448 lines
13 KiB
C
448 lines
13 KiB
C
/**************************************************************************
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* mesh.c -- data structures and routines for processing terrain meshes
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*
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* Written by Curtis Olson, started May 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#ifndef __CYGWIN32__
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# include <malloc.h>
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#endif
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#ifdef WIN32
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# include <windows.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h> /* atof(), atoi() */
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#include <string.h>
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#include <GL/glut.h>
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#include "../constants.h"
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#include "../types.h"
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#include "../Math/fg_geodesy.h"
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#include "../Math/fg_random.h"
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#include "../Math/mat3.h"
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#include "../Math/polar.h"
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#include "mesh.h"
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#include "common.h"
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#include "scenery.h"
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/* Temporary hack until we get the scenery management system running */
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extern GLint mesh_hack;
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extern struct mesh eg;
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/* initialize the non-array mesh values */
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void mesh_init(struct mesh *m) {
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m->originx = 0.0;
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m->originy = 0.0;
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m->rows = 0;
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m->cols = 0;
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m->row_step = 0.0;
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m->col_step = 0.0;
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m->cur_row = 0;
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m->cur_col = 0;
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m->do_data = 0;
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}
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/* return a pointer to a new mesh structure (no data array allocated yet) */
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struct mesh *(new_mesh)() {
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struct mesh *mesh_ptr;
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mesh_ptr = (struct mesh *)malloc(sizeof(struct mesh));
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if ( mesh_ptr == 0 ) {
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printf("Virtual memory exceeded\n");
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exit(-1);
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}
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mesh_ptr->cur_row = 0;
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mesh_ptr->cur_col = 0;
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return(mesh_ptr);
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}
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/* return a pointer to a dynamically allocated array */
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float *(new_mesh_data)(int nrows, int ncols) {
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float *mesh_data_ptr;
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mesh_data_ptr = (float *)malloc(nrows * ncols * sizeof(float));
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if ( mesh_data_ptr == 0 ) {
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printf("Virtual memory exceeded\n");
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exit(-1);
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}
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printf("Allocated float(%d, %d)\n", nrows, ncols);
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return(mesh_data_ptr);
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}
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/* set the option name in the mesh data structure */
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void mesh_set_option_name(struct mesh *m, char *name) {
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if ( strlen(name) < MAX_IDENT_LEN ) {
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strcpy(m->option_name, name);
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} else {
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strncpy(m->option_name, name, MAX_IDENT_LEN - 1);
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m->option_name[MAX_IDENT_LEN - 1] = '\0';
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}
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if ( strcmp(m->option_name, "do_data") == 0 ) {
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m->do_data = 1;
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} else {
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m->do_data = 0;
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}
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}
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/* set an option value in the mesh data structure */
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void mesh_set_option_value(struct mesh *m, char *value) {
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/* printf("Setting %s to %s\n", m->option_name, value); */
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if ( m->do_data ) {
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/* mesh data is a pseudo 2d array */
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/* printf("Setting mesh_data[%d][%d] to %s\n", m->cur_row, m->cur_col,
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value); */
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m->mesh_data[m->cur_row * m->cols + m->cur_col] = atof(value);
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m->cur_col++;
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if ( m->cur_col >= m->cols ) {
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m->cur_col = 0;
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m->cur_row++;
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if ( m->cur_row > m->rows ) {
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m->do_data = 0;
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}
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}
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} else if ( strcmp(m->option_name, "origin_lon") == 0 ) {
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m->originx = atof(value);
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} else if ( strcmp(m->option_name, "origin_lat") == 0 ) {
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m->originy = atof(value);
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} else if ( strcmp(m->option_name, "rows") == 0 ) {
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m->rows = atoi(value);
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} else if ( strcmp(m->option_name, "cols") == 0 ) {
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m->cols = atoi(value);
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} else if ( strcmp(m->option_name, "row_step") == 0 ) {
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m->row_step = atof(value);
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} else if ( strcmp(m->option_name, "col_step") == 0 ) {
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m->col_step = atof(value);
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} else {
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printf("Unknown option %s with value %s, ignoring ...\n",
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m->option_name, value);
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}
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}
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/* do whatever needs to be done with the mesh now that it's been
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loaded, such as generating the OpenGL call list. */
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void mesh_do_it(struct mesh *m) {
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mesh_hack = mesh_to_OpenGL(m);
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}
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/* return the current altitude based on mesh data. We should rewrite
