mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
3a11fff3ad
Removed maxSteps to regain simulation speed
270 lines
5.4 KiB
C++
270 lines
5.4 KiB
C++
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#include "PhysicsServerExample.h"
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#include "PhysicsServer.h"
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#include "SharedMemoryCommon.h"
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class PhysicsServerExample : public SharedMemoryCommon
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{
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PhysicsServerSharedMemory m_physicsServer;
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bool m_wantsShutdown;
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bool m_isConnected;
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btClock m_clock;
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public:
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PhysicsServerExample(GUIHelperInterface* helper);
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virtual ~PhysicsServerExample();
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virtual void initPhysics();
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virtual void stepSimulation(float deltaTime);
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virtual void resetCamera()
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{
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float dist = 5;
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float pitch = 50;
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float yaw = 35;
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float targetPos[3]={0,0,0};//-3,2.8,-2.5};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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}
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virtual bool wantsTermination();
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virtual bool isConnected();
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virtual void renderScene();
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virtual void exitPhysics(){}
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virtual void physicsDebugDraw(int debugFlags);
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btVector3 getRayTo(int x,int y);
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virtual bool mouseMoveCallback(float x,float y)
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{
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CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
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if (!renderer)
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{
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btAssert(0);
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return false;
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}
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btVector3 rayTo = getRayTo(int(x), int(y));
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btVector3 rayFrom;
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renderer->getActiveCamera()->getCameraPosition(rayFrom);
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m_physicsServer.movePickedBody(rayFrom,rayTo);
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return false;
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};
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
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if (!renderer)
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{
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btAssert(0);
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return false;
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}
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CommonWindowInterface* window = m_guiHelper->getAppInterface()->m_window;
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if (state==1)
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{
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if(button==0 && (!window->isModifierKeyPressed(B3G_ALT) && !window->isModifierKeyPressed(B3G_CONTROL) ))
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{
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btVector3 camPos;
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renderer->getActiveCamera()->getCameraPosition(camPos);
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btVector3 rayFrom = camPos;
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btVector3 rayTo = getRayTo(int(x),int(y));
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m_physicsServer.pickBody(rayFrom, rayTo);
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}
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} else
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{
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if (button==0)
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{
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m_physicsServer.removePickingConstraint();
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//remove p2p
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}
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}
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//printf("button=%d, state=%d\n",button,state);
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return false;
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}
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virtual bool keyboardCallback(int key, int state){return false;}
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virtual void setSharedMemoryKey(int key)
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{
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m_physicsServer.setSharedMemoryKey(key);
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}
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};
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PhysicsServerExample::PhysicsServerExample(GUIHelperInterface* helper)
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:SharedMemoryCommon(helper),
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m_wantsShutdown(false),
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m_isConnected(false)
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{
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b3Printf("Started PhysicsServer\n");
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}
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PhysicsServerExample::~PhysicsServerExample()
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{
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bool deInitializeSharedMemory = true;
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m_physicsServer.disconnectSharedMemory(deInitializeSharedMemory);
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m_isConnected = false;
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}
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bool PhysicsServerExample::isConnected()
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{
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return m_isConnected;
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}
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void PhysicsServerExample::initPhysics()
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{
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///for this testing we use Z-axis up
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int upAxis = 2;
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m_guiHelper->setUpAxis(upAxis);
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#if 0
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createEmptyDynamicsWorld();
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//todo: create a special debug drawer that will cache the lines, so we can send the debug info over the wire
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btVector3 grav(0,0,0);
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grav[upAxis] = 0;//-9.8;
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this->m_dynamicsWorld->setGravity(grav);
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#endif
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m_isConnected = m_physicsServer.connectSharedMemory( m_guiHelper);
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}
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bool PhysicsServerExample::wantsTermination()
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{
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return m_wantsShutdown;
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}
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void PhysicsServerExample::stepSimulation(float deltaTime)
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{
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btClock rtc;
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btScalar endTime = rtc.getTimeMilliseconds() + deltaTime*btScalar(800);
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while (rtc.getTimeMilliseconds()<endTime)
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{
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m_physicsServer.processClientCommands();
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}
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}
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void PhysicsServerExample::renderScene()
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{
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///debug rendering
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m_physicsServer.renderScene();
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}
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void PhysicsServerExample::physicsDebugDraw(int debugDrawFlags)
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{
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///debug rendering
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m_physicsServer.physicsDebugDraw(debugDrawFlags);
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}
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extern int gSharedMemoryKey;
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class CommonExampleInterface* PhysicsServerCreateFunc(struct CommonExampleOptions& options)
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{
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PhysicsServerExample* example = new PhysicsServerExample(options.m_guiHelper);
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if (gSharedMemoryKey>=0)
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{
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example->setSharedMemoryKey(gSharedMemoryKey);
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}
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return example;
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}
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btVector3 PhysicsServerExample::getRayTo(int x,int y)
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{
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CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
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if (!renderer)
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{
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btAssert(0);
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return btVector3(0,0,0);
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}
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float top = 1.f;
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float bottom = -1.f;
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float nearPlane = 1.f;
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float tanFov = (top-bottom)*0.5f / nearPlane;
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float fov = btScalar(2.0) * btAtan(tanFov);
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btVector3 camPos,camTarget;
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renderer->getActiveCamera()->getCameraPosition(camPos);
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renderer->getActiveCamera()->getCameraTargetPosition(camTarget);
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btVector3 rayFrom = camPos;
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btVector3 rayForward = (camTarget-camPos);
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rayForward.normalize();
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float farPlane = 10000.f;
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rayForward*= farPlane;
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btVector3 rightOffset;
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btVector3 cameraUp=btVector3(0,0,0);
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cameraUp[m_guiHelper->getAppInterface()->getUpAxis()]=1;
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btVector3 vertical = cameraUp;
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btVector3 hor;
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hor = rayForward.cross(vertical);
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hor.normalize();
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vertical = hor.cross(rayForward);
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vertical.normalize();
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float tanfov = tanf(0.5f*fov);
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hor *= 2.f * farPlane * tanfov;
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vertical *= 2.f * farPlane * tanfov;
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btScalar aspect;
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float width = float(renderer->getScreenWidth());
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float height = float (renderer->getScreenHeight());
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aspect = width / height;
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hor*=aspect;
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btVector3 rayToCenter = rayFrom + rayForward;
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btVector3 dHor = hor * 1.f/width;
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btVector3 dVert = vertical * 1.f/height;
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btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
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rayTo += btScalar(x) * dHor;
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rayTo -= btScalar(y) * dVert;
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return rayTo;
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}
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