forked from BilalY/Rasagar
233 lines
7.7 KiB
C#
233 lines
7.7 KiB
C#
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.RadeonRays
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{
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internal class AABB
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{
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public float3 Min;
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public float3 Max;
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public AABB()
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{
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Min = new float3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
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Max = new float3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
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}
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public AABB(float3 min, float3 max)
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{
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Min = min;
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Max = max;
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}
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public void Encapsulate(AABB aabb)
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{
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Min = math.min(Min, aabb.Min);
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Max = math.max(Max, aabb.Max);
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}
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public void Encapsulate(float3 point)
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{
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Min = math.min(Min, point);
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Max = math.max(Max, point);
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}
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public bool Contains(AABB rhs)
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{
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return rhs.Min.x >= Min.x && rhs.Min.y >= Min.y && rhs.Min.z >= Min.z &&
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rhs.Max.x <= Max.x && rhs.Max.y <= Max.y && rhs.Max.z <= Max.z;
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}
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public bool IsValid()
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{
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return Min.x <= Max.x && Min.y <= Max.y && Min.z <= Max.z;
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}
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}
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internal class BvhCheck
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{
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const uint kInvalidID = ~0u;
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public class VertexBuffers
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{
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public GraphicsBuffer vertices;
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public GraphicsBuffer indices;
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public uint vertexBufferOffset = 0;
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public uint vertexCount;
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public uint vertexStride = 3;
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public uint indexBufferOffset = 0;
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public uint indexCount;
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};
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public static double SurfaceArea(AABB aabb)
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{
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float3 edges = aabb.Max - aabb.Min;
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return 2.0f * (edges.x * edges.y + edges.x * edges.z + edges.z * edges.y);
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}
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public static double NodeSahCost(BvhNode node, AABB nodeAabb, AABB parentAabb)
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{
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double cost = node.child0 == kInvalidID ? node.child1 : 1.2f;
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return cost * SurfaceArea(nodeAabb) / SurfaceArea(parentAabb);
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}
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public static double CheckConsistency(VertexBuffers bvhVertexBuffers, GraphicsBuffer bvhBuffer, uint bvhBufferOffset, uint primitiveCount)
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{
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var header = new BvhHeader[1];
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bvhBuffer.GetData(header, 0, (int)bvhBufferOffset, 1);
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return CheckConsistency(bvhVertexBuffers, bvhBuffer, bvhBufferOffset + 1, header[0].leafNodeCount, header[0].root, primitiveCount);
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}
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public static double CheckConsistency(
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VertexBuffers bvhVertexBuffers, GraphicsBuffer bvhBuffer,
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uint bvhBufferOffset, uint leafCount, uint rootAddr, uint primitiveCount)
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{
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var nodeCount = HlbvhBuilder.GetBvhNodeCount(leafCount);
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var bvhNodes = new BvhNode[nodeCount];
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bvhBuffer.GetData(bvhNodes, 0, (int)bvhBufferOffset, (int)nodeCount);
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bool isTopLevel = bvhVertexBuffers == null;
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VertexBuffersCPU vertexBuffers = null;
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if (!isTopLevel)
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vertexBuffers = DownloadVertexData(bvhVertexBuffers);
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uint countedPrimitives = 0;
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var rootAabb = GetAabb(vertexBuffers, bvhNodes[rootAddr], isTopLevel);
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double sahCost = 0.0f;
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var q = new Queue<(uint Addr, uint Parent)>();
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q.Enqueue((Addr: rootAddr, Parent: kInvalidID));
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while (q.Count != 0)
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{
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var current = q.Dequeue();
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uint addr = current.Addr;
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uint parent = current.Parent;
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var node = bvhNodes[addr];
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AABB aabb = GetAabb(vertexBuffers, node, isTopLevel);
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sahCost += NodeSahCost(node, aabb, rootAabb);
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Assert.AreEqual(parent, node.parent);
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Assert.IsTrue(aabb.IsValid());
