沙漠地形
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158
src/utils/plane_desert.js
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158
src/utils/plane_desert.js
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import * as THREE from 'three'
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import { ImprovedNoise } from 'three/examples/jsm/math/ImprovedNoise.js'
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// 分数布朗运动着色器
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const fbmShader = `
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#define NUM_OCTAVES 6
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float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
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vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
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vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
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float noise(vec3 p){
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vec3 a = floor(p);
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vec3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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vec4 k1 = perm(b.xyxy);
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vec4 k2 = perm(k1.xyxy + b.zzww);
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vec4 c = k2 + a.zzzz;
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vec4 k3 = perm(c);
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vec4 k4 = perm(c + 1.0);
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vec4 o1 = fract(k3 * (1.0 / 41.0));
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vec4 o2 = fract(k4 * (1.0 / 41.0));
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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float fbm(vec3 x) {
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float v = 0.0;
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float a = 0.5;
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vec3 shift = vec3(100);
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(x);
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x = x * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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`
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// 全局uniforms
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const globalUniforms = {
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time: { value: 0 }
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}
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// 创建沙漠地形
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const createDesertTerrain = () => {
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const perlin = new ImprovedNoise()
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const plane = new THREE.PlaneGeometry(50, 50, 500, 500)
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plane.rotateX(-Math.PI / 2)
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const { position } = plane.attributes
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const uv = plane.attributes.uv
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const v2 = new THREE.Vector2()
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for (let i = 0; i < position.count; i++) {
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v2.fromBufferAttribute(uv, i).multiplyScalar(15)
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let n = perlin.noise(v2.x, v2.y, 0.314)
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n = Math.abs(n)
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n = Math.pow(n, 3)
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position.setY(i, Math.min(n * 35, 10))
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}
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plane.computeVertexNormals()
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const material = new THREE.MeshBasicMaterial({
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color: 0xface8d
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})
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// 自定义着色器
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material.onBeforeCompile = (shader) => {
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shader.uniforms.time = globalUniforms.time
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shader.vertexShader = `
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varying vec3 vPos;
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${shader.vertexShader}
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`.replace(`#include <begin_vertex>`, `#include <begin_vertex>
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vPos = position;`)
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shader.fragmentShader = `
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#define ss(a,b,c) smoothstep(a,b,c)
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uniform float time;
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varying vec3 vPos;
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${fbmShader}
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${shader.fragmentShader}
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`.replace(`vec4 diffuseColor = vec4( diffuse, opacity );`, `
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vec3 col = diffuse;
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// 基础沙漠颜色
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vec3 sandDark = vec3(0.65, 0.55, 0.35);
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vec3 sandMid = vec3(0.78, 0.68, 0.48);
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vec3 sandLight = vec3(0.92, 0.82, 0.62);
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vec3 sandWarm = vec3(0.85, 0.72, 0.52);
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// 基于高度的颜色混合
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float h = clamp(vPos.y / 10.0, 0.0, 1.0);
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vec3 baseColor;
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if (h < 0.3) {
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baseColor = mix(sandDark, sandMid, h / 0.3);
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} else if (h < 0.7) {
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baseColor = mix(sandMid, sandWarm, (h - 0.3) / 0.4);
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} else {
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baseColor = mix(sandWarm, sandLight, (h - 0.7) / 0.3);
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}
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// 添加噪声纹理
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float d = noise(vPos * vec3(0.05, 1, 0.05));
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col = mix(baseColor, baseColor + 0.1, d);
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// 添加沙丘纹理
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vec3 strokePos = vPos * vec3(0.1, 3., 0.1);
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d = fbm(strokePos);
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float e = fwidth(strokePos.y);
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col = mix(col * (0.5 + 0.5 * ss(2., 8., vPos.y)), col, ss(0.4 - e, 0.4, abs(d)));
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// 风效果
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float dw = noise(vec3(vPos.x, vPos.y, vPos.z + time) * vec3(0.1, 10, 0.1));
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d = ss(0.1, 0., abs(dw));
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d = max(d, ss(1., 0., abs(dw)));
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d = max(d, pow(abs(noise(vPos - vec3(0, 0, time))), 1.));
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d *= smoothstep(2., -0.5, abs(vPos.y));
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col = mix(col, baseColor + 0.25, d);
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// 添加阴影效果
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float shadow = 1.0 - h * 0.3;
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col *= shadow;
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// 在高处添加阳光反射
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if (h > 0.7) {
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float highlight = pow(h - 0.7, 2.0) * 0.2;
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col += highlight;
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}
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vec4 diffuseColor = vec4( col, opacity );
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`).replace(`#include <dithering_fragment>`, `
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gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.5, 1, 0.875), pow(ss(7., 10., vPos.y), 0.5));
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`)
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}
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const terrain = new THREE.Mesh(plane, material)
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return terrain
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}
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// 创建沙漠地形mesh
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const planeDesert = createDesertTerrain()
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// 更新时间函数
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const updateTime = (time) => {
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globalUniforms.time.value = time
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}
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export { planeDesert, updateTime, globalUniforms }
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@@ -90,7 +90,11 @@ function createDashedLinesForBall(
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line.computeLineDistances();
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scene.add(line);
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// return line;
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// let light = new THREE.DirectionalLight(0xffffff, 0.25);
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// light.position.setScalar(1);
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// scene.add(light);
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let light = new THREE.AmbientLight(0xffffff, 0.75);
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scene.add(light);
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// 创建箭头
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const dir = new THREE.Vector3();
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// if (direction === "down") dir.set(0, -1, 0);
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@@ -528,9 +532,6 @@ export function drawAxes(element, options = {}, ballCallBack) {
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// 可选:底部加一块水面(水面动画来自 Water.js)
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if (show_water) {
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// const light = new THREE.DirectionalLight(0xffffbb, 1);
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// light.position.set(-1, 1, -1);
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// scene.add(light);
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const waterNormals = new THREE.TextureLoader().load(
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"/textures/water_1.png",
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(t) => {
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@@ -726,7 +727,7 @@ export function drawAxes(element, options = {}, ballCallBack) {
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});
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styleGroups["灰球"] = null;
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const lineGeometryColors = [
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"#0x00ff00",
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"#779c6e",
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"#779c6e",
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"#3ee4bc",
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"#ca41e7",
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@@ -56,6 +56,7 @@ import { drawAxes } from "@/utils/three.js";
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import { connectWebsocket, closeWebsocket } from "@/utils/websocket.js";
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import { planeGrass } from "@/utils/plane_grass.js";
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import { planeDesert } from "@/utils/plane_desert.js";
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export default {
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name: 'Home',
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props: {
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@@ -260,15 +261,8 @@ export default {
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this.onBallClick(falg, val)
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})
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this.legendList = this.demo1.getGroups()
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planeGrass.position.set(25, 1, 25)
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this.demo1.scene.add(planeGrass)
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function animate(time) {
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requestAnimationFrame(animate)
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planeGrass.update(time)
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}
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animate()
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planeDesert.position.set(25, 2, 25)
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this.demo1.scene.add(planeDesert)
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},
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beforeDestroy() {
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