scratch-paint/src/helper/bitmap.js

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import paper from '@scratch/paper';
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import {clearRaster, getRaster, hideGuideLayers, showGuideLayers} from './layer';
import {getGuideColor} from './guides';
import {inlineSvgFonts} from 'scratch-svg-renderer';
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const forEachLinePoint = function (point1, point2, callback) {
// Bresenham line algorithm
let x1 = ~~point1.x;
const x2 = ~~point2.x;
let y1 = ~~point1.y;
const y2 = ~~point2.y;
const dx = Math.abs(x2 - x1);
const dy = Math.abs(y2 - y1);
const sx = (x1 < x2) ? 1 : -1;
const sy = (y1 < y2) ? 1 : -1;
let err = dx - dy;
callback(x1, y1);
while (x1 !== x2 || y1 !== y2) {
const e2 = err * 2;
if (e2 > -dy) {
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err -= dy;
x1 += sx;
}
if (e2 < dx) {
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err += dx;
y1 += sy;
}
callback(x1, y1);
}
};
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/**
* @param {!number} a Coefficient in ax^2 + bx + c = 0
* @param {!number} b Coefficient in ax^2 + bx + c = 0
* @param {!number} c Coefficient in ax^2 + bx + c = 0
* @return {Array<number>} Array of 2 solutions, with the larger solution first
*/
const solveQuadratic_ = function (a, b, c) {
const soln1 = (-b + Math.sqrt((b * b) - (4 * a * c))) / 2 / a;
const soln2 = (-b - Math.sqrt((b * b) - (4 * a * c))) / 2 / a;
return soln1 > soln2 ? [soln1, soln2] : [soln2, soln1];
};
/**
* @param {!object} options drawing options
* @param {!number} options.centerX center of ellipse, x
* @param {!number} options.centerY center of ellipse, y
* @param {!number} options.radiusX major radius of ellipse
* @param {!number} options.radiusY minor radius of ellipse
* @param {!number} options.shearSlope slope of the sheared x axis
* @param {?boolean} options.isFilled true if isFilled
* @param {!CanvasRenderingContext2D} context for drawing
* @return {boolean} true if anything was drawn, false if not
*/
const drawShearedEllipse_ = function (options, context) {
const centerX = ~~options.centerX;
const centerY = ~~options.centerY;
const radiusX = ~~Math.abs(options.radiusX) - .5;
const radiusY = ~~Math.abs(options.radiusY) - .5;
const shearSlope = options.shearSlope;
const isFilled = options.isFilled;
if (shearSlope === Infinity || radiusX < 1 || radiusY < 1) {
return false;
}
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// A, B, and C represent Ax^2 + Bxy + Cy^2 = 1 coefficients in a skewed ellipse formula
const A = (1 / radiusX / radiusX) + (shearSlope * shearSlope / radiusY / radiusY);
const B = -2 * shearSlope / radiusY / radiusY;
const C = 1 / radiusY / radiusY;
// Line with slope1 intersects the ellipse where its derivative is 1
const slope1 = ((-2 * A) - B) / ((2 * C) + B);
// Line with slope2 intersects the ellipse where its derivative is -1
const slope2 = (-(2 * A) + B) / (-(2 * C) + B);
const verticalStepsFirst = slope1 > slope2;
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/**
* Vertical stepping portion of ellipse drawing algorithm
* @param {!number} startY y to start drawing from
* @param {!function} conditionFn function which should become true when we should stop stepping
* @return {object} last point drawn to the canvas, or null if no points drawn
*/
const drawEllipseStepVertical_ = function (startY, conditionFn) {
// Points on the ellipse
let y = startY;
let x = solveQuadratic_(A, B * y, (C * y * y) - 1);
// last pixel position at which a draw was performed
let pY;
let pX1;
let pX2;
while (conditionFn(x[0], y)) {
pY = Math.floor(y);
pX1 = Math.floor(x[0]);
pX2 = Math.floor(x[1]);
if (isFilled) {
context.fillRect(centerX - pX1 - 1, centerY + pY, pX1 - pX2 + 1, 1);
context.fillRect(centerX + pX2, centerY - pY - 1, pX1 - pX2 + 1, 1);
} else {
context.fillRect(centerX - pX1 - 1, centerY + pY, 1, 1);
