Sketch Retargetting:
Use stroke normal to align roll of the retargetted bones. Unlike stroke conversion, the final roll is not forced to point exactly to the normal. Rather, It tries to align the X or Z axis of the bones (whichever is closest) to the stroke normal. Forcing the roll can invert knees while this rightly only makes one of the joints rotation axis perpendicular.
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@@ -63,6 +63,7 @@ typedef struct EmbedBucket {
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float val;
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int nv;
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float p[3];
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float *no; /* if present, normal of the bucket */
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} EmbedBucket;
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typedef struct ReebNode {
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@@ -64,6 +64,7 @@
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#include "BIF_editarmature.h"
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#include "BIF_retarget.h"
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "PIL_time.h"
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@@ -161,30 +162,52 @@ void getEditBoneRollUpAxis(EditBone *bone, float roll, float up_axis[3])
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VECCOPY(up_axis, mat[2]);
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}
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float getNewBoneRoll(EditBone *bone, float old_up_axis[3], float quat[4])
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float rollBoneByQuatAligned(EditBone *bone, float old_up_axis[3], float quat[4], float qroll[4], float aligned_axis[3])
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{
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float mat[3][3];
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float nor[3], up_axis[3], new_up_axis[3], vec[3];
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float roll;
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float nor[3], new_up_axis[3], x_axis[3], z_axis[3];
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VECCOPY(new_up_axis, old_up_axis);
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QuatMulVecf(quat, new_up_axis);
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VecSubf(nor, bone->tail, bone->head);
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vec_roll_to_mat3(nor, 0, mat);
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VECCOPY(up_axis, mat[2]);
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Crossf(x_axis, nor, aligned_axis);
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Crossf(z_axis, x_axis, nor);
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roll = NormalizedVecAngle2(new_up_axis, up_axis);
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Normalize(new_up_axis);
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Normalize(x_axis);
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Normalize(z_axis);
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Crossf(vec, up_axis, new_up_axis);
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if (Inpf(vec, nor) < 0)
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if (Inpf(new_up_axis, x_axis) < 0)
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{
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roll = -roll;
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VecMulf(x_axis, -1);
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}
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return roll;
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if (Inpf(new_up_axis, z_axis) < 0)
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{
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VecMulf(z_axis, -1);
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}
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if (NormalizedVecAngle2(x_axis, new_up_axis) < NormalizedVecAngle2(z_axis, new_up_axis))
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{
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RotationBetweenVectorsToQuat(qroll, new_up_axis, x_axis); /* set roll rotation quat */
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return rollBoneToVector(bone, x_axis);
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}
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else
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{
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RotationBetweenVectorsToQuat(qroll, new_up_axis, z_axis); /* set roll rotation quat */
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return rollBoneToVector(bone, z_axis);
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}
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}
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float rollBoneByQuat(EditBone *bone, float old_up_axis[3], float quat[4])
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{
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float new_up_axis[3];
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VECCOPY(new_up_axis, old_up_axis);
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QuatMulVecf(quat, new_up_axis);
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return rollBoneToVector(bone, new_up_axis);
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}
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/************************************ DESTRUCTORS ******************************************************/
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@@ -1617,7 +1640,7 @@ static void repositionControl(RigGraph *rigg, RigControl *ctrl, float head[3], f
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VecAddf(ctrl->bone->head, head, parent_offset);
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VecAddf(ctrl->bone->tail, ctrl->bone->head, tail_offset);
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ctrl->bone->roll = getNewBoneRoll(ctrl->bone, ctrl->up_axis, qrot);
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ctrl->bone->roll = rollBoneByQuat(ctrl->bone, ctrl->up_axis, qrot);
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ctrl->flag |= RIG_CTRL_DONE;
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@@ -1632,7 +1655,7 @@ static void repositionControl(RigGraph *rigg, RigControl *ctrl, float head[3], f
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}
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static void repositionBone(RigGraph *rigg, RigEdge *edge, float vec0[3], float vec1[3])
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static void repositionBone(RigGraph *rigg, RigEdge *edge, float vec0[3], float vec1[3], float *up_axis)
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{
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EditBone *bone;
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RigControl *ctrl;
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@@ -1652,6 +1675,22 @@ static void repositionBone(RigGraph *rigg, RigEdge *edge, float vec0[3], float v
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RotationBetweenVectorsToQuat(qrot, v1, v2);
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VECCOPY(bone->head, vec0);
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VECCOPY(bone->tail, vec1);
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if (up_axis != NULL)
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{
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float qroll[4];
