217 lines
6.0 KiB
C++
217 lines
6.0 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifdef RENDER_SNIPPET
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#include "PxPhysicsAPI.h"
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#include "cudamanager/PxCudaContext.h"
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#include "cudamanager/PxCudaContextManager.h"
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#include "../snippetrender/SnippetRender.h"
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#include "../snippetrender/SnippetCamera.h"
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#define CUDA_SUCCESS 0
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using namespace physx;
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extern void initPhysics(bool interactive);
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extern void stepPhysics(bool interactive);
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extern void cleanupPhysics(bool interactive);
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extern void keyPress(unsigned char key, const PxTransform& camera);
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extern PxParticleSystem* getParticleSystem();
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extern PxParticleBuffer* getParticleBuffer();
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namespace
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{
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Snippets::Camera* sCamera;
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PxArray<PxVec4>* sPosBufferH;
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PxArray<PxVec3>* sPosBuffer3H;
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PxArray<PxVec4>* sVelBufferH;
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PxArray<PxU32>* sPhasesH;
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PxArray<PxVec3>* sColorBuffer3H;
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void copyVec4ToVec3(PxArray<PxVec3>& vec3s, const PxArray<PxVec4>& vec4s)
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{
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for (PxU32 i = 0; i < vec4s.size(); ++i)
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vec3s[i] = vec4s[i].getXYZ();
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}
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PxU32 getGroup(PxU32 phase)
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{
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return phase & PxParticlePhaseFlag::eParticlePhaseGroupMask;
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}
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void mapVec4ToColor3(PxArray<PxVec3>& colors, const PxArray<PxVec4>& vec4s, const PxArray<PxU32>& phases)
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{
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for (PxU32 i = 0; i < vec4s.size(); ++i)
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{
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float mag = vec4s[i].getXYZ().magnitude();
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float c = PxMin(0.1f * mag, 1.0f);
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switch (getGroup(phases[i]) % 6)
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{
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case 0:
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colors[i] = PxVec3(1.0f, c, c);
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break;
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case 1:
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colors[i] = PxVec3(c, 1.0f, c);
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break;
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case 2:
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colors[i] = PxVec3(c, c, 1.0f);
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break;
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case 3:
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colors[i] = PxVec3(c, 1.0f, 1.0f);
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break;
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case 4:
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colors[i] = PxVec3(1.0f, c, 1.0f);
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break;
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case 5:
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colors[i] = PxVec3(1.0f, 1.0f, c);
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break;
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default:
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colors[i] = PxVec3(c, c, c);
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}
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}
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}
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void onBeforeRenderParticles()
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{
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PxParticleSystem* particleSystem = getParticleSystem();
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if (particleSystem)
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{
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PxParticleBuffer* userBuffer = getParticleBuffer();
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PxVec4* positions = userBuffer->getPositionInvMasses();
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PxVec4* vels = userBuffer->getVelocities();
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PxU32* phases = userBuffer->getPhases();
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const PxU32 numParticles = userBuffer->getNbActiveParticles();
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PxScene* scene;
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PxGetPhysics().getScenes(&scene, 1);
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PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
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cudaContextManager->acquireContext();
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PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
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cudaContext->memcpyDtoH(sPosBufferH->begin(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
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cudaContext->memcpyDtoH(sVelBufferH->begin(), CUdeviceptr(vels), sizeof(PxVec4) * numParticles);
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cudaContext->memcpyDtoH(sPhasesH->begin(), CUdeviceptr(phases), sizeof(PxU32) * numParticles);
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copyVec4ToVec3(*sPosBuffer3H, *sPosBufferH);
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mapVec4ToColor3(*sColorBuffer3H, *sVelBufferH, *sPhasesH);
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cudaContextManager->releaseContext();
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}
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}
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void renderParticles()
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{
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if (sPosBuffer3H && sColorBuffer3H)
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{
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Snippets::DrawPoints(*sPosBuffer3H, *sColorBuffer3H, 2.0f);
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}
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}
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void allocParticleBuffers()
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{
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PxParticleBuffer* userBuffer = getParticleBuffer();
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if (userBuffer)
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{
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const PxU32 maxParticles = userBuffer->getMaxParticles();
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sPosBufferH = new PxArray<PxVec4>(maxParticles);
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sPosBuffer3H = new PxArray<PxVec3>(maxParticles);
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sVelBufferH = new PxArray<PxVec4>(maxParticles);
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sColorBuffer3H = new PxArray<PxVec3>(maxParticles);
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sPhasesH = new PxArray<PxU32>(maxParticles);
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}
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}
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void clearupParticleBuffers()
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{
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delete sPosBuffer3H;
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delete sPosBufferH;
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delete sVelBufferH;
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delete sColorBuffer3H;
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delete sPhasesH;
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}
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void renderCallback()
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{
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onBeforeRenderParticles();
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stepPhysics(true);
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Snippets::startRender(sCamera);
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PxScene* scene;
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PxGetPhysics().getScenes(&scene,1);
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PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
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if(nbActors)
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{
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PxArray<PxRigidActor*> actors(nbActors);
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scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
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Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
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}
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renderParticles();
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Snippets::finishRender();
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}
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void cleanup()
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{
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delete sCamera;
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clearupParticleBuffers();
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cleanupPhysics(true);
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}
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void exitCallback()
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{
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}
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}
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void renderLoop()
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{
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sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f,-0.2f,-0.6f));
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Snippets::setupDefault("PhysX Snippet PBFFluid MultiMat", sCamera, keyPress, renderCallback, exitCallback);
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initPhysics(true);
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allocParticleBuffers();
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glutMainLoop();
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cleanup();
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}
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#endif
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