context.fillRect(centerX + pX1, centerY - pY - 1, 1, 1);
}
y--;
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x = solveQuadratic_(A, B * y, (C * y * y) - 1);
}
return pX1 || pY ? {x: pX1, y: pY} : null;
};
/**
* Horizontal stepping portion of ellipse drawing algorithm
* @param {!number} startX x to start drawing from
* @param {!function} conditionFn function which should become false when we should stop stepping
* @return {object} last point drawn to the canvas, or null if no points drawn
*/
const drawEllipseStepHorizontal_ = function (startX, conditionFn) {
// Points on the ellipse
let x = startX;
let y = solveQuadratic_(C, B * x, (A * x * x) - 1);
// last pixel position at which a draw was performed
let pX;
let pY1;
let pY2;
while (conditionFn(x, y[0])) {
pX = Math.floor(x);
pY1 = Math.floor(y[0]);
pY2 = Math.floor(y[1]);
if (isFilled) {
context.fillRect(centerX - pX - 1, centerY + pY2, 1, pY1 - pY2 + 1);
context.fillRect(centerX + pX, centerY - pY1 - 1, 1, pY1 - pY2 + 1);
} else {
context.fillRect(centerX - pX - 1, centerY + pY1, 1, 1);
context.fillRect(centerX + pX, centerY - pY1 - 1, 1, 1);
}
x++;
y = solveQuadratic_(C, B * x, (A * x * x) - 1);
}
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return pX || pY1 ? {x: pX, y: pY1} : null;
};
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// Last point drawn
let lastPoint;
if (verticalStepsFirst) {
let forwardLeaning = false;
if (slope1 > 0) forwardLeaning = true;
// step vertically
lastPoint = drawEllipseStepVertical_(
forwardLeaning ? -radiusY : radiusY,
(x, y) => {
if (x === 0 && y > 0) return true;
if (x === 0 && y < 0) return false;
return y / x > slope1;
}
);
// step horizontally while slope is flat
lastPoint = drawEllipseStepHorizontal_(
lastPoint ? -lastPoint.x + .5 : .5,
(x, y) => y / x > slope2
) || {x: -lastPoint.x - .5, y: -lastPoint.y - .5};
// step vertically until back to start
drawEllipseStepVertical_(
lastPoint.y - .5,
(x, y) => {
if (forwardLeaning) return y > -radiusY;
return y > radiusY;
}
);
} else {
// step horizontally forward
lastPoint = drawEllipseStepHorizontal_(
.5,
(x, y) => y / x > slope2
);
// step vertically while slope is steep
lastPoint = drawEllipseStepVertical_(
lastPoint ? lastPoint.y - .5 : radiusY,
(x, y) => {
if (x === 0 && y > 0) return true;
if (x === 0 && y < 0) return false;
return y / x > slope1;
}
) || lastPoint;
// step horizontally until back to start
drawEllipseStepHorizontal_(
-lastPoint.x + .5,
x => x < 0
);
}
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return true;
};
/**
* Draw an ellipse, given the original axis-aligned radii and
* an affine transformation. Returns false if the ellipse could
* not be drawn; for instance, the matrix is non-invertible.
*
* @param {!number} positionX Center of ellipse
* @param {!number} positionY Center of ellipse
* @param {!number} radiusX x-aligned radius of ellipse
* @param {!number} radiusY y-aligned radius of ellipse
* @param {!paper.Matrix} matrix affine transformation matrix
* @param {?boolean} isFilled true if isFilled
* @param {!CanvasRenderingContext2D} context for drawing
* @return {boolean} true if anything was drawn, false if not
*/
const drawEllipse = function (positionX, positionY, radiusX, radiusY, matrix, isFilled, context) {
if (!matrix.isInvertible()) return false;
const inverse = matrix.clone().invert();
// Calculate the ellipse formula
// A, B, and C represent Ax^2 + Bxy + Cy^2 = 1 coefficients in a transformed ellipse formula
const A = (inverse.a * inverse.a / radiusX / radiusX) + (inverse.b * inverse.b / radiusY / radiusY);
const B = (2 * inverse.a * inverse.c / radiusX / radiusX) + (2 * inverse.b * inverse.d / radiusY / radiusY);
const C = (inverse.c * inverse.c / radiusX / radiusX) + (inverse.d * inverse.d / radiusY / radiusY);
// Convert to a sheared ellipse formula. All ellipses are equivalent to some sheared axis-aligned ellipse.
