mirror of
git://projects.qi-hardware.com/cae-tools.git
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459 lines
9.4 KiB
C
459 lines
9.4 KiB
C
/*
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* area.c - Area fill
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*
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* Written 2012 by Werner Almesberger
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* Copyright 2012 Werner Almesberger
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*/
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/*
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* We use the following requirement to simplify toolpath generation: the
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* outlines must be designed such that the tool can pass along all the
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* outlines without cutting into anything it's not supposed to.
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*/
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#include <stddef.h>
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#include <math.h>
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#include <assert.h>
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#include "util.h"
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#include "path.h"
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#include "area.h"
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#define EPSILON 1e-6
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static int bbox(const struct path *path,
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double *xa, double *ya, double *xb, double *yb)
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{
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const struct point *p = path->first;
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if (!p)
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return 0;
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*xa = *xb = p->x;
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*ya = *yb = p->y;
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while (p) {
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if (p->x < *xa)
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*xa = p->x;
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if (p->x > *xb)
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*xb = p->x;
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if (p->y < *ya)
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*ya = p->y;
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if (p->y > *yb)
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*yb = p->y;
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p = p->next;
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}
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return 1;
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}
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/*
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* @@@ this is a bit too simple. E.g., it would report A as being inside B
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* in this case:
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*
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* +---+
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* +---+ | |
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* | A | | |
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* +---+ | |
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* | B |
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* +--------+ |
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* | |
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* +------------+
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*/
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static int is_inside(const struct path *a, const struct path *b)
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{
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double xa, ya, xb, yb;
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const struct point *p;
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if (!bbox(b, &xa, &ya, &xb, &yb))
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return 0;
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for (p = a->first; p; p = p->next)
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if (p->x < xa || p->x > xb ||
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p->y < ya || p->y > yb)
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return 0;
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return 1;
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}
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/*
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* Solve
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*
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* ax+by = e
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* cx+dy = f
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*
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* with Cramer's rule:
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* http://en.wikipedia.org/wiki/Cramer's_rule
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*/
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static int cramer2(double a, double b, double c, double d, double e, double f,
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double *x, double *y)
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{
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double det;
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det = a*d-b*c;
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if (fabs(det) < EPSILON)
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return 0;
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*x = (e*d-b*f)/det;
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*y = (a*f-e*c)/det;
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return 1;
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}
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/*
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* Solve
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*
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* ax + na*bx = cx + nb*dx
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* ay + na*by = cy + nb*dy
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*
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* which is
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*
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* na*bx + nb*-dx = cx - ax
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* na*by + nb*-dy = cy - ay
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*/
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static int intersect(double ax, double ay, double bx, double by,
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double cx, double cy, double dx, double dy, double *na, double *nb)
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{
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return cramer2(bx, -dx, by, -dy, cx-ax, cy-ay, na, nb);
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}
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/*
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* See above.fig. The equation we solve is
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*
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* Q = A+u*(AM)
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* Q = B+v*(BP)
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*
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* equals
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*
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* ax + u*(mx-ax) = bx + v*(px-bx)
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* ay + u*(my-ay) = by + v*(py-by)
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*
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* equals
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*
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* u*(mx-ax) + v*(bx-px) = bx - ax
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* u*(my-ay) + v*(by-py) = by - ay
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*
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* For BC, the equation becomes
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*
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* Q = C+u*(CM)
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* Q = B+v*(BP)
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*/
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static int above(const struct point *a, const struct point *b,
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const struct point *c, double px, double py)
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{
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double ab, bc;
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double mx, my;
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double u, v;
