use Z depth for the ortho border zoom also, if there is no depth values set then fallback to previous method.
This commit is contained in:
@@ -2894,20 +2894,17 @@ void draw_depth(ScrArea *sa, void *spacedata)
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View3D *v3d= spacedata;
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Base *base;
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Scene *sce;
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short drawtype, zbuf, flag;
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short zbuf, flag;
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float glalphaclip;
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/* temp set drawtype to solid */
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/* Setting these temporarily is not nice */
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drawtype = v3d->drawtype;
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zbuf = v3d->zbuf;
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flag = v3d->flag;
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glalphaclip = U.glalphaclip;
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U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
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v3d->flag &= ~V3D_SELECT_OUTLINE;
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if ((v3d->drawtype != OB_SOLID) && (v3d->drawtype != OB_TEXTURE))
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v3d->drawtype = OB_SOLID;
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setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
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setviewmatrixview3d(); /* note: calls where_is_object for camera... */
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@@ -2985,7 +2982,6 @@ void draw_depth(ScrArea *sa, void *spacedata)
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v3d->transp= FALSE;
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}
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v3d->drawtype = drawtype;
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v3d->zbuf = zbuf;
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U.glalphaclip = glalphaclip;
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v3d->flag = flag;
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@@ -2188,68 +2188,76 @@ void set_render_border(void)
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void view3d_border_zoom(void)
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{
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View3D *v3d = G.vd;
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/* Zooms in on a border drawn by the user */
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rcti rect;
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short val;
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float dvec[3], vb[2], xscale, yscale, scale;
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/* SMOOTHVIEW */
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float new_dist;
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float new_ofs[3];
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val = get_border(&rect, 3); //box select input
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/* ZBuffer depth vars */
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bglMats mats;
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float depth, depth_close= MAXFLOAT;
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int had_depth = 0;
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double cent[2], p[3];
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int xs, ys;
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/* Get the border input */
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val = get_border(&rect, 3);
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if(!val) return;
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if (G.vd->persp==1) { /* perspective */
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View3D *v3d = G.vd;
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bglMats mats;
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float depth, depth_close= MAXFLOAT;
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double cent[2], p[3], p_corner[3];
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int xs, ys, had_depth = 0;
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/* convert border to 3d coordinates */
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bgl_get_mats(&mats);
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draw_depth(curarea, (void *)v3d);
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/* force updating */
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if (v3d->depths) {
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had_depth = 1;
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v3d->depths->damaged = 1;
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}
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view3d_update_depths(v3d);
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/* Constrain rect to depth bounds */
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if (rect.xmin < 0) rect.xmin = 0;
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if (rect.ymin < 0) rect.ymin = 0;
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if (rect.xmax >= G.vd->depths->w) rect.xmax = G.vd->depths->w-1;
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if (rect.ymax >= G.vd->depths->h) rect.ymax = G.vd->depths->h-1;
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for (xs=rect.xmin; xs < rect.xmax; xs++) {
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for (ys=rect.ymin; ys < rect.ymax; ys++) {
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depth= v3d->depths->depths[ys*v3d->depths->w+xs];
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if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
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if (depth_close > depth) {
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depth_close = depth;
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}
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/* Get Z Depths, needed for perspective, nice for ortho */
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bgl_get_mats(&mats);
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draw_depth(curarea, (void *)v3d);
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/* force updating */
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if (v3d->depths) {
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had_depth = 1;
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v3d->depths->damaged = 1;
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}
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view3d_update_depths(v3d);
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/* Constrain rect to depth bounds */
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if (rect.xmin < 0) rect.xmin = 0;
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if (rect.ymin < 0) rect.ymin = 0;
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if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
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if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
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/* Find the closest Z pixel */
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for (xs=rect.xmin; xs < rect.xmax; xs++) {
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for (ys=rect.ymin; ys < rect.ymax; ys++) {
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depth= v3d->depths->depths[ys*v3d->depths->w+xs];
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if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
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if (depth_close > depth) {
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depth_close = depth;
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}
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}
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}
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if (had_depth==0) {
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MEM_freeN(v3d->depths->depths);
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v3d->depths->depths = NULL;
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}
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v3d->depths->damaged = 1;
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/* no depths to use*/
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}
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if (had_depth==0) {
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MEM_freeN(v3d->depths->depths);
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v3d->depths->depths = NULL;
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}
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v3d->depths->damaged = 1;
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cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
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cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
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if (v3d->persp==1) { /* perspective */
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double p_corner[3];
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/* no depths to use, we cant do anything! */
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if (depth_close==MAXFLOAT)
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return;
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cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
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cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
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/* convert border to 3d coordinates */
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if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2])) ||
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( !gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close, mats.modelview, mats.projection, mats.viewport, &p_corner[0], &p_corner[1], &p_corner[2])))
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return;
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@@ -2259,7 +2267,7 @@ void view3d_border_zoom(void)
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dvec[2] = p[2]-p_corner[2];
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new_dist = VecLength(dvec);
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if(new_dist <= G.vd->near*1.5) new_dist= G.vd->near*1.5;
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if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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@@ -2267,21 +2275,28 @@ void view3d_border_zoom(void)
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} else { /* othographic */
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/* find the current window width and height */
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vb[0] = G.vd->area->winx;
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vb[1] = G.vd->area->winy;
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vb[0] = v3d->area->winx;
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vb[1] = v3d->area->winy;
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new_dist = G.vd->dist;
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new_ofs[0] = G.vd->ofs[0];
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new_ofs[1] = G.vd->ofs[1];
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new_ofs[2] = G.vd->ofs[2];
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new_dist = v3d->dist;
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/* convert the drawn rectangle into 3d space */
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initgrabz(-new_ofs[0], -new_ofs[1], -new_ofs[2]);
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window_to_3d(dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
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/* center the view to the center of the rectangle */
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VecSubf(new_ofs, new_ofs, dvec);
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if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2])) {
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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new_ofs[2] = -p[2];
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} else {
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/* We cant use the depth, fallback to the old way that dosnt set the center depth */
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new_ofs[0] = v3d->ofs[0];
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new_ofs[1] = v3d->ofs[1];
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new_ofs[2] = v3d->ofs[2];
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initgrabz(-new_ofs[0], -new_ofs[1], -new_ofs[2]);
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window_to_3d(dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
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/* center the view to the center of the rectangle */
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VecSubf(new_ofs, new_ofs, dvec);
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}
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/* work out the ratios, so that everything selected fits when we zoom */
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xscale = ((rect.xmax-rect.xmin)/vb[0]);
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@@ -2289,10 +2304,10 @@ void view3d_border_zoom(void)
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scale = (xscale >= yscale)?xscale:yscale;
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/* zoom in as required, or as far as we can go */
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new_dist = ((new_dist*scale) >= 0.001*G.vd->grid)? new_dist*scale:0.001*G.vd->grid;
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new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
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}
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smooth_view(G.vd, new_ofs, NULL, &new_dist, NULL);
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smooth_view(v3d, new_ofs, NULL, &new_dist, NULL);
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}
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void fly(void)
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