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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file Implementation of the post processing step to invert
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43 * all normals in meshes with infacing normals.
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44 */
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45
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46 #include "AssimpPCH.h"
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47
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48 // internal headers
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49 #include "FixNormalsStep.h"
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50
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51 using namespace Assimp;
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52
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53
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54 // ------------------------------------------------------------------------------------------------
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55 // Constructor to be privately used by Importer
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56 FixInfacingNormalsProcess::FixInfacingNormalsProcess()
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57 {
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58 // nothing to do here
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59 }
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60
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61 // ------------------------------------------------------------------------------------------------
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62 // Destructor, private as well
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63 FixInfacingNormalsProcess::~FixInfacingNormalsProcess()
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64 {
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65 // nothing to do here
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66 }
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67
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68 // ------------------------------------------------------------------------------------------------
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69 // Returns whether the processing step is present in the given flag field.
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70 bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
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71 {
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72 return (pFlags & aiProcess_FixInfacingNormals) != 0;
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73 }
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74
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75 // ------------------------------------------------------------------------------------------------
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76 // Executes the post processing step on the given imported data.
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77 void FixInfacingNormalsProcess::Execute( aiScene* pScene)
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78 {
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79 DefaultLogger::get()->debug("FixInfacingNormalsProcess begin");
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80
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81 bool bHas = false;
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82 for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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83 if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
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84
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85 if (bHas)
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86 DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. Found issues.");
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87 else DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. No changes to the scene.");
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88 }
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89
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90 // ------------------------------------------------------------------------------------------------
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91 // Apply the step to the mesh
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92 bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
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93 {
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94 ai_assert(NULL != pcMesh);
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95
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96 // Nothing to do if there are no model normals
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97 if (!pcMesh->HasNormals())return false;
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98
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99 // Compute the bounding box of both the model vertices + normals and
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100 // the umodified model vertices. Then check whether the first BB
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101 // is smaller than the second. In this case we can assume that the
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102 // normals need to be flipped, although there are a few special cases ..
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103 // convex, concave, planar models ...
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104
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105 aiVector3D vMin0 (1e10f,1e10f,1e10f);
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106 aiVector3D vMin1 (1e10f,1e10f,1e10f);
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107 aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
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108 aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
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109
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110 for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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111 {
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112 vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
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113 vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
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114 vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
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115
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116 vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
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117 vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
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118 vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
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119
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120 const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
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121
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122 vMin0.x = std::min(vMin0.x,vWithNormal.x);
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123 vMin0.y = std::min(vMin0.y,vWithNormal.y);
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124 vMin0.z = std::min(vMin0.z,vWithNormal.z);
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125
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126 vMax0.x = std::max(vMax0.x,vWithNormal.x);
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127 vMax0.y = std::max(vMax0.y,vWithNormal.y);
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128 vMax0.z = std::max(vMax0.z,vWithNormal.z);
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129 }
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130
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131 const float fDelta0_x = (vMax0.x - vMin0.x);
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132 const float fDelta0_y = (vMax0.y - vMin0.y);
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133 const float fDelta0_z = (vMax0.z - vMin0.z);
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134
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135 const float fDelta1_x = (vMax1.x - vMin1.x);
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136 const float fDelta1_y = (vMax1.y - vMin1.y);
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137 const float fDelta1_z = (vMax1.z - vMin1.z);
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138
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139 // Check whether the boxes are overlapping
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140 if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
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141 if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
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142 if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
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143
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144 // Check whether this is a planar surface
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145 const float fDelta1_yz = fDelta1_y * fDelta1_z;
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146
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147 if (fDelta1_x < 0.05f * sqrtf( fDelta1_yz ))return false;
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148 if (fDelta1_y < 0.05f * sqrtf( fDelta1_z * fDelta1_x ))return false;
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149 if (fDelta1_z < 0.05f * sqrtf( fDelta1_y * fDelta1_x ))return false;
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150
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151 // now compare the volumes of the bounding boxes
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152 if (::fabsf(fDelta0_x * fDelta1_yz) <
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153 ::fabsf(fDelta1_x * fDelta1_y * fDelta1_z))
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154 {
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155 if (!DefaultLogger::isNullLogger())
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156 {
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157 char buffer[128]; // should be sufficiently large
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158 ::sprintf(buffer,"Mesh %i: Normals are facing inwards (or the mesh is planar)",index);
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159 DefaultLogger::get()->info(buffer);
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160 }
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161
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162 // Invert normals
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163 for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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164 pcMesh->mNormals[i] *= -1.0f;
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165
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166 // ... and flip faces
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167 for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
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168 {
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169 aiFace& face = pcMesh->mFaces[i];
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170 for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
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171 std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
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172 }
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173 return true;
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174 }
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175 return false;
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176 }
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