Add project time settings command and related files
This commit is contained in:
47
src/commands/set-project-time-settings-command.ts
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47
src/commands/set-project-time-settings-command.ts
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@@ -0,0 +1,47 @@
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import { createOpaqueId } from "../core/ids";
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import {
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cloneProjectTimeSettings,
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type ProjectTimeSettings
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} from "../document/project-time-settings";
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import type { EditorCommand } from "./command";
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interface SetProjectTimeSettingsCommandOptions {
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label: string;
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time: ProjectTimeSettings;
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}
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export function createSetProjectTimeSettingsCommand(
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options: SetProjectTimeSettingsCommandOptions
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): EditorCommand {
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const nextTime = cloneProjectTimeSettings(options.time);
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let previousTime: ProjectTimeSettings | null = null;
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return {
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id: createOpaqueId("command"),
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label: options.label,
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execute(context) {
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const currentProjectDocument = context.getProjectDocument();
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if (previousTime === null) {
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previousTime = cloneProjectTimeSettings(currentProjectDocument.time);
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}
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context.setProjectDocument({
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...currentProjectDocument,
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time: cloneProjectTimeSettings(nextTime)
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});
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},
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undo(context) {
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if (previousTime === null) {
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return;
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}
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const currentProjectDocument = context.getProjectDocument();
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context.setProjectDocument({
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...currentProjectDocument,
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time: cloneProjectTimeSettings(previousTime)
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});
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}
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};
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}
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48
src/document/project-time-settings.ts
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48
src/document/project-time-settings.ts
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@@ -0,0 +1,48 @@
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export const HOURS_PER_DAY = 24 as const;
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export const DEFAULT_PROJECT_DAY_LENGTH_MINUTES = 24 as const;
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export const DEFAULT_PROJECT_START_TIME_OF_DAY_HOURS = 9 as const;
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export interface ProjectTimeSettings {
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startTimeOfDayHours: number;
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dayLengthMinutes: number;
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}
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export function normalizeTimeOfDayHours(hours: number): number {
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const wrappedHours = hours % HOURS_PER_DAY;
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return wrappedHours < 0 ? wrappedHours + HOURS_PER_DAY : wrappedHours;
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}
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export function formatTimeOfDayHours(hours: number): string {
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const normalizedHours = normalizeTimeOfDayHours(hours);
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const totalMinutes = Math.round(normalizedHours * 60) % (HOURS_PER_DAY * 60);
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const wholeHours = Math.floor(totalMinutes / 60);
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const minutes = totalMinutes % 60;
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return `${String(wholeHours).padStart(2, "0")}:${String(minutes).padStart(2, "0")}`;
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}
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export function createDefaultProjectTimeSettings(): ProjectTimeSettings {
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return {
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startTimeOfDayHours: DEFAULT_PROJECT_START_TIME_OF_DAY_HOURS,
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dayLengthMinutes: DEFAULT_PROJECT_DAY_LENGTH_MINUTES
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};
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}
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export function cloneProjectTimeSettings(
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settings: ProjectTimeSettings
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): ProjectTimeSettings {
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return {
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startTimeOfDayHours: settings.startTimeOfDayHours,
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dayLengthMinutes: settings.dayLengthMinutes
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};
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}
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export function areProjectTimeSettingsEqual(
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left: ProjectTimeSettings,
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right: ProjectTimeSettings
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): boolean {
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return (
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left.startTimeOfDayHours === right.startTimeOfDayHours &&
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left.dayLengthMinutes === right.dayLengthMinutes
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);
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}
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336
src/runtime-three/runtime-project-time.ts
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336
src/runtime-three/runtime-project-time.ts
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@@ -0,0 +1,336 @@
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import type { Vec3 } from "../core/vector";
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import {
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formatTimeOfDayHours,
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HOURS_PER_DAY,
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normalizeTimeOfDayHours,
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type ProjectTimeSettings
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} from "../document/project-time-settings";
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import {
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cloneWorldBackgroundSettings,
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type WorldAmbientLightSettings,
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type WorldBackgroundSettings,
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type WorldSettings,
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type WorldSunLightSettings
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} from "../document/world-settings";
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const NIGHT_AMBIENT_COLOR = "#162033";
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const NIGHT_SUN_COLOR = "#6f7fb5";
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const NIGHT_SOLID_BACKGROUND_COLOR = "#09111f";
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const NIGHT_GRADIENT_TOP_COLOR = "#0b1730";
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const NIGHT_GRADIENT_BOTTOM_COLOR = "#182134";
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const DEFAULT_NOON_DIRECTION: Vec3 = {
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x: 0.45,
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y: 0.88,
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z: 0.15
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};
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const UP_AXIS: Vec3 = {
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x: 0,
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y: 1,
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z: 0
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};
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export interface RuntimeClockState {
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timeOfDayHours: number;
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dayCount: number;
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dayLengthMinutes: number;
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}
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export interface RuntimeDayNightWorldState {