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if (node.child0 != kInvalidID)
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{
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var leftAabb = GetAabb(vertexBuffers, bvhNodes[node.child0], isTopLevel);
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var rightAabb = GetAabb(vertexBuffers, bvhNodes[node.child1], isTopLevel);
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bool leftOk = (aabb.Contains(leftAabb));
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bool rightOk = (aabb.Contains(rightAabb));
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Assert.IsTrue(leftOk);
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Assert.IsTrue(rightOk);
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q.Enqueue((Addr: node.child0, Parent: addr));
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q.Enqueue((Addr: node.child1, Parent: addr));
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}
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else // leaf
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{
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countedPrimitives += isTopLevel ? 1 : node.aabb0_min[0];
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}
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}
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Assert.AreEqual(countedPrimitives, primitiveCount);
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return sahCost;
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}
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private class VertexBuffersCPU
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{
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public float[] vertices;
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public uint[] indices;
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public uint vertexStride;
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};
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static uint3 GetFaceIndices(uint[] indices, uint triangleIdx)
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{
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return new uint3(
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indices[3 * triangleIdx],
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indices[3 * triangleIdx + 1],
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indices[3 * triangleIdx + 2]);
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}
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static float3 GetVertex(float[] vertices, uint stride, uint idx)
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{
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uint indexInFloats = idx * stride;
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return new float3(
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vertices[indexInFloats],
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vertices[indexInFloats + 1],
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vertices[indexInFloats + 2]);
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}
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struct Triangle
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{
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public float3 v0;
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public float3 v1;
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public float3 v2;
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};
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static Triangle GetTriangle(float[] vertices, uint stride, uint3 idx)
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{
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Triangle tri;
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tri.v0 = GetVertex(vertices, stride, idx.x);
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tri.v1 = GetVertex(vertices, stride, idx.y);
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tri.v2 = GetVertex(vertices, stride, idx.z);
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return tri;
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}
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static VertexBuffersCPU DownloadVertexData(VertexBuffers vertexBuffers)
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{
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var result = new VertexBuffersCPU();
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result.vertices = new float[vertexBuffers.vertexCount * vertexBuffers.vertexStride];
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result.indices = new uint[vertexBuffers.indexCount];
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result.vertexStride = vertexBuffers.vertexStride;
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vertexBuffers.indices.GetData(result.indices, 0, (int)vertexBuffers.indexBufferOffset, (int)vertexBuffers.indexCount);
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vertexBuffers.vertices.GetData(result.vertices, 0, (int)vertexBuffers.vertexBufferOffset, (int)(vertexBuffers.vertexCount * vertexBuffers.vertexStride));
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return result;
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}
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static AABB GetAabb(VertexBuffersCPU bvhVertexBuffers, BvhNode node, bool isTopLevel)
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{
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var aabb = new AABB();
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if (node.child0 != kInvalidID || isTopLevel)
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{
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AABB left = new AABB(math.asfloat(node.aabb0_min), math.asfloat(node.aabb0_max));
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aabb.Encapsulate(left);
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AABB right = new AABB(math.asfloat(node.aabb1_min), math.asfloat(node.aabb1_max));
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aabb.Encapsulate(right);
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}
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else
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{
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int fisrtIndex = (int)node.child1;
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int triangleCount = (int)node.aabb0_min[0];
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for (int i = 0; i < triangleCount; ++i)
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{
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uint index = (uint)(i + fisrtIndex);
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var triangleIndices = GetFaceIndices(bvhVertexBuffers.indices, index);
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var triangle = GetTriangle(bvhVertexBuffers.vertices, bvhVertexBuffers.vertexStride, triangleIndices);
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aabb.Encapsulate(triangle.v0);
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aabb.Encapsulate(triangle.v1);
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aabb.Encapsulate(triangle.v2);
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}
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}
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return aabb;
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}
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}
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}
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