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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-10 01:41:57 +00:00
202 lines
6.9 KiB
C++
202 lines
6.9 KiB
C++
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#include "OpenCascadeConversionResult.h"
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#include "../ifcparse/IfcLogger.h"
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#include "../ifcgeom_schema_agnostic/IfcGeomRepresentation.h"
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#include "IfcGeom.h"
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#include <TopoDS.hxx>
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#include <map>
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template <typename Precision>
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void triangulate_helper(const TopoDS_Shape& s, const IfcGeom::IteratorSettings& settings, const IfcGeom::ConversionResultPlacement* place, IfcGeom::Representation::Triangulation<Precision>* t, int surface_style_id) {
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gp_GTrsf trsf;
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if (place) {
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trsf = dynamic_cast<const IfcGeom::OpenCascadePlacement*>(place)->trsf();
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}
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// Triangulate the shape
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try {
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BRepMesh_IncrementalMesh(s, settings.deflection_tolerance());
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} catch (...) {
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// TODO: Catch outside
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// Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape:",ifc_file->entityById(_id)->entity);
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Logger::Message(Logger::LOG_ERROR, "Failed to triangulate shape");
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return;
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}
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// Iterates over the faces of the shape
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int num_faces = 0;
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TopExp_Explorer exp;
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for (exp.Init(s, TopAbs_FACE); exp.More(); exp.Next(), ++num_faces) {
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TopoDS_Face face = TopoDS::Face(exp.Current());
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TopLoc_Location loc;
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Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face, loc);
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if (!tri.IsNull()) {
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// A 3x3 matrix to rotate the vertex normals
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const gp_Mat rotation_matrix = trsf.VectorialPart();
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// Keep track of the number of times an edge is used
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// Manifold edges (i.e. edges used twice) are deemed invisible
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std::map<std::pair<int, int>, int> edgecount;
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std::vector<std::pair<int, int> > edges_temp;
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const TColgp_Array1OfPnt& nodes = tri->Nodes();
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const TColgp_Array1OfPnt2d& uvs = tri->UVNodes();
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std::vector<gp_XYZ> coords;
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BRepGProp_Face prop(face);
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std::map<int, int> dict;
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// Vertex normals are only calculated if vertices are not welded and calculation is not disable explicitly.
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const bool calculate_normals = !settings.get(IfcGeom::IteratorSettings::WELD_VERTICES) &&
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!settings.get(IfcGeom::IteratorSettings::NO_NORMALS);
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for (int i = 1; i <= nodes.Length(); ++i) {
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coords.push_back(nodes(i).Transformed(loc).XYZ());
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trsf.Transforms(*coords.rbegin());
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const gp_XYZ& last = *coords.rbegin();
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dict[i] = t->addVertex(surface_style_id, last.X(), last.Y(), last.Z());
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if (calculate_normals) {
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const gp_Pnt2d& uv = uvs(i);
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gp_Pnt p;
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gp_Vec normal_direction;
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prop.Normal(uv.X(), uv.Y(), p, normal_direction);
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gp_Vec normal(0., 0., 0.);
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if (normal_direction.Magnitude() > 1.e-9) {
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normal = gp_Dir(normal_direction.XYZ() * rotation_matrix);
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}
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t->addNormal(normal.X(), normal.Y(), normal.Z());
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}
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}
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const Poly_Array1OfTriangle& triangles = tri->Triangles();
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for (int i = 1; i <= triangles.Length(); ++i) {
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int n1, n2, n3;
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if (face.Orientation() == TopAbs_REVERSED)
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triangles(i).Get(n3, n2, n1);
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else triangles(i).Get(n1, n2, n3);
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/* An alternative would be to calculate normals based
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* on the coordinates of the mesh vertices */
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/*
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const gp_XYZ pt1 = coords[n1-1];
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const gp_XYZ pt2 = coords[n2-1];
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const gp_XYZ pt3 = coords[n3-1];
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const gp_XYZ v1 = pt2-pt1;
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const gp_XYZ v2 = pt3-pt2;
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gp_Dir normal = gp_Dir(v1^v2);
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_normals.push_back((float)normal.X());
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_normals.push_back((float)normal.Y());
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_normals.push_back((float)normal.Z());
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*/
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t->addFace(surface_style_id, dict[n1], dict[n2], dict[n3]);
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t->addEdge(dict[n1], dict[n2], edgecount, edges_temp);
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t->addEdge(dict[n2], dict[n3], edgecount, edges_temp);
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t->addEdge(dict[n3], dict[n1], edgecount, edges_temp);
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}
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for (std::vector<std::pair<int, int> >::const_iterator jt = edges_temp.begin(); jt != edges_temp.end(); ++jt) {
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if (edgecount[*jt] == 1) {
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// non manifold edge, face boundary
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t->registerEdge(jt->first, jt->second);
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}
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}
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}
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}
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/*
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TODO: Unimplemented
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if (!t.normals().empty() && settings().get(IfcGeom::IteratorSettings::GENERATE_UVS)) {
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t.uvs() = box_project_uvs(t.verts(), t.normals());
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}
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if (num_faces == 0) {
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// Edges are only emitted if there are no faces. A mixed representation of faces
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// and loose edges is discouraged by the standard. An alternative would be to use
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// TopExp_Explorer texp(s, TopAbs_EDGE, TopAbs_FACE) to find edges that do not
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// belong to any face.