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ambientLight: WorldAmbientLightSettings;
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sunLight: WorldSunLightSettings;
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background: WorldBackgroundSettings;
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daylightFactor: number;
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}
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function clamp(value: number, min: number, max: number): number {
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return Math.min(max, Math.max(min, value));
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}
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function smoothstep(edge0: number, edge1: number, value: number): number {
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if (edge0 === edge1) {
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return value < edge0 ? 0 : 1;
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}
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const t = clamp((value - edge0) / (edge1 - edge0), 0, 1);
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return t * t * (3 - 2 * t);
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}
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function lerp(left: number, right: number, amount: number): number {
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return left + (right - left) * amount;
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}
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function normalizeVec3(vector: Vec3): Vec3 {
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const length = Math.hypot(vector.x, vector.y, vector.z);
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if (length <= 1e-6) {
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return {
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...DEFAULT_NOON_DIRECTION
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};
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}
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return {
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x: vector.x / length,
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y: vector.y / length,
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z: vector.z / length
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};
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}
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function cross(left: Vec3, right: Vec3): Vec3 {
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return {
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x: left.y * right.z - left.z * right.y,
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y: left.z * right.x - left.x * right.z,
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z: left.x * right.y - left.y * right.x
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};
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}
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function dot(left: Vec3, right: Vec3): number {
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return left.x * right.x + left.y * right.y + left.z * right.z;
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}
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function scaleVec3(vector: Vec3, scale: number): Vec3 {
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return {
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x: vector.x * scale,
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y: vector.y * scale,
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z: vector.z * scale
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};
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}
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function addVec3(left: Vec3, right: Vec3): Vec3 {
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return {
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x: left.x + right.x,
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y: left.y + right.y,
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z: left.z + right.z
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};
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}
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function rotateAroundAxis(vector: Vec3, axis: Vec3, radians: number): Vec3 {
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const cosine = Math.cos(radians);
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const sine = Math.sin(radians);
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return normalizeVec3(
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addVec3(
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addVec3(
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scaleVec3(vector, cosine),
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scaleVec3(cross(axis, vector), sine)
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),
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scaleVec3(axis, dot(axis, vector) * (1 - cosine))
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)
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);
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}
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function parseHexColor(colorHex: string): { r: number; g: number; b: number } {
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return {
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r: Number.parseInt(colorHex.slice(1, 3), 16),
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g: Number.parseInt(colorHex.slice(3, 5), 16),
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b: Number.parseInt(colorHex.slice(5, 7), 16)
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};
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}
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function formatHexColor(color: { r: number; g: number; b: number }): string {
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const toHex = (value: number) =>
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Math.round(clamp(value, 0, 255)).toString(16).padStart(2, "0");
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return `#${toHex(color.r)}${toHex(color.g)}${toHex(color.b)}`;
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}
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function blendHexColors(leftHex: string, rightHex: string, amount: number): string {
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const left = parseHexColor(leftHex);
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const right = parseHexColor(rightHex);
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return formatHexColor({
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r: lerp(left.r, right.r, amount),
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g: lerp(left.g, right.g, amount),
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b: lerp(left.b, right.b, amount)
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});
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}
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function resolveNoonSunDirection(direction: Vec3): Vec3 {
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const normalizedDirection = normalizeVec3(direction);
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if (normalizedDirection.y >= 0.2) {
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return normalizedDirection;
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}
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return normalizeVec3({
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x: normalizedDirection.x,
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y: Math.abs(normalizedDirection.y) + 0.35,
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z: normalizedDirection.z
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});
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}
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function resolveTimeDrivenSunDirection(
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noonDirection: Vec3,
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timeOfDayHours: number
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): Vec3 {
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const orbitAxisCandidate = cross(noonDirection, UP_AXIS);
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const orbitAxis =
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Math.hypot(
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orbitAxisCandidate.x,
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orbitAxisCandidate.y,
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orbitAxisCandidate.z
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) <= 1e-6
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? {
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x: 1,
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y: 0,
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z: 0
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}
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: normalizeVec3(orbitAxisCandidate);
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const orbitRadians =
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((normalizeTimeOfDayHours(timeOfDayHours) - 12) / HOURS_PER_DAY) *
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Math.PI * 2;
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return rotateAroundAxis(noonDirection, orbitAxis, orbitRadians);
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}
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function resolveTimeDrivenBackground(
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background: WorldBackgroundSettings,
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daylightFactor: number
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): WorldBackgroundSettings {
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if (background.mode === "solid") {
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return {
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mode: "solid",
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colorHex: blendHexColors(