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bone->roll = rollBoneByQuatAligned(bone, edge->up_axis, qrot, qroll, up_axis);
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QuatMul(qrot, qrot, qroll);
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}
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else
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{
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bone->roll = rollBoneByQuat(bone, edge->up_axis, qrot);
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}
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for (ctrl = rigg->controls.first; ctrl; ctrl = ctrl->next)
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{
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if (ctrl->link == bone)
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@@ -1659,10 +1698,6 @@ static void repositionBone(RigGraph *rigg, RigEdge *edge, float vec0[3], float v
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repositionControl(rigg, ctrl, vec0, vec1, qrot, resize);
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}
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}
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VECCOPY(bone->head, vec0);
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VECCOPY(bone->tail, vec1);
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bone->roll = getNewBoneRoll(bone, edge->up_axis, qrot);
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}
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static RetargetMode detectArcRetargetMode(RigArc *arc);
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@@ -2219,10 +2254,12 @@ static void retargetArctoArcAggresive(RigGraph *rigg, RigArc *iarc, RigNode *ino
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edge;
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edge = edge->next, i++)
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{
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float *no = NULL;
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if (i < nb_joints)
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{
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bucket = peekBucket(&iter, best_positions[i]);
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vec1 = bucket->p;
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no = bucket->no;
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}
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else
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{
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@@ -2231,7 +2268,7 @@ static void retargetArctoArcAggresive(RigGraph *rigg, RigArc *iarc, RigNode *ino
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if (edge->bone)
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{
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repositionBone(rigg, edge, vec0, vec1);
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repositionBone(rigg, edge, vec0, vec1, no);
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}
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vec0 = vec1;
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@@ -2297,7 +2334,7 @@ static void retargetArctoArcLength(RigGraph *rigg, RigArc *iarc, RigNode *inode_
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for (edge = iarc->edges.first; edge; edge = edge->next)
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{
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float new_bone_length = edge->length / iarc->length * embedding_length;
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float *no = NULL;
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float length = 0;
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while (bucket && new_bone_length > length)
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@@ -2306,17 +2343,19 @@ static void retargetArctoArcLength(RigGraph *rigg, RigArc *iarc, RigNode *inode_
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bucket = nextBucket(&iter);
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previous_vec = vec1;
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vec1 = bucket->p;
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no = bucket->no;
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}
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if (bucket == NULL)
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{
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vec1 = node_end->p;
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no = NULL;
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}
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/* no need to move virtual edges (space between unconnected bones) */
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if (edge->bone)
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{
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repositionBone(rigg, edge, vec0, vec1);
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repositionBone(rigg, edge, vec0, vec1, no);
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}
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vec0 = vec1;
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@@ -2359,11 +2398,11 @@ void *exec_retargetArctoArc(void *param)
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if (testFlipArc(iarc, inode_start))
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{
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repositionBone(rigg, edge, earc->tail->p, earc->head->p);
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repositionBone(rigg, edge, earc->tail->p, earc->head->p, NULL);
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}
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else
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{
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repositionBone(rigg, edge, earc->head->p, earc->tail->p);
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repositionBone(rigg, edge, earc->head->p, earc->tail->p, NULL);
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}
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}
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else
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@@ -2774,6 +2813,12 @@ void BIF_retargetArc(ReebArc *earc)
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template = armatureSelectedToGraph(ob, arm);
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if (template->arcs.first == NULL)
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{
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error("No deforming bones selected");
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return;
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}
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rigg = cloneRigGraph(template);
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iarc = rigg->arcs.first;
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@@ -380,6 +380,7 @@ ReebArc *strokeToArc(SK_Stroke *stk)
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for (i = 0; i < arc->bcount; i++)
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{
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VECCOPY(arc->buckets[i].p, stk->points[i + 1].p);
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arc->buckets[i].no = stk->points[i + 1].no;
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}
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return arc;
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