// radiusA, radiusB, and slope are parameters of a skewed ellipse with the above formula
const radiusB = 1 / Math.sqrt(C);
const radiusA = Math.sqrt(-4 * C / ((B * B) - (4 * A * C)));
const slope = B / 2 / C;
return drawShearedEllipse_({
centerX: positionX,
centerY: positionY,
radiusX: radiusA,
radiusY: radiusB,
shearSlope: slope,
isFilled: isFilled
}, context);
};
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/**
* @param {!number} size The diameter of the brush
* @param {!string} color The css color of the brush
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* @param {?boolean} isEraser True if we want the brush mark for the eraser
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* @return {HTMLCanvasElement} a canvas with the brush mark printed on it
*/
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const getBrushMark = function (size, color, isEraser) {
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size = ~~size;
const canvas = document.createElement('canvas');
const roundedUpRadius = Math.ceil(size / 2);
canvas.width = roundedUpRadius * 2;
canvas.height = roundedUpRadius * 2;
const context = canvas.getContext('2d');
context.imageSmoothingEnabled = false;
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context.fillStyle = isEraser ? 'white' : color;
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// Small squares for pixel artists
if (size <= 5) {
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let offset = 0;
if (size % 2) offset = 1;
if (isEraser) {
context.fillStyle = getGuideColor();
context.fillRect(offset, offset, size, size);
context.fillStyle = 'white';
context.fillRect(offset + 1, offset + 1, size - 2, size - 2);
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} else {
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context.fillRect(offset, offset, size, size);
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}
} else {
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drawShearedEllipse_({
centerX: size / 2,
centerY: size / 2,
radiusX: size / 2,
radiusY: size / 2,
shearSlope: 0,
isFilled: true
}, context);
if (isEraser) {
// Add outline
context.fillStyle = getGuideColor();
drawShearedEllipse_({
centerX: size / 2,
centerY: size / 2,
radiusX: size / 2,
radiusY: size / 2,
shearSlope: 0,
isFilled: false
}, context);
}
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}
return canvas;
};
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const rowBlank_ = function (imageData, width, y) {
for (let x = 0; x < width; ++x) {
if (imageData.data[(y * width << 2) + (x << 2) + 3] !== 0) return false;
}
return true;
};
const columnBlank_ = function (imageData, width, x, top, bottom) {
for (let y = top; y < bottom; ++y) {
if (imageData.data[(y * width << 2) + (x << 2) + 3] !== 0) return false;
}
return true;
};
// Adapted from Tim Down's https://gist.github.com/timdown/021d9c8f2aabc7092df564996f5afbbf
// Get bounds, trimming transparent pixels from edges.
const getHitBounds = function (raster) {
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const width = raster.width;
const imageData = raster.getImageData(raster.bounds);
let top = 0;
let bottom = imageData.height;
let left = 0;
let right = imageData.width;
while (top < bottom && rowBlank_(imageData, width, top)) ++top;
while (bottom - 1 > top && rowBlank_(imageData, width, bottom - 1)) --bottom;
while (left < right && columnBlank_(imageData, width, left, top, bottom)) ++left;
while (right - 1 > left && columnBlank_(imageData, width, right - 1, top, bottom)) --right;
return new paper.Rectangle(left, top, right - left, bottom - top);
};
const trim_ = function (raster) {
const hitBounds = getHitBounds(raster);
if (hitBounds.width && hitBounds.height) {
return raster.getSubRaster(getHitBounds(raster));
}
return null;
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};
const convertToBitmap = function (clearSelectedItems, onUpdateImage) {
// @todo if the active layer contains only rasters, drawing them directly to the raster layer
// would be more efficient.
