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194 lines
9.3 KiB
C++
194 lines
9.3 KiB
C++
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Cry_Geo.h> // Needed for CGFContent.h
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#include <CGFContent.h>
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#include <AzCore/std/containers/map.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <RC/ResourceCompilerScene/Common/CommonExportContexts.h>
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#include <RC/ResourceCompilerScene/Skin/SkinExportContexts.h>
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#include <RC/ResourceCompilerScene/Skin/SkinGroupExporter.h>
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#include <RC/ResourceCompilerScene/Cgf/CgfUtils.h>
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#include <RC/ResourceCompilerScene/Skin/SkinUtils.h>
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#include <RC/ResourceCompilerScene/Skin/SkinExportContexts.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/DataTypes/Groups/ISkinGroup.h>
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#include <SceneAPI/SceneCore/Utilities/FileUtilities.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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namespace AZ
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{
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namespace RC
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{
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void ConfigureSkinContent(CContentCGF& content)
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{
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CExportInfoCGF* exportInfo = content.GetExportInfo();
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exportInfo->bMergeAllNodes = true;
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exportInfo->bUseCustomNormals = false;
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exportInfo->bCompiledCGF = false;
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exportInfo->bHavePhysicsProxy = false;
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exportInfo->bHaveAutoLods = false;
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exportInfo->bNoMesh = true;
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exportInfo->b8WeightsPerVertex = false;
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exportInfo->bWantF32Vertices = false;
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exportInfo->authorToolVersion = 1;
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}
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void MergeToFirstNodeMesh(CContentCGF& content)
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{
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AZ_Assert(content.GetNodeCount() > 0, "Skin Mesh has no node to merge");
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if (content.GetNodeCount() == 0)
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{
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return;
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}
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CMesh* mergedMesh = content.GetNode(0)->pMesh;
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AZ_Assert(mergedMesh, "Failed to retrieve merged mesh for content root node");
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if (!mergedMesh)
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{
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return;
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}
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for (size_t nodeIndex = 0; nodeIndex < content.GetNodeCount(); ++nodeIndex)
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{
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CNodeCGF* node = content.GetNode(nodeIndex);
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AZ_Assert(node, "Failed to retrieve node at index %i", nodeIndex);
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if (!node)
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{
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continue;
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}
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if (!node->bIdentityMatrix)
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{
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AZ_Assert(node->pMesh, "No mesh node set on CGF node at index %i", nodeIndex);
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if (!node->pMesh)
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{
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continue;
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}
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for (size_t vertexIndex = 0; vertexIndex < node->pMesh->GetVertexCount(); ++vertexIndex)
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{
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node->pMesh->m_pPositions[vertexIndex] = node->worldTM.TransformPoint(node->pMesh->m_pPositions[vertexIndex]);
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node->pMesh->m_pNorms[vertexIndex].RotateSafelyBy(node->worldTM);
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}
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}
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if (nodeIndex > 0)
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{
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mergedMesh->Append(*node->pMesh);
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// Keep color stream in sync size with vertex/normals stream. Reference to CGFNodeMerger::MergeNodes
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if (mergedMesh->m_streamSize[CMesh::COLORS][0] > 0 && mergedMesh->m_streamSize[CMesh::COLORS][0] < mergedMesh->GetVertexCount())
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{
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int colorCount = mergedMesh->m_streamSize[CMesh::COLORS][0];
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mergedMesh->ReallocStream(CMesh::COLORS, 0, mergedMesh->GetVertexCount());
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memset(mergedMesh->m_pColor0 + colorCount, 255, (mergedMesh->GetVertexCount() - colorCount) * sizeof(SMeshColor));
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}
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}
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}
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// We already used the transform during merge, so clear it out
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content.GetNode(0)->worldTM.SetIdentity();
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}
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void RemoveRedundantNodes(CContentCGF& content)
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{
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while (content.GetNodeCount() > 1)
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{
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CNodeCGF* deleteNode = content.GetNode(content.GetNodeCount() - 1);
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content.RemoveNode(deleteNode);
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}
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}
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SceneAPI::Events::ProcessingResult ProcessSkins(SkinGroupExportContext& context, CContentCGF& content, AZStd::vector<AZStd::string>& targetNodes)
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{
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namespace SceneEvents = SceneAPI::Events;
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if (targetNodes.empty())
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{
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AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "No nodes selected for mesh exporting.");
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return SceneEvents::ProcessingResult::Ignored;
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}
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SceneEvents::ProcessingResultCombiner result;
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ContainerExportContext containerContext(context.m_scene, context.m_outputDirectory, context.m_group, content, Phase::Construction);
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result += SceneEvents::Process(containerContext);
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result += SceneEvents::Process<ContainerExportContext>(containerContext, Phase::Filling);
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const EPhysicsGeomType physicalizeType = PHYS_GEOM_TYPE_NONE;
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AZStd::string rootBoneName;
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const SceneAPI::Containers::SceneGraph& graph = context.m_scene.GetGraph();
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AZStd::string currentRootBoneName;
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for (const AZStd::string& nodeName : targetNodes)
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{
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AZ_TraceContext("Skin mesh", nodeName);
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SceneAPI::Containers::SceneGraph::NodeIndex index = graph.Find(nodeName.c_str());
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if (index.IsValid())
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{
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// Pick the target skeleton from the first node, then make sure all the remaining meshes are referencing the same skeleton
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// as the skins need to merged to a single mesh at the end.
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SceneEvents::ProcessingResult rootNameResult = SceneEvents::Process<ResolveRootBoneFromNodeContext>(currentRootBoneName, context.m_scene, index);
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if (rootNameResult != SceneEvents::ProcessingResult::Success || currentRootBoneName.empty())
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{
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AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Selected skin has no weight data.");
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continue;
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}
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if (rootBoneName.empty())
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{
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rootBoneName = currentRootBoneName;
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// The skeleton has been established so fill up the skinning information for it as there's still
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// a strong link between skin and skeleton.
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SceneEvents::ProcessingResult skinInfoResult = SceneEvents::Process<AddBonesToSkinningInfoContext>(
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*content.GetSkinningInfo(), context.m_scene, rootBoneName);
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if (skinInfoResult != SceneEvents::ProcessingResult::Success)
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{
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// Without the skinning info further processing will cause a crash so early out here.
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Unable to link bones to skin.");
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return SceneEvents::ProcessingResult::Failure;
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}
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}
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else if (rootBoneName != currentRootBoneName)
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{
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AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Skin doesn't belong to the same skeleton as the rest of the meshes in the group.");
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continue;
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}
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CNodeCGF* node = new CNodeCGF(); // will be auto deleted by CContentCGF cgf
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SetNodeName(nodeName, *node);
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result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Construction);
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result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Filling);
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content.AddNode(node);
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result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Finalizing);
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currentRootBoneName.clear();
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}
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}
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if (content.GetNodeCount() > 0)
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{
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// CharacterCompiler expects all skin sub-meshes to be merged and stored in a single CNodeCGF
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MergeToFirstNodeMesh(content);
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result += SceneAPI::Events::Process<ContainerExportContext>(containerContext, Phase::Finalizing);
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RemoveRedundantNodes(content);
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}
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else
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{
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AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "No valid skin information found that could be added to this container.");
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result += SceneAPI::Events::Process<ContainerExportContext>(containerContext, Phase::Finalizing);
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}
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return result.GetResult();
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}
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}
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} |