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NIGHT_SOLID_BACKGROUND_COLOR,
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background.colorHex,
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daylightFactor
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)
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};
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}
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if (background.mode === "verticalGradient") {
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return {
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mode: "verticalGradient",
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topColorHex: blendHexColors(
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NIGHT_GRADIENT_TOP_COLOR,
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background.topColorHex,
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daylightFactor
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),
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bottomColorHex: blendHexColors(
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NIGHT_GRADIENT_BOTTOM_COLOR,
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background.bottomColorHex,
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daylightFactor
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)
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};
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}
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return cloneWorldBackgroundSettings(background);
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}
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export function createRuntimeClockState(
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settings: ProjectTimeSettings
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): RuntimeClockState {
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return {
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timeOfDayHours: normalizeTimeOfDayHours(settings.startTimeOfDayHours),
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dayCount: 0,
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dayLengthMinutes: settings.dayLengthMinutes
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};
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}
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export function cloneRuntimeClockState(
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state: RuntimeClockState
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): RuntimeClockState {
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return {
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timeOfDayHours: state.timeOfDayHours,
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dayCount: state.dayCount,
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dayLengthMinutes: state.dayLengthMinutes
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};
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}
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export function areRuntimeClockStatesEqual(
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left: RuntimeClockState,
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right: RuntimeClockState
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): boolean {
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return (
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left.timeOfDayHours === right.timeOfDayHours &&
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left.dayCount === right.dayCount &&
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left.dayLengthMinutes === right.dayLengthMinutes
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);
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}
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export function reconfigureRuntimeClockState(
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state: RuntimeClockState,
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settings: ProjectTimeSettings
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): RuntimeClockState {
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return {
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...cloneRuntimeClockState(state),
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dayLengthMinutes: settings.dayLengthMinutes
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};
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}
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export function advanceRuntimeClockState(
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state: RuntimeClockState,
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dtSeconds: number
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): RuntimeClockState {
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if (dtSeconds <= 0) {
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return cloneRuntimeClockState(state);
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}
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const safeDayLengthMinutes = Math.max(state.dayLengthMinutes, 0.001);
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const hoursAdvanced =
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(dtSeconds / (safeDayLengthMinutes * 60)) * HOURS_PER_DAY;
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const absoluteHours = state.timeOfDayHours + hoursAdvanced;
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return {
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timeOfDayHours: normalizeTimeOfDayHours(absoluteHours),
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dayCount: state.dayCount + Math.floor(absoluteHours / HOURS_PER_DAY),
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dayLengthMinutes: state.dayLengthMinutes
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};
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}
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export function formatRuntimeClockTime(state: RuntimeClockState): string {
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return formatTimeOfDayHours(state.timeOfDayHours);
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}
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export function resolveRuntimeDayNightWorldState(
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world: WorldSettings,
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clock: RuntimeClockState | null
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): RuntimeDayNightWorldState {
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if (clock === null) {
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return {
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ambientLight: {
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colorHex: world.ambientLight.colorHex,
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intensity: world.ambientLight.intensity
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},
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sunLight: {
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colorHex: world.sunLight.colorHex,
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intensity: world.sunLight.intensity,
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direction: {
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...world.sunLight.direction
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}
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},
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background: cloneWorldBackgroundSettings(world.background),
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daylightFactor: 1
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};
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}
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const noonDirection = resolveNoonSunDirection(world.sunLight.direction);
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const sunDirection = resolveTimeDrivenSunDirection(
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noonDirection,
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clock.timeOfDayHours
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);
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const daylightFactor = smoothstep(-0.2, 0.18, sunDirection.y);
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const ambientFactor = lerp(0.18, 1, daylightFactor);
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const sunFactor = lerp(0.02, 1, smoothstep(-0.05, 0.22, sunDirection.y));
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return {
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ambientLight: {
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colorHex: blendHexColors(
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NIGHT_AMBIENT_COLOR,
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world.ambientLight.colorHex,
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lerp(0.15, 1, daylightFactor)
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),
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intensity: world.ambientLight.intensity * ambientFactor
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},
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sunLight: {
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colorHex: blendHexColors(
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NIGHT_SUN_COLOR,
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world.sunLight.colorHex,
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lerp(0.1, 1, daylightFactor)
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),
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intensity: world.sunLight.intensity * sunFactor,
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direction: sunDirection
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},
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background: resolveTimeDrivenBackground(world.background, daylightFactor),
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daylightFactor
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};
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}
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Reference in New Issue
Block a user