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* this to interpolate exact values, but for now this is good enough */
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double mesh_altitude(double lon, double lat) {
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/* we expect incoming (lon,lat) to be in arcsec for now */
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double xlocal, ylocal, dx, dy, zA, zB, elev;
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int x1, y1, z1, x2, y2, z2, x3, y3, z3;
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int xindex, yindex;
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int skip;
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skip = cur_scenery_params.terrain_skip;
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/* determine if we are in the lower triangle or the upper triangle
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______
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| / |
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| / |
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|/ |
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------
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then calculate our end points
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*/
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xlocal = (lon - eg.originx) / eg.col_step;
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ylocal = (lat - eg.originy) / eg.row_step;
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xindex = (int)(xlocal / skip) * skip;
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yindex = (int)(ylocal / skip) * skip;
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if ( (xindex < 0) || (xindex + skip >= eg.cols) ||
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(yindex < 0) || (yindex + skip >= eg.rows) ) {
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return(-9999);
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}
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dx = xlocal - xindex;
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dy = ylocal - yindex;
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if ( dx > dy ) {
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/* lower triangle */
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/* printf(" Lower triangle\n"); */
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x1 = xindex;
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y1 = yindex;
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z1 = eg.mesh_data[y1 * eg.cols + x1];
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x2 = xindex + skip;
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y2 = yindex;
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z2 = eg.mesh_data[y2 * eg.cols + x2];
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x3 = xindex + skip;
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y3 = yindex + skip;
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
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zA = dx * (z2 - z1) / skip + z1;
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zB = dx * (z3 - z1) / skip + z1;
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/* printf(" zA = %.2f zB = %.2f\n", zA, zB); */
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if ( dx > EPSILON ) {
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elev = dy * (zB - zA) / dx + zA;
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} else {
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elev = zA;
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}
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} else {
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/* upper triangle */
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/* printf(" Upper triangle\n"); */
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x1 = xindex;
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y1 = yindex;
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z1 = eg.mesh_data[y1 * eg.cols + x1];
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x2 = xindex;
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y2 = yindex + skip;
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z2 = eg.mesh_data[y2 * eg.cols + x2];
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x3 = xindex + skip;
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y3 = yindex + skip;
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
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zA = dy * (z2 - z1) / skip + z1;
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zB = dy * (z3 - z1) / skip + z1;
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/* printf(" zA = %.2f zB = %.2f\n", zA, zB );
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printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step); */
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if ( dy > EPSILON ) {
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elev = dx * (zB - zA) / dy + zA;
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} else {
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elev = zA;
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}
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}
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return(elev);
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}
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/* walk through mesh and make opengl calls */
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GLint mesh_to_OpenGL(struct mesh *m) {
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GLint mesh;
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/* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */
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static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
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double randx, randy;
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float x1, y1, x2, y2, z11, z12, z21, z22;
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struct fgCartesianPoint p11, p12, p21, p22;
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double gc_lon, gc_lat, sl_radius;
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MAT3vec v1, v2, normal;
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int i, j, istep, jstep, iend, jend;
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float temp;
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printf("In mesh2GL(), generating GL call list.\n");
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/* Detail level. This is how big a step we take as we walk
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* through the DEM data set. This value is initialized in
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* .../Scenery/scenery.c:fgSceneryInit() */
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istep = jstep = cur_scenery_params.terrain_skip ;
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mesh = glGenLists(1);
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glNewList(mesh, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
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iend = m->cols - 1;
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jend = m->rows - 1;
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y1 = m->originy;
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y2 = y1 + (m->col_step * istep);
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for ( i = 0; i < iend; i += istep ) {
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x1 = m->originx;
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x2 = x1 + (m->row_step * jstep);
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glBegin(GL_TRIANGLE_STRIP);
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for ( j = 0; j < jend; j += jstep ) {
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z11 = m->mesh_data[i * m->cols + j ];
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z12 = m->mesh_data[(i+istep) * m->cols + j ];
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z21 = m->mesh_data[i * m->cols + (j+jstep)];
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z22 = m->mesh_data[(i+istep) * m->cols + (j+jstep)];
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/* printf("A geodetic point is (%.2f, %.2f, %.2f)\n",
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x1, y1, z11); */
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gc_lon = x1*ARCSEC_TO_RAD;
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fgGeodToGeoc(y1*ARCSEC_TO_RAD, z11, &sl_radius, &gc_lat);
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/* printf("A geocentric point is (%.2f, %.2f, %.2f)\n", gc_lon,
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gc_lat, sl_radius+z11); */
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p11 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z11);
