sp = sin(pitch);
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float sr = sin(roll);
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float cr = cos(roll);
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float sy = sin(yaw);
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float cy = cos(yaw);
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float cp = cos(pitch);
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float sp = sin(pitch);
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float sr = sin(roll);
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float cr = cos(roll);
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float sy = sin(yaw);
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float cy = cos(yaw);
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a.x = cp * cy;
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a.y = (sr * sp * cy) - (cr * sy);
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a.z = (cr * sp * cy) + (sr * sy);
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b.x = cp * sy;
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b.y = (sr * sp * sy) + (cr * cy);
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b.z = (cr * sp * sy) - (sr * cy);
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c.x = -sp;
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c.y = sr * cp;
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c.z = cr * cp;
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a.x = cp * cy;
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a.y = (sr * sp * cy) - (cr * sy);
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a.z = (cr * sp * cy) + (sr * sy);
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b.x = cp * sy;
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b.y = (sr * sp * sy) + (cr * cy);
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b.z = (cr * sp * sy) - (sr * cy);
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c.x = -sp;
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c.y = sr * cp;
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c.z = cr * cp;
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}
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// calculate euler angles from a rotation matrix
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@ -123,15 +123,15 @@ void Matrix3<T>::from_euler(float roll, float pitch, float yaw)
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template <typename T>
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void Matrix3<T>::to_euler(float *roll, float *pitch, float *yaw)
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{
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if (pitch != NULL) {
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*pitch = -safe_asin(c.x);
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}
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if (roll != NULL) {
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*roll = atan2(c.y, c.z);
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}
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if (yaw != NULL) {
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*yaw = atan2(b.x, a.x);
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}
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if (pitch != NULL) {
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*pitch = -safe_asin(c.x);
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}
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if (roll != NULL) {
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*roll = atan2(c.y, c.z);
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}
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if (yaw != NULL) {
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*yaw = atan2(b.x, a.x);
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}
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}
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// apply an additional rotation from a body frame gyro vector
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@ -139,18 +139,18 @@ void Matrix3<T>::to_euler(float *roll, float *pitch, float *yaw)
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template <typename T>
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void Matrix3<T>::rotate(const Vector3<T> &g)
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{
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Matrix3f temp_matrix;
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temp_matrix.a.x = a.y * g.z - a.z * g.y;
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temp_matrix.a.y = a.z * g.x - a.x * g.z;
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temp_matrix.a.z = a.x * g.y - a.y * g.x;
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temp_matrix.b.x = b.y * g.z - b.z * g.y;
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temp_matrix.b.y = b.z * g.x - b.x * g.z;
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temp_matrix.b.z = b.x * g.y - b.y * g.x;
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temp_matrix.c.x = c.y * g.z - c.z * g.y;
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temp_matrix.c.y = c.z * g.x - c.x * g.z;
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temp_matrix.c.z = c.x * g.y - c.y * g.x;
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Matrix3f temp_matrix;
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temp_matrix.a.x = a.y * g.z - a.z * g.y;
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temp_matrix.a.y = a.z * g.x - a.x * g.z;
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temp_matrix.a.z = a.x * g.y - a.y * g.x;
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temp_matrix.b.x = b.y * g.z - b.z * g.y;
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temp_matrix.b.y = b.z * g.x - b.x * g.z;
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temp_matrix.b.z = b.x * g.y - b.y * g.x;
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temp_matrix.c.x = c.y * g.z - c.z * g.y;
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temp_matrix.c.y = c.z * g.x - c.x * g.z;
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temp_matrix.c.z = c.x * g.y - c.y * g.x;
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(*this) += temp_matrix;
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(*this) += temp_matrix;
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}
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