Further work in testing OctTree
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@@ -8,6 +8,7 @@
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//octTree
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//#include <windows.h>
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#include <vector>
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//last!
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#define private public
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#include <Engine\Core\OctTree.h>
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@@ -15,14 +16,20 @@
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class HardcodedTestWorld : public World
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{
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public:
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struct LinkOctTreeAndModel {
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EntityID entId;
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};
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EntityID OctTreeEntityIdSaved;
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//std::vector<ComponentWrapper> allModels;
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//ComponentWrapper moveModel;
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//OctTree* someOctTreePointer;
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//constructor
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HardcodedTestWorld()
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: World()
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{
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registerTestComponents();
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createTestEntities();
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//createTestEntities();
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}
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private:
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@@ -54,142 +61,58 @@ private:
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RegisterComponent(f);
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}
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void createTestEntities()
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void createTestEntities(AABB anotherBox)
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{
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World& world = *this;
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// Create an entity
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EntityID e = world.CreateEntity();
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// Attach a Debug component
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ComponentWrapper debug = world.AttachComponent(e, "Debug");
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// Set the Name field of the Debug component using subscript operator
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debug["Name"] = "Carlito";
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// Attach a Transform component
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world.AttachComponent(e, "Transform");
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// Fetch the component based on EntityID and component type
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ComponentWrapper transform = world.GetComponent(e, "Transform");
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// Set the fields of the Transform component
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transform["Position"] = glm::vec3(0.f, 0.f, 0.f);
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transform["Scale"] = glm::vec3(1.f, 1.f, 1.f);
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// Move on the X axis by fetching field as reference
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((glm::vec3&)transform["Position"]).x += 10.f;
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// Shrink by a factor of 100
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((glm::vec3&)transform["Scale"]) /= 100.f;
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// Loop through all Transform components and print them
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for (auto& transform : world.GetComponents("Transform")) {
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glm::vec3 pos = transform["Position"];
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std::cout << "Position: " << pos.x << " " << pos.y << " " << pos.z << std::endl;
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glm::vec3 scale = transform["Scale"];
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std::cout << "Scale: " << scale.x << " " << scale.y << " " << scale.z << std::endl;
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// Fetch the Debug component also present in this entity
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ComponentWrapper debug = world.GetComponent(transform.EntityID, "Debug");
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std::cout << "Name: " << (std::string)debug["Name"] << std::endl;
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}
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//Create some test widgets
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//{
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// EntityID entityScaleWidget = world.CreateEntity();
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// ComponentWrapper transform = world.AttachComponent(entityScaleWidget, "Transform");
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// transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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// ComponentWrapper model = world.AttachComponent(entityScaleWidget, "Model");
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// model["Resource"] = "Models/ScaleWidget.obj";
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//}
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//{
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// EntityID entityRotationWidget = world.CreateEntity();
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// ComponentWrapper transform = world.AttachComponent(entityRotationWidget, "Transform");
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// transform["Position"] = glm::vec3(1.5f, 0.f, 0.f);
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// ComponentWrapper model = world.AttachComponent(entityRotationWidget, "Model");
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// model["Resource"] = "Models/RotationWidget.obj";
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//}
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//{
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// EntityID entityDummyScene = world.CreateEntity();
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// ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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// transform["Position"] = glm::vec3(0, 0.f, 0.f);
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// ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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// model["Resource"] = "Models/DummyScene.obj";
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//}
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//add octTree
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{
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//ComponentWrapper debug = world.AttachComponent(e, "Debug");
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//// Set the Name field of the Debug component using subscript operator
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//debug["Name"] = "Blah";
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auto minCorner = glm::vec3(0.0f, 0.0f, 0.0f);
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auto maxCorner = glm::vec3(1.0f, 1.0f, 1.0f);
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auto someAABB = AABB(minCorner, maxCorner);
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auto someAABB = AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
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OctTree someOctTree = OctTree(someAABB, 2);
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//add a box
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//auto anotherBox = AABB(glm::vec3(-0.2f, 0.2f, 0.3f), glm::vec3(0.1f, 0.4f, 0.6f));
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//note: have to delete the box in the tree first, since were trying to move the box
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someOctTree.ClearBoxes();
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someOctTree.AddBox(anotherBox);
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auto someOctTree = OctTree(someAABB, 2);
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//the main box first
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AddBoxModel(someAABB.Center(), someAABB.HalfSize().x, someOctTree.m_ContainingBoxes.size());
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//auto min1 = someOctTree.m_Children[i]->m_Box.MinCorner();
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//auto max1 = someOctTree.m_Children[i]->m_Box.MaxCorner();
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//draw anotherbox
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AddBoxModel(anotherBox.Center(), anotherBox.HalfSize().x, 0);
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float boxDrawFactor = 1.00f;
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auto halfSizeFactor = 0.0f;
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halfSizeFactor = someAABB.HalfSize().x;
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//the first box first
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EntityID entityDummyScene = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = someAABB.Center()*1.0f;
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transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSizeFactor*boxDrawFactor*2.0f;
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/Core/UnitBox2.obj";
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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//just draw the first 8 children - looks nicer in code if i split it this way
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for (size_t i = 0; i < 8; i++)
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{
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auto cen1 = someOctTree.m_Children[i]->m_Box.Center();
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halfSizeFactor = someOctTree.m_Children[i]->m_Box.HalfSize().x;
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EntityID entityDummyScene = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = cen1*1.0f;
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transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSizeFactor*boxDrawFactor*2.0f;
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/Core/UnitBox2.obj";
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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//OutputDebugStringA((std::to_string(cen1.x) + std::to_string(cen1.y) + std::to_string(cen1.z)).c_str());
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//OctTreeEntityIdSaved = entityDummyScene;
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}
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//then draw the childrens children
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//draw the octTree
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for (size_t j = 0; j < 8; j++)
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{
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AddBoxModel(someOctTree.m_Children[j]->m_Box.Center(),
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someOctTree.m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Children[j]->m_ContainingBoxes.size());
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auto someChild = someOctTree.m_Children[j];
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for (size_t i = 0; i < 8; i++)
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{
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auto cen1 = someChild->m_Children[i]->m_Box.Center();
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halfSizeFactor = someChild->m_Children[i]->m_Box.HalfSize().x;
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EntityID entityDummyScene = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = cen1*1.0f;
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transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSizeFactor*boxDrawFactor*2.0f;
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/Core/UnitBox2.obj";
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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//OctTreeEntityIdSaved = entityDummyScene;
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AddBoxModel(someChild->m_Children[i]->m_Box.Center(),
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someChild->m_Children[i]->m_Box.HalfSize().x, someChild->m_Children[i]->m_ContainingBoxes.size());
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}
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}
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}
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}//end CreateEnt
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void AddBoxModel(const glm::vec3 ¢er, const float &halfSize, const int &contBoxes) {
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World& world = *this;
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EntityID entityDummyScene = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = center;
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transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f;
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/Core/UnitBox2.obj";
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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if (contBoxes != 0)
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model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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//extra
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//allModels.push_back(model);
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}
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};
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