mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
469 lines
13 KiB
JavaScript
469 lines
13 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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*
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* @class Strip
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture to use
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* @param width {Number} the width
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* @param height {Number} the height
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*
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*/
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PIXI.Strip = function(texture)
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{
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PIXI.DisplayObjectContainer.call( this );
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/**
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* The texture of the strip
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*
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* @property texture
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* @type Texture
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*/
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this.texture = texture;
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// set up the main bits..
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this.uvs = new PIXI.Float32Array([0, 1,
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1, 1,
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1, 0,
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0, 1]);
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this.vertices = new PIXI.Float32Array([0, 0,
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100, 0,
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100, 100,
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0, 100]);
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this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
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this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
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/**
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* Whether the strip is dirty or not
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*
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* @property dirty
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* @type Boolean
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*/
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this.dirty = true;
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/**
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
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*
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* @property canvasPadding
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* @type Number
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*/
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this.canvasPadding = 0;
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this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
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};
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// constructor
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PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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PIXI.Strip.prototype.constructor = PIXI.Strip;
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PIXI.Strip.prototype._renderWebGL = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(!this.visible || this.alpha <= 0)return;
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// render triangle strip..
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renderSession.spriteBatch.stop();
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// init! init!
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if(!this._vertexBuffer)this._initWebGL(renderSession);
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renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
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this._renderStrip(renderSession);
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///renderSession.shaderManager.activateDefaultShader();
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renderSession.spriteBatch.start();
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//TODO check culling
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};
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PIXI.Strip.prototype._initWebGL = function(renderSession)
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{
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// build the strip!
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var gl = renderSession.gl;
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this._vertexBuffer = gl.createBuffer();
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this._indexBuffer = gl.createBuffer();
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this._uvBuffer = gl.createBuffer();
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this._colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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};
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PIXI.Strip.prototype._renderStrip = function(renderSession)
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{
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var gl = renderSession.gl;
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var projection = renderSession.projection,
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offset = renderSession.offset,
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shader = renderSession.shaderManager.stripShader;
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var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
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// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
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renderSession.blendModeManager.setBlendMode(this.blendMode);
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// set uniforms
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gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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gl.uniform1f(shader.alpha, this.worldAlpha);
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if(!this.dirty)
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{
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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// update the uvs
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gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
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// check if a texture is dirty..
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if(this.texture.baseTexture._dirty[gl.id])
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{
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renderSession.renderer.updateTexture(this.texture.baseTexture);
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}
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else
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{
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// bind the current texture
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gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
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}
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// dont need to upload!
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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}
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else
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{
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this.dirty = false;
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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// update the uvs
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gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
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gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
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// check if a texture is dirty..
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if(this.texture.baseTexture._dirty[gl.id])
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{
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renderSession.renderer.updateTexture(this.texture.baseTexture);
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}
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else
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{
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gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
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}
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// dont need to upload!
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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}
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//console.log(gl.TRIANGLE_STRIP)
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//
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//
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gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
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};
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PIXI.Strip.prototype._renderCanvas = function(renderSession)
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{
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var context = renderSession.context;
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var transform = this.worldTransform;
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if (renderSession.roundPixels)
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{
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context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx | 0, transform.ty | 0);
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}
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else
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{
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context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
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}
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if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
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{
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this._renderCanvasTriangleStrip(context);
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}
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else
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{
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this._renderCanvasTriangles(context);
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}
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};
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PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
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{
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// draw triangles!!
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var vertices = this.vertices;
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var uvs = this.uvs;
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var length = vertices.length / 2;
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this.count++;
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for (var i = 0; i < length - 2; i++) {
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// draw some triangles!
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var index = i * 2;
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this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
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}
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};
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PIXI.Strip.prototype._renderCanvasTriangles = function(context)
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{
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// draw triangles!!
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var vertices = this.vertices;
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var uvs = this.uvs;
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var indices = this.indices;
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var length = indices.length;
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this.count++;
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for (var i = 0; i < length; i += 3) {
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// draw some triangles!