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/* printf("A cart point is (%.8f, %.8f, %.8f)\n",
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p11.x, p11.y, p11.z); */
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gc_lon = x1*ARCSEC_TO_RAD;
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fgGeodToGeoc(y2*ARCSEC_TO_RAD, z12, &sl_radius, &gc_lat);
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p12 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z12);
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gc_lon = x2*ARCSEC_TO_RAD;
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fgGeodToGeoc(y1*ARCSEC_TO_RAD, z21, &sl_radius, &gc_lat);
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p21 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z21);
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gc_lon = x2*ARCSEC_TO_RAD;
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fgGeodToGeoc(y2*ARCSEC_TO_RAD, z22, &sl_radius, &gc_lat);
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p22 = fgPolarToCart(gc_lon, gc_lat, sl_radius+z22);
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v1[0] = p22.y - p11.y; v1[1] = p22.z - p11.z; v1[2] = z22 - z11;
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v2[0] = p12.y - p11.y; v2[1] = p12.z - p11.z; v2[2] = z12 - z11;
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MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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glNormal3d(normal[0], normal[1], normal[2]);
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/* printf("normal 1 = (%.2f %.2f %.2f\n", normal[0], normal[1],
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normal[2]); */
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if ( j == 0 ) {
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/* first time through */
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glVertex3d(p12.x, p12.y, p12.z);
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glVertex3d(p11.x, p11.y, p11.z);
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}
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glVertex3d(p22.x, p22.y, p22.z);
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v2[0] = p21.y - p11.y; v2[1] = p21.z - p11.z; v2[2] = z21 - z11;
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MAT3cross_product(normal, v2, v1);
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MAT3_NORMALIZE_VEC(normal,temp);
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glNormal3d(normal[0], normal[1], normal[2]);
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/* printf("normal 2 = (%.2f %.2f %.2f\n", normal[0], normal[1],
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normal[2]); */
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glVertex3d(p21.x, p21.y, p21.z);
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x1 += m->row_step * jstep;
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x2 += m->row_step * jstep;
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}
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glEnd();
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y1 += m->col_step * istep;
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y2 += m->col_step * istep;
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}
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/* this will go, it's only here for testing/debugging */
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for ( i = 0; i < 200; i++ ) {
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randx = fg_random() * 3600.0;
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randy = fg_random() * 3600.0;
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/* mesh_make_test_object(m->originx + randx, m->originy + randy); */
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}
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glEndList();
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return(mesh);
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}
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/* $Log$
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/* Revision 1.18 1997/08/02 19:10:14 curt
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/* Incorporated mesh2GL.c into mesh.c
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/*
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* Revision 1.17 1997/07/18 23:41:26 curt
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* Tweaks for building with Cygnus Win32 compiler.
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*
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* Revision 1.16 1997/07/16 20:04:51 curt
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* Minor tweaks to aid Win32 port.
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*
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* Revision 1.15 1997/07/14 16:26:04 curt
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* Testing/playing -- placed objects randomly across the entire terrain.
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*
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* Revision 1.14 1997/07/12 04:01:14 curt
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* Added #include <Windows32/Base.h> to help Win32 compiling.
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*
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* Revision 1.13 1997/07/12 02:27:11 curt
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* Looking at potential scenery transformation/coordinate system problems.
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*
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* Revision 1.12 1997/07/11 03:23:19 curt
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* Solved some scenery display/orientation problems. Still have a positioning
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* (or transformation?) problem.
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*
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* Revision 1.11 1997/07/11 01:30:02 curt
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* More tweaking of terrian floor.
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*
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* Revision 1.10 1997/07/10 04:26:38 curt
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* We now can interpolated ground elevation for any position in the grid. We
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* can use this to enforce a "hard" ground. We still need to enforce some
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* bounds checking so that we don't try to lookup data points outside the
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* grid data set.
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*
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* Revision 1.9 1997/07/10 02:22:10 curt
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* Working on terrain elevation interpolation routine.
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*
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* Revision 1.8 1997/07/09 21:31:15 curt
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* Working on making the ground "hard."
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*
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* Revision 1.7 1997/07/08 18:20:13 curt
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* Working on establishing a hard ground.
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*
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* Revision 1.6 1997/06/29 21:16:49 curt
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* More twiddling with the Scenery Management system.
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*
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* Revision 1.5 1997/06/22 21:44:41 curt
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* Working on intergrating the VRML (subset) parser.
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*
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* Revision 1.4 1997/05/30 19:30:17 curt
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* The LaRCsim flight model is starting to look like it is working.
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*
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* Revision 1.3 1997/05/23 15:40:41 curt
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* Added GNU copyright headers.
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*
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* Revision 1.2 1997/05/19 18:20:50 curt
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* Slight change to origin key words.
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*
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* Revision 1.1 1997/05/16 16:07:04 curt
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* Initial revision.
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*
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*/
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