clearSelectedItems();
// Export svg
const guideLayers = hideGuideLayers(true /* includeRaster */);
const bounds = paper.project.activeLayer.bounds;
const svg = paper.project.exportSVG({
bounds: 'content',
matrix: new paper.Matrix().translate(-bounds.x, -bounds.y)
});
showGuideLayers(guideLayers);
// Get rid of anti-aliasing
// @todo get crisp text?
svg.setAttribute('shape-rendering', 'crispEdges');
inlineSvgFonts(svg);
const svgString = (new XMLSerializer()).serializeToString(svg);
// Put anti-aliased SVG into image, and dump image back into canvas
const img = new Image();
img.onload = () => {
if (img.width && img.height) {
getRaster().drawImage(
img,
new paper.Point(Math.floor(bounds.topLeft.x), Math.floor(bounds.topLeft.y)));
}
paper.project.activeLayer.removeChildren();
onUpdateImage();
};
img.onerror = () => {
// Fallback if browser does not support SVG data URIs in images.
// The problem with rasterize is that it will anti-alias.
const raster = paper.project.activeLayer.rasterize(72, false /* insert */);
raster.onLoad = () => {
if (raster.canvas.width && raster.canvas.height) {
getRaster().drawImage(raster.canvas, raster.bounds.topLeft);
}
paper.project.activeLayer.removeChildren();
onUpdateImage();
};
};
// Hash tags will break image loading without being encoded first
img.src = `data:image/svg+xml;utf8,${encodeURIComponent(svgString)}`;
};
const convertToVector = function (clearSelectedItems, onUpdateImage) {
clearSelectedItems();
const trimmedRaster = trim_(getRaster());
if (trimmedRaster) {
paper.project.activeLayer.addChild(trimmedRaster);
}
clearRaster();
onUpdateImage();
};
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const getColor_ = function (x, y, context) {
return context.getImageData(x, y, 1, 1).data;
};
const matchesColor_ = function (x, y, imageData, oldColor) {
const index = ((y * imageData.width) + x) * 4;
return (
imageData.data[index + 0] === oldColor[0] &&
imageData.data[index + 1] === oldColor[1] &&
imageData.data[index + 2] === oldColor[2] &&
imageData.data[index + 3 ] === oldColor[3]
);
};
const colorPixel_ = function (x, y, imageData, newColor) {
const index = ((y * imageData.width) + x) * 4;
imageData.data[index + 0] = newColor[0];
imageData.data[index + 1] = newColor[1];
imageData.data[index + 2] = newColor[2];
imageData.data[index + 3] = newColor[3];
};
/**
* Flood fill beginning at the given point.
* Based on http://www.williammalone.com/articles/html5-canvas-javascript-paint-bucket-tool/
*
* @param {!int} x The x coordinate on the context at which to begin
* @param {!int} y The y coordinate on the context at which to begin
* @param {!ImageData} imageData The image data to edit
* @param {!Array<number>} newColor The color to replace with. A length 4 array [r, g, b, a].
* @param {!Array<number>} oldColor The color to replace. A length 4 array [r, g, b, a].
* This must be different from newColor.