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var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
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this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
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}
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};
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PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
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{
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var textureSource = this.texture.baseTexture.source;
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var textureWidth = this.texture.width;
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var textureHeight = this.texture.height;
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var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
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var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
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var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
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var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
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if (this.canvasPadding > 0) {
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var paddingX = this.canvasPadding / this.worldTransform.a;
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var paddingY = this.canvasPadding / this.worldTransform.d;
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var centerX = (x0 + x1 + x2) / 3;
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var centerY = (y0 + y1 + y2) / 3;
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var normX = x0 - centerX;
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var normY = y0 - centerY;
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var dist = Math.sqrt(normX * normX + normY * normY);
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x0 = centerX + (normX / dist) * (dist + paddingX);
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y0 = centerY + (normY / dist) * (dist + paddingY);
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//
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normX = x1 - centerX;
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normY = y1 - centerY;
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dist = Math.sqrt(normX * normX + normY * normY);
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x1 = centerX + (normX / dist) * (dist + paddingX);
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y1 = centerY + (normY / dist) * (dist + paddingY);
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normX = x2 - centerX;
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normY = y2 - centerY;
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dist = Math.sqrt(normX * normX + normY * normY);
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x2 = centerX + (normX / dist) * (dist + paddingX);
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y2 = centerY + (normY / dist) * (dist + paddingY);
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}
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context.save();
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context.beginPath();
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context.moveTo(x0, y0);
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context.lineTo(x1, y1);
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context.lineTo(x2, y2);
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context.closePath();
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context.clip();
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// Compute matrix transform
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var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
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var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
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var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
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var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
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var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
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var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
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var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
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context.transform(deltaA / delta, deltaD / delta,
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deltaB / delta, deltaE / delta,
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deltaC / delta, deltaF / delta);
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context.drawImage(textureSource, 0, 0);
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context.restore();
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};
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/**
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* Renders a flat strip
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*
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* @method renderStripFlat
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* @param strip {Strip} The Strip to render
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* @private
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*/
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PIXI.Strip.prototype.renderStripFlat = function(strip)
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{
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var context = this.context;
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var vertices = strip.vertices;
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var length = vertices.length/2;
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this.count++;
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context.beginPath();
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for (var i=1; i < length-2; i++)
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{
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// draw some triangles!
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var index = i*2;
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var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
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var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
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context.moveTo(x0, y0);
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context.lineTo(x1, y1);
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context.lineTo(x2, y2);
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}
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context.fillStyle = '#FF0000';
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context.fill();
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context.closePath();
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};
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/*
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PIXI.Strip.prototype.setTexture = function(texture)
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{
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//TODO SET THE TEXTURES
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//TODO VISIBILITY
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// stop current texture
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this.texture = texture;
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this.width = texture.frame.width;
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this.height = texture.frame.height;
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this.updateFrame = true;
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};
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*/
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/**
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* When the texture is updated, this event will fire to update the scale and frame
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*
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* @method onTextureUpdate
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* @param event
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* @private
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*/
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PIXI.Strip.prototype.onTextureUpdate = function()
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{
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this.updateFrame = true;
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};
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/**
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* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
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*
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* @method getBounds
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* @param matrix {Matrix} the transformation matrix of the sprite
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Strip.prototype.getBounds = function(matrix)
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{
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var worldTransform = matrix || this.worldTransform;
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var a = worldTransform.a;
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var b = worldTransform.b;
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var c = worldTransform.c;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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var vertices = this.vertices;
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for (var i = 0, n = vertices.length; i < n; i += 2)
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{
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var rawX = vertices[i], rawY = vertices[i + 1];
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var x = (a * rawX) + (c * rawY) + tx;
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var y = (d * rawY) + (b * rawX) + ty;
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minX = x < minX ? x : minX;
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minY = y < minY ? y : minY;
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maxX = x > maxX ? x : maxX;
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maxY = y > maxY ? y : maxY;
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}
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if (minX === -Infinity || maxY === Infinity)
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{
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return PIXI.EmptyRectangle;
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}
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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/**
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* Different drawing buffer modes supported
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*
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* @property
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* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
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* @static
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*/
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PIXI.Strip.DrawModes = {
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TRIANGLE_STRIP: 0,
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TRIANGLES: 1
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};
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