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for (TopExp_Explorer texp(s, TopAbs_EDGE); texp.More(); texp.Next()) {
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BRepAdaptor_Curve crv(TopoDS::Edge(texp.Current()));
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GCPnts_QuasiUniformDeflection tessellater(crv, settings.deflection_tolerance());
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int n = tessellater.NbPoints();
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int start = (int)t->verts().size() / 3;
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for (int i = 1; i <= n; ++i) {
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gp_XYZ p = tessellater.Value(i).XYZ();
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// // In case you want direction arrows on your edges
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// double u = tessellater.Parameter(i);
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// gp_XYZ p2, p3;
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// gp_Pnt tmp;
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// gp_Vec tmp2;
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// crv.D1(u, tmp, tmp2);
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// gp_Dir d1, d2, d3, d4;
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// d1 = tmp2;
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// if (texp.Current().Orientation() == TopAbs_REVERSED) {
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// d1 = -d1;
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// }
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// if (fabs(d1.Z()) < 0.5) {
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// d2 = d1.Crossed(gp::DZ());
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// } else {
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// d2 = d1.Crossed(gp::DY());
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// }
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// d3 = d1.XYZ() + d2.XYZ();
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// d4 = d1.XYZ() - d2.XYZ();
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// p2 = p - d3.XYZ() / 10.;
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// p3 = p - d4.XYZ() / 10.;
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// trsf.Transforms(p2);
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// trsf.Transforms(p3);
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// _material_ids.push_back(surface_style_id);
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// _material_ids.push_back(surface_style_id);
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// _verts.push_back(static_cast<P>(p2.X()));
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// _verts.push_back(static_cast<P>(p2.Y()));
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// _verts.push_back(static_cast<P>(p2.Z()));
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// _verts.push_back(static_cast<P>(p3.X()));
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// _verts.push_back(static_cast<P>(p3.Y()));
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// _verts.push_back(static_cast<P>(p3.Z()));
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trsf.Transforms(p);
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t->material_ids().push_back(surface_style_id);
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t->verts().push_back(static_cast<double>(p.X()));
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t->verts().push_back(static_cast<double>(p.Y()));
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t->verts().push_back(static_cast<double>(p.Z()));
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if (i > 1) {
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t->edges().push_back(start + i - 2);
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t->edges().push_back(start + i - 1);
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// _edges.push_back(start + 3 * (i - 2) + 2);
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// _edges.push_back(start + 3 * (i - 1) + 2);
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}
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// _edges.push_back(start + 3 * (i - 1) + 0);
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// _edges.push_back(start + 3 * (i - 1) + 2);
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// _edges.push_back(start + 3 * (i - 1) + 1);
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// _edges.push_back(start + 3 * (i - 1) + 2);
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}
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}
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}
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*/
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BRepTools::Clean(s);
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}
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void IfcGeom::OpenCascadeShape::Triangulate(const IfcGeom::IteratorSettings & settings, const IfcGeom::ConversionResultPlacement * place, IfcGeom::Representation::Triangulation<float>* t, int surface_style_id) const {
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triangulate_helper(shape_, settings, place, t, surface_style_id);
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}
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void IfcGeom::OpenCascadeShape::Triangulate(const IfcGeom::IteratorSettings & settings, const IfcGeom::ConversionResultPlacement * place, IfcGeom::Representation::Triangulation<double>* t, int surface_style_id) const {
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triangulate_helper(shape_, settings, place, t, surface_style_id);
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}
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int IfcGeom::OpenCascadeShape::surface_genus() const {
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return IfcGeom::Kernel::surface_genus(shape_);
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}
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