* @param {!Array<Array<int>>} stack The stack of pixels we need to look at
*/
const floodFillInternal_ = function (x, y, imageData, newColor, oldColor, stack) {
while (y > 0 && matchesColor_(x, y - 1, imageData, oldColor)) {
y--;
}
let lastLeftMatchedColor = false;
let lastRightMatchedColor = false;
for (; y < imageData.height; y++) {
if (!matchesColor_(x, y, imageData, oldColor)) break;
colorPixel_(x, y, imageData, newColor);
if (x > 0) {
if (matchesColor_(x - 1, y, imageData, oldColor)) {
if (!lastLeftMatchedColor) {
stack.push([x - 1, y]);
lastLeftMatchedColor = true;
}
} else {
lastLeftMatchedColor = false;
}
}
if (x < imageData.width - 1) {
if (matchesColor_(x + 1, y, imageData, oldColor)) {
if (!lastRightMatchedColor) {
stack.push([x + 1, y]);
lastRightMatchedColor = true;
}
} else {
lastRightMatchedColor = false;
}
}
}
};
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/**
* Given a fill style string, get the color
* @param {string} fillStyleString the fill style
* @return {Array<int>} Color, a length 4 array
*/
const fillStyleToColor_ = function (fillStyleString) {
const tmpCanvas = document.createElement('canvas');
tmpCanvas.width = 1;
tmpCanvas.height = 1;
const context = tmpCanvas.getContext('2d');
context.fillStyle = fillStyleString;
context.fillRect(0, 0, 1, 1);
return context.getImageData(0, 0, 1, 1).data;
};
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/**
* Flood fill beginning at the given point
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* @param {!number} x The x coordinate on the context at which to begin
* @param {!number} y The y coordinate on the context at which to begin
* @param {!string} color A color string, which would go into context.fillStyle
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* @param {!HTMLCanvas2DContext} context The context in which to draw
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* @return {boolean} True if image changed, false otherwise
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*/
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const floodFill = function (x, y, color, context) {
x = ~~x;
y = ~~y;
const newColor = fillStyleToColor_(color);
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const oldColor = getColor_(x, y, context);
const imageData = context.getImageData(0, 0, context.canvas.width, context.canvas.height);
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if (oldColor[0] === newColor[0] &&
oldColor[1] === newColor[1] &&
oldColor[2] === newColor[2] &&
oldColor[3] === newColor[3]) { // no-op
return false;
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}
const stack = [[x, y]];
while (stack.length) {
const pop = stack.pop();
floodFillInternal_(pop[0], pop[1], imageData, newColor, oldColor, stack);
}
context.putImageData(imageData, 0, 0);
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return true;
};
/**
* Replace all instances of the color at the given point
* @param {!number} x The x coordinate on the context of the start color
* @param {!number} y The y coordinate on the context of the start color
* @param {!string} color A color string, which would go into context.fillStyle
* @param {!HTMLCanvas2DContext} context The context in which to draw
* @return {boolean} True if image changed, false otherwise
*/
const floodFillAll = function (x, y, color, context) {
x = ~~x;
y = ~~y;
const newColor = fillStyleToColor_(color);
const oldColor = getColor_(x, y, context);
const imageData = context.getImageData(0, 0, context.canvas.width, context.canvas.height);
if (oldColor[0] === newColor[0] &&
oldColor[1] === newColor[1] &&
oldColor[2] === newColor[2] &&
oldColor[3] === newColor[3]) { // no-op
return false;
}
for (let i = 0; i < imageData.width; i++) {
for (let j = 0; j < imageData.height; j++) {
if (matchesColor_(i, j, imageData, oldColor)) {
colorPixel_(i, j, imageData, newColor);
}
}
}
context.putImageData(imageData, 0, 0);
return true;
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};
/**
* @param {!paper.Shape.Rectangle} rect The rectangle to draw to the canvas
* @param {!HTMLCanvas2DContext} context The context in which to draw
*/
const drawRect = function (rect, context) {
// No rotation component to matrix
if (rect.matrix.b === 0 && rect.matrix.c === 0) {
const width = rect.size.width * rect.matrix.a;
const height = rect.size.height * rect.matrix.d;
context.fillRect(
~~(rect.matrix.tx - (width / 2)),
~~(rect.matrix.ty - (height / 2)),
~~width,
~~height);
return;
}
const startPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, -rect.size.height / 2));
const widthPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, -rect.size.height / 2));
const heightPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, rect.size.height / 2));
const endPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, rect.size.height / 2));
const center = rect.matrix.transform(new paper.Point());
forEachLinePoint(startPoint, widthPoint, (x, y) => {
context.fillRect(x, y, 1, 1);
});
forEachLinePoint(startPoint, heightPoint, (x, y) => {
context.fillRect(x, y, 1, 1);
});
forEachLinePoint(endPoint, widthPoint, (x, y) => {
context.fillRect(x, y, 1, 1);
});
forEachLinePoint(endPoint, heightPoint, (x, y) => {
context.fillRect(x, y, 1, 1);
});
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floodFill(~~center.x, ~~center.y, context.fillStyle, context);
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};
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export {
convertToBitmap,
convertToVector,
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drawRect,
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floodFill,
floodFillAll,
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getBrushMark,
getHitBounds,
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drawEllipse,
forEachLinePoint
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};