VC6 下载
http://blog.csdn.net/bcbobo21cn/article/details/44200205

opengl环境配置
http://blog.csdn.net/bcbobo21cn/article/details/51044614#t4

本文project下载

http://pan.baidu.com/s/1nvL80n3

一 加载3ds模型

加载3ds模型的技术说明和代码project见此博文

http://blog.csdn.net/cq361106306/article/details/41876541

执行以后的效果例如以下;

二 加载多个模型

/**      This Code Was Created By Jeff Molofee 2000*     A HUGE Thanks To Fredric Echols For Cleaning Up*        And Optimizing The Base Code, Making It More Flexible!*     If You've Found This Code Useful, Please Let Me Know.*     Visit My Site At nehe.gamedev.net*/#include <windows.h>       // Header File For Windows
#include <stdio.h>            // Header File For Standard Input/Output
#include <gl\gl.h>            // Header File For The OpenGL32 Library
#include <gl\glu.h>           // Header File For The GLu32 Library
#include <gl\glaux.h>     // Header File For The Glaux Library
#include <stdio.h>
#include "CLoad3DS.h"
HDC         hDC=NULL;      // Private GDI Device Context
HGLRC       hRC=NULL;      // Permanent Rendering Context
HWND        hWnd=NULL;     // Holds Our Window Handle
HINSTANCE   hInstance;      // Holds The Instance Of The Application#define ID_LIST     1typedef struct _SRCFILE
{WIN32_FIND_DATA fd;bool bIsNew;
}SRCFILE;bool   keys[256];          // Array Used For The Keyboard Routine
bool    active=TRUE;       // Window Active Flag Set To TRUE By Default
bool    fullscreen=TRUE;   // Fullscreen Flag Set To Fullscreen Mode By Default
int cxChar, cyChar ;
RECT        WindowRect;             // Grabs Rectangle Upper Left / Lower Right Values
char* srcDir = "Y:\\dddd15\\Lesson06gj\\Lesson06\\Data\\3DS";const int FILEEMAX = 1024;SRCFILE srcFilesStr[FILEEMAX];GLfloat    xrot;               // X Rotation ( NEW )
GLfloat yrot;               // Y Rotation ( NEW )
GLfloat zrot;               // Z Rotation ( NEW )GLuint texture[1];         // Storage For One Texture ( NEW )CLoad3DS *gothicLoader=new(CLoad3DS);
t3DModel gothicModel;
//BoundingBox gothicBoundingBox;
float gothicTrans[10] = { 4, 0 , -30 ,     //表示在世界矩阵的位置0.2 , 0.2 , 0.2 ,      //表示xyz放大倍数0 , 0 , 0 , 0  //表示旋转
};LRESULT   CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration For WndProc
LRESULT CALLBACK ListProc (HWND, UINT, WPARAM, LPARAM) ;
WNDPROC OldList ;void onFindFilesInDir(char* rootDir,  SRCFILE srcFiles[])
{//srcFiles = (char *)malloc(FILEEMAX * sizeof(char));WIN32_FIND_DATA fd;ZeroMemory(&fd, sizeof(WIN32_FIND_DATA));HANDLE hFile;char tmpPath[256];char subPath[256];ZeroMemory(tmpPath, 256);ZeroMemory(subPath, 256);BOOL bRet = TRUE;static int nFileSize = 0 ;//define the format of the basepathstrcpy(tmpPath, rootDir);if(tmpPath[strlen(tmpPath) -1] != '\\'){strcat(tmpPath, "\\");}strcat(tmpPath, "*");hFile = FindFirstFile(tmpPath, &fd);while (hFile != INVALID_HANDLE_VALUE && bRet){if (fd.dwFileAttributes == FILE_ATTRIBUTE_DIRECTORY && strcmp(fd.cFileName, ".") && strcmp(fd.cFileName, "..")){strcpy(subPath, rootDir);if(subPath[strlen(subPath) -1] != '\\'){strcat(subPath, "\\");}strcat(subPath, fd.cFileName);onFindFilesInDir(subPath, srcFiles);}else if(!strcmp(fd.cFileName, ".") || !strcmp(fd.cFileName, "..")){}else{srcFiles[nFileSize].fd = fd;srcFiles[nFileSize].bIsNew = FALSE;nFileSize++;}bRet = FindNextFile(hFile, &fd);}srcFiles[nFileSize].bIsNew = TRUE;FindClose(hFile);
}AUX_RGBImageRec *LoadBMP(char *Filename)               // Loads A Bitmap Image
{FILE *File=NULL;                                  // File Handleif (!Filename)                                        // Make Sure A Filename Was Given{return NULL;                                  // If Not Return NULL}File=fopen(Filename,"r");                          // Check To See If The File Existsif (File)                                         // Does The File Exist?{fclose(File);                                   // Close The Handlereturn auxDIBImageLoad(Filename);                // Load The Bitmap And Return A Pointer}return NULL;                                        // If Load Failed Return NULL
}int LoadGLTextures()                                   // Load Bitmaps And Convert To Textures
{int Status=FALSE;                                 // Status IndicatorAUX_RGBImageRec *TextureImage[1];                    // Create Storage Space For The Texturememset(TextureImage,0,sizeof(void *)*1);             // Set The Pointer To NULL// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quitif (TextureImage[0]=LoadBMP("Data/NeHe.bmp")){Status=TRUE;                                   // Set The Status To TRUEglGenTextures(1, &texture[0]);                 // Create The Texture// Typical Texture Generation Using Data From The BitmapglBindTexture(GL_TEXTURE_2D, texture[0]);glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);}if (TextureImage[0])                                    // If Texture Exists{if (TextureImage[0]->data)                          // If Texture Image Exists{free(TextureImage[0]->data);                  // Free The Texture Image Memory}free(TextureImage[0]);                             // Free The Image Structure}return Status;                                      // Return The Status
}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)        // Resize And Initialize The GL Window
{if (height==0)                                       // Prevent A Divide By Zero By{height=1;                                       // Making Height Equal One}glViewport(0,0,width,height);                        // Reset The Current ViewportglMatrixMode(GL_PROJECTION);                       // Select The Projection MatrixglLoadIdentity();                                    // Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW);                           // Select The Modelview MatrixglLoadIdentity();                                 // Reset The Modelview Matrix
}int InitGL(GLvoid)                                     // All Setup For OpenGL Goes Here
{if (!LoadGLTextures())                             // Jump To Texture Loading Routine ( NEW ){return FALSE;                                    // If Texture Didn't Load Return FALSE}glEnable(GL_TEXTURE_2D);                            // Enable Texture Mapping ( NEW )glShadeModel(GL_SMOOTH);                           // Enable Smooth ShadingglClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black BackgroundglClearDepth(1.0f);                                  // Depth Buffer SetupglEnable(GL_DEPTH_TEST);                           // Enables Depth TestingglDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // Really Nice Perspective Calculations//导入模型 模型的目录尽量这样设置 //然后模型贴图 装在Data/pic里面  一定要跟前面截图的目录名字一样。想改得去CLoad3DS文件中面改gothicLoader->Import3DS(&gothicModel, "Data/3ds/GUTEMB_L.3DS"); return TRUE;                                     // Initialization Went OK
}int DrawGLScene(GLvoid)                                    // Here's Where We Do All The Drawing
{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    // Clear The Screen And The Depth BufferglLoadIdentity();                                   // Reset The ViewglPushMatrix();changeObject( gothicTrans );drawModel(gothicModel,true,false);glPopMatrix();glFlush (); return TRUE;                                        // Keep Going
}GLvoid KillGLWindow(GLvoid)                                // Properly Kill The Window
{if (fullscreen)                                        // Are We In Fullscreen Mode?

{ ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?

{ MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?

","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0,0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?

{ KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { static HWND hwndList; int sum = 0; switch (uMsg) // Check For Windows Messages { case WM_CREATE : cxChar = LOWORD (GetDialogBaseUnits ()) ; cyChar = HIWORD (GetDialogBaseUnits ()) ; // Create listbox and static text windows. hwndList = CreateWindow (TEXT ("listbox"), NULL, WS_CHILD | WS_VISIBLE | LBS_STANDARD, 0, 0, cxChar * 16 + GetSystemMetrics (SM_CXVSCROLL), WindowRect.bottom-WindowRect.top, hWnd, (HMENU) ID_LIST, (HINSTANCE) GetWindowLong (hWnd, GWL_HINSTANCE), NULL) ; //填充Listbox onFindFilesInDir(srcDir, srcFilesStr); while(srcFilesStr[sum].bIsNew == FALSE) { SendMessage (hwndList, LB_ADDSTRING, 0, (LPARAM) srcFilesStr[sum].fd.cFileName) ; sum++; } OldList = (WNDPROC) SetWindowLong (hwndList, GWL_WNDPROC, (LPARAM) ListProc) ; return 0 ; case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released?

{ keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } case WM_COMMAND : { if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK) { //gothicLoader->CleanUp(); gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS"); } return 0; } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?

",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message?

{ done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } LRESULT CALLBACK ListProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { if (message == WM_KEYDOWN && wParam == VK_RETURN) SendMessage (GetParent (hwnd), WM_COMMAND, MAKELONG (1, LBN_DBLCLK), (LPARAM) hwnd) ; return CallWindowProc (OldList, hwnd, message, wParam, lParam) ; }

此project是一个Win32 api的project;
预备在左側显示模型文件列表。点击某个模型,在右側加载相应模型;

首先加入列表框;

遍历目录获取文件列表;

为了定制对列表框的消息处理。添加列表框的窗体过程ListProc。

加入了列表框后把模型往左移动。

float gothicTrans[10] = { 
4, 0 , -30 ,     //表示在世界矩阵的位置
0.2 , 0.2 , 0.2 ,      //表示xyz放大倍数
0 , 0 , 0 , 0  //表示旋转
};

原来是:

0, 0 , -30 ,     //表示在世界矩阵的位置

添加了上述代码以后的效果见上图。

尝试在双击列表框时加载还有一个模型。

case WM_COMMAND :
{
          if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK)
          {

//gothicLoader->CleanUp();
gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS");
 }
 return 0;
}

直接挂了。

尝试先调用CleanUp()再加载还有一个模型;提示:

cannot access private member declared in class 'CLoad3DS'

不能訪问私有函数;

那么看来该类在一次执行中仅仅能加载一个3ds模型;

我加了列表框之后的project可下载;

转载于:https://www.cnblogs.com/clnchanpin/p/7240892.html

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