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ab = hypot(a->x-b->x, a->y-b->y);
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bc = hypot(b->x-c->x, b->y-c->y);
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if (fabs(ab) < EPSILON || fabs(bc) < EPSILON)
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return 0;
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mx = b->x-(b->y-a->y)/ab-(c->y-b->y)/bc;
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my = b->y+(b->x-a->x)/ab+(c->x-b->x)/bc;
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if (cramer2(mx-a->x, b->x-px, my-a->y, b->y-py, b->x-a->x, b->y-a->y,
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&u, &v))
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if (u >= 0 && u <= 1 && v >= 0)
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return 1;
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if (cramer2(mx-c->x, b->x-px, my-c->y, b->y-py, b->x-c->x, b->y-c->y,
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&u, &v))
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if (u >= 0 && u <= 1 && v >= 0)
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return 1;
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return 0;
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}
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/*
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* Solve
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*
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* (ax+n*bx-cx)^2+(ay+n*by-cy)^2 = r^2 for n
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*
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* http://en.wikipedia.org/wiki/Quadratic_equation
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*/
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static int touch_solve(double ax, double ay, double bx, double by,
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double cx, double cy, double r, int enter, double *n)
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{
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double dx = cx-ax;
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double dy = cy-ay;
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double a = bx*bx+by*by; /* always positive */
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double b = -2*bx*dx-2*by*dy;
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double c = dx*dx+dy*dy-r*r;
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double d, tmp;
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d = b*b-4*a*c;
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if (d < 0)
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return 0;
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d = sqrt(d);
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tmp = enter ? (-b-d)/2/a : (-b+d)/2/a;
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if (tmp <= 0 || tmp >= 1)
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return 0;
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*n = tmp;
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return 1;
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}
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/*
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* The points A, B, and C are (if the path is left-handed):
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*
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* - A: the beginning of the segment leading into the corner
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* - B: the corner point
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* - C: the beginning of the segment leading out of the corner
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*
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* If the path is right-handed, we swap A and C, making it left-handed.
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*/
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static int touch(double ax, double ay, double bx, double by,
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const struct point *a, const struct point *b, const struct point *c,
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double r, int enter, int left, double *n)
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{
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double px, py;
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if (!touch_solve(ax, ay, bx, by, b->x, b->y, r, enter, n))
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return 0;
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px = ax+*n*bx;
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py = ay+*n*by;
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return above(a, b, c, px, py) == left;
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}
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/*
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* Here, the points A, B, C, and D are:
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*
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* - A: before the beginning of the current segment
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* - B: the beginning
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* - C: the end
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* - D: the next point beyond the end
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*/
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static int hit_segment(double fx, double fy, double tx, double ty,
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const struct point *a, const struct point *b, const struct point *c,
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const struct point *d, double r, int enter, int left, double *n)
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{
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double dx, dy, nx, ny, nn;
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double px, py;
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double na, nb;
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tx -= fx;
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ty -= fy;
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dx = c->x-b->x;
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dy = c->y-b->y;
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if (left) {
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nx = dx;
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ny = dy;
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} else {
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nx = -dx;
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ny = -dy;
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}
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/* -dy becomes the x component of the normal vector */
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if (enter ? ny < 0 : ny > 0)
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return 0;
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nn = hypot(nx, ny);
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px = b->x-ny/nn*r;
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py = b->y+nx/nn*r;
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if (!intersect(fx, fy, tx, ty, px, py, dx, dy, &na, &nb))
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return 0;
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if (nb <= 0) {
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if (!touch(fx, fy, tx, ty, a, b, c, r, enter, left, &na))
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return 0;
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}
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if (nb >= 1) {
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if (!touch(fx, fy, tx, ty, b, c, d, r, enter, left, &na))
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return 0;
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}
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if (na <= 0 || na >= 1)
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return 0;
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*n = na;
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return 1;
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}
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static int hit_path(double fx, double fy, double tx, double ty,
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const struct path *path, int inside, int enter, double r, double *x)
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{
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const struct point *p, *last, *next2;
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int left;
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double nx, tmp;
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int found = 0;
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/*
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* @@@ We don't wrap around the ends properly and create a zero-sized
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* imaginary segment between path->first and path->last.
