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048f4f8305
Part of those seem bogus, methods like Array.back()/front() should return a Variant and not void.
206 lines
6.5 KiB
XML
206 lines
6.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Quat" version="4.0">
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<brief_description>
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Quaternion.
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</brief_description>
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<description>
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A unit quaternion used for representing 3D rotations.
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It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
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Quaternions need to be (re)normalized.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
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</tutorials>
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<methods>
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<method name="Quat">
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<return type="Quat">
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</return>
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<argument index="0" name="from" type="Basis">
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</argument>
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<description>
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Returns the rotation matrix corresponding to the given quaternion.
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</description>
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</method>
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<method name="Quat">
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<return type="Quat">
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</return>
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<argument index="0" name="euler" type="Vector3">
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</argument>
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<description>
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Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="Quat">
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<return type="Quat">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="angle" type="float">
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</argument>
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<description>
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Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
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</description>
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</method>
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<method name="Quat">
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<return type="Quat">
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</return>
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<argument index="0" name="x" type="float">
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</argument>
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<argument index="1" name="y" type="float">
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</argument>
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<argument index="2" name="z" type="float">
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</argument>
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<argument index="3" name="w" type="float">
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</argument>
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<description>
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Returns a quaternion defined by these values.
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</description>
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</method>
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<method name="cubic_slerp">
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<return type="Quat">
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</return>
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<argument index="0" name="b" type="Quat">
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</argument>
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<argument index="1" name="pre_a" type="Quat">
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</argument>
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<argument index="2" name="post_b" type="Quat">
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</argument>
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<argument index="3" name="t" type="float">
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</argument>
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<description>
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Performs a cubic spherical-linear interpolation with another quaternion.
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</description>
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</method>
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<method name="dot">
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<return type="float">
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</return>
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<argument index="0" name="b" type="Quat">
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</argument>
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<description>
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Returns the dot product of two quaternions.
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</description>
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</method>
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<method name="get_euler">
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<return type="Vector3">
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</return>
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<description>
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Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="inverse">
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<return type="Quat">
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</return>
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<description>
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Returns the inverse of the quaternion.
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</description>
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</method>
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<method name="is_equal_approx">
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<return type="bool">
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</return>
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<argument index="0" name="quat" type="Quat">
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</argument>
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<description>
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Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns whether the quaternion is normalized or not.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the length of the quaternion.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<description>
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Returns the length of the quaternion, squared.
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</description>
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</method>
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<method name="normalized">
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<return type="Quat">
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</return>
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<description>
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Returns a copy of the quaternion, normalized to unit length.
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</description>
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</method>
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<method name="set_axis_angle">
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<return type="void">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="angle" type="float">
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</argument>
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<description>
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Sets the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.
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</description>
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</method>
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<method name="set_euler">
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<return type="void">
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</return>
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<argument index="0" name="euler" type="Vector3">
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</argument>
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<description>
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Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="slerp">
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<return type="Quat">
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</return>
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<argument index="0" name="b" type="Quat">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Performs a spherical-linear interpolation with another quaternion.
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</description>
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</method>
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<method name="slerpni">
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<return type="Quat">
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</return>
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<argument index="0" name="b" type="Quat">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°.
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</description>
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</method>
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<method name="xform">
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<return type="Vector3">
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</return>
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<argument index="0" name="v" type="Vector3">
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</argument>
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<description>
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Transforms the vector [code]v[/code] by this quaternion.
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</description>
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</method>
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</methods>
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<members>
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<member name="w" type="float" setter="" getter="" default="1.0">
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W component of the quaternion.
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</member>
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<member name="x" type="float" setter="" getter="" default="0.0">
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X component of the quaternion.
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</member>
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<member name="y" type="float" setter="" getter="" default="0.0">
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Y component of the quaternion.
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</member>
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<member name="z" type="float" setter="" getter="" default="0.0">
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Z component of the quaternion.
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Quat( 0, 0, 0, 1 )">
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The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change.
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</constant>
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</constants>
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</class>
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