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*/
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left = path_tool_is_left(path);
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if (inside)
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left = !left;
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last = path->last;
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for (p = path->first; p != path->last; p = p->next) {
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next2 = p->next->next ? p->next->next : path->first;
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if (hit_segment(fx, fy, tx, ty, last, p, p->next, next2,
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r, enter, left, &tmp)) {
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if (!found || nx > tmp)
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nx = tmp;
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found = 1;
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}
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last = p;
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}
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if (found)
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*x = fx+nx*(tx-fx);
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return found;
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}
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static const struct path **subordinates(const struct path *paths,
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const struct path *path, double z)
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{
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const struct path **sub, **w, **a, **b;;
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const struct path *p;
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int n = 0;
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for (p = paths; p; p = p->next)
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if (p->first && p->first->z == z)
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n++;
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sub = alloc_size(sizeof(struct path *)*n);
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w = sub;
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for (p = paths; p; p = p->next)
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if (p != path && p->first && p->first->z == z &&
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is_inside(p, path) && !is_inside(path, p))
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*w++ = p;
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*w = NULL;
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for (a = sub; a != w; a++)
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for (b = sub; b != w; b++)
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if (a != b && is_inside(*a, *b)) {
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*a = *--w;
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*w = NULL;
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a--;
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break;
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}
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return sub;
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}
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static void do_line(const struct path *path, const struct path **sub,
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double xa, double xb, double y, double r_tool, double overlap,
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struct path **res)
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{
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const struct path *last = path;
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const struct path **s;
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struct path *new;
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double x, next;
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if (!hit_path(xa-3*r_tool, y, xb, y, last, 1, 0, r_tool, &x))
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return;
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while (1) {
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next = xb;
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last = NULL;
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if (hit_path(x, y, xb, y, path, 1, 1, r_tool, &next))
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last = path;
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for (s = sub; *s; s++)
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if (hit_path(x, y, next, y, *s, 0, 1, r_tool, &next))
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last = *s;
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if (next-x > 2*r_tool-2*overlap) {
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new = path_new(r_tool, "");
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path_add(new, x+r_tool-overlap, y, path->first->z);
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path_add(new, next-r_tool+overlap, y, path->first->z);
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new->next = *res;
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*res = new;
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}
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if (!last)
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return;
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if (!hit_path(next+EPSILON, y, xb, y, last, last == path, 0,
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r_tool, &x))
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return;
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}
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}
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static void add_outline(const struct path *path, int inside, struct path **res)
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{
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struct path *new;
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int left;
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left = path_tool_is_left(path);
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new = path_offset(path, inside ? !left : left, 0);
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new->next = *res;
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*res = new;
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}
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static void fill_path(const struct path *paths, const struct path *path,
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double z, double r_tool, double overlap, struct path **res)
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{
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const struct path **sub, **s;
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const struct path **sub2, **s2;
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double xa, ya, xb, yb;
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int n, i;
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if (!bbox(path, &xa, &ya, &xb, &yb))
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return;
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sub = subordinates(paths, path, z);
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xa += r_tool;
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ya += 3*r_tool-overlap;
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xb -= r_tool;
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yb -= 3*r_tool-overlap;
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n = ceil((yb-ya)/(2*r_tool-overlap));
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for (i = 0; i <= n; i++)
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do_line(path, sub, xa, xb, ya+(yb-ya)*((double) i/n),
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r_tool, overlap, res);
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for (s = sub; *s; s++) {
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sub2 = subordinates(paths, *s, z);
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for (s2 = sub2; *s2; s2++)
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fill_path(paths, *s2, z, r_tool, overlap, res);
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free(sub2);
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add_outline(*s, 0, res);
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}
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free(sub);
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add_outline(path, 1, res);
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}
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struct path *area(const struct path *paths, double overlap)
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{
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struct path *res = NULL;
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double z = HUGE_VAL, best_x, x;
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const struct path *path, *best;
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const struct point *p;
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if (!paths)
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return NULL;
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while (1) {
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best = NULL;
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best_x = HUGE_VAL;
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for (path = paths; path; path = path->next) {
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if (!path->first)
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continue;
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if (path->first->z >= z)
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continue;
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x = HUGE_VAL;
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for (p = path->first; p; p = p->next)
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if (p->x < x)
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x = p->x;
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if (best && best->first->z >= path->first->z &&
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x >= best_x)
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continue;
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best = path;
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best_x = x;
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}
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if (!best)
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return res;
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z = best->first->z;
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fill_path(paths, best, z, best->r_tool, overlap, &res);
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}
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}
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