wireframer, !pivoting to pixelgon base
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23 changed files with 530 additions and 151 deletions
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@ -1 +1 @@
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@ -74,6 +74,6 @@ Material:
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@ -21,12 +21,16 @@
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@ -42,13 +46,23 @@
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m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
--- !u!33 &1257753977
|
||||
MeshFilter:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1257753975}
|
||||
m_Mesh: {fileID: -3149996399109167922, guid: dc6240c783ee7974e8811c10e071e0cc, type: 3}
|
||||
--- !u!4 &1257753978
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1257753975}
|
||||
m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
|
||||
m_LocalPosition: {x: -0.5, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 6
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
|
||||
--- !u!1 &1464358247
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -33,8 +33,8 @@ public class AssetSpace
|
|||
string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
|
||||
for (int i = 0; i < filePaths.Length; i++)
|
||||
{
|
||||
name = Path.GetFileNameWithoutExtension(filePaths[i]);
|
||||
loadedNames.Add(name);
|
||||
string filename = Path.GetFileNameWithoutExtension(filePaths[i]);
|
||||
loadedNames.Add(filename);
|
||||
Pixelgon pgon = Load();
|
||||
Mesh mesh = new Mesh();
|
||||
mesh = polyVector.ToMesh(pgon.vectors);
|
||||
|
@ -42,7 +42,7 @@ public class AssetSpace
|
|||
asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
|
||||
asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
|
||||
asset.mesh = mesh;
|
||||
assets.Add(name, asset);
|
||||
assets.Add(filename, asset);
|
||||
}
|
||||
|
||||
// load draft.space file
|
||||
|
|
|
@ -17,6 +17,8 @@ public class Input
|
|||
public Vector3 twistCursor;
|
||||
[HideInInspector]
|
||||
public Vector3 stretchCursor;
|
||||
[HideInInspector]
|
||||
public Vector3 dragCursor;
|
||||
|
||||
Vector3 mainCalibDir;
|
||||
Quaternion mainCalibRot;
|
||||
|
@ -25,11 +27,11 @@ public class Input
|
|||
{
|
||||
oculusInject.Frame(this);
|
||||
|
||||
rig.position = -head.localPosition; // that zeros us out for an offset
|
||||
rig.position += head.localRotation * Vector3.back * 0.666f;
|
||||
// Calibrate/Recenter
|
||||
if (offCon.one.held) // temporary mapping
|
||||
{
|
||||
rig.position = -head.localPosition; // that zeros us out for an offset
|
||||
rig.position += head.localRotation * Vector3.back * 0.666f;
|
||||
|
||||
mainCalibDir = Vector3.zero - WorldPos(mainCon).normalized;
|
||||
mainCalibRot = mainCon.physical.Rot();
|
||||
|
@ -50,6 +52,18 @@ public class Input
|
|||
Quaternion rot = mainCon.physical.Rot() * Quaternion.Inverse(mainCalibRot);
|
||||
twistCursor = WorldPos(mainCon) + rot * mainCalibDir * calibDist * zValue;
|
||||
|
||||
if (mainCon.grip.held)
|
||||
{
|
||||
dragCursor += mainCon.physical.PosVel() * 3 * Time.deltaTime;
|
||||
|
||||
// clamp
|
||||
// oriel class !
|
||||
// new Vector3(0.6f, 0.4f, 0.4f);
|
||||
dragCursor.x = Mathf.Clamp(dragCursor.x, -0.3f, 0.3f);
|
||||
dragCursor.y = Mathf.Clamp(dragCursor.y, -0.2f, 0.2f);
|
||||
dragCursor.z = Mathf.Clamp(dragCursor.z, -0.2f, 0.2f);
|
||||
}
|
||||
|
||||
float stretch = Vector3.Distance(WorldPos(mainCon), WorldPos(offCon));
|
||||
stretchCursor = WorldPos(mainCon) + mainCon.physical.Rot() * Vector3.forward * stretch * 3;
|
||||
|
||||
|
@ -67,7 +81,7 @@ public class Input
|
|||
public class Con
|
||||
{
|
||||
public Physical physical;
|
||||
public Btn trigger, one, two;
|
||||
public Btn trigger, grip, one, two;
|
||||
|
||||
[Serializable]
|
||||
public class Btn
|
||||
|
@ -143,6 +157,18 @@ public class OculusInject
|
|||
con.trigger.held = false;
|
||||
}
|
||||
|
||||
con.grip.down = con.grip.up = false;
|
||||
if (OVRInput.Get(OVRInput.Button.PrimaryHandTrigger, touchCon))
|
||||
{
|
||||
if (!con.grip.held) { con.grip.down = true; }
|
||||
con.grip.held = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (con.grip.held) { con.grip.up = true; }
|
||||
con.grip.held = false;
|
||||
}
|
||||
|
||||
con.one.down = con.one.up = false;
|
||||
if (OVRInput.Get(OVRInput.Button.One, touchCon))
|
||||
{
|
||||
|
|
|
@ -180,17 +180,97 @@ public static class StaticMethods
|
|||
// idk becuase this snapping system will be reused in tools and quads
|
||||
// scalable 0-1 * design (0 == no snapping) set parameter in ORIEL UI
|
||||
|
||||
// min distance to handle 2+ conflicting snaps
|
||||
if (dist < 0.02f)
|
||||
pC.x = pA.x;
|
||||
pC.y = pA.y;
|
||||
|
||||
pC.z = Mathf.Clamp(pC.z, pA.z, pB.z);
|
||||
|
||||
return perspective * pC;
|
||||
|
||||
// min distance to handle 2+ conflicting snaps ?
|
||||
}
|
||||
|
||||
public static Vector3 Snap(List<List<Vector3>> lists, Vector3 cursorPos)
|
||||
{
|
||||
Vector3 closestJoint = Vector3.one * 1000;
|
||||
Vector3 closestEdge = Vector3.one * 1000;
|
||||
Vector3 closestMirrorJoint = Vector3.one * 1000;
|
||||
|
||||
for (int l = 0; l < lists.Count; l++)
|
||||
{
|
||||
pC.x = pA.x;
|
||||
pC.y = pA.y;
|
||||
int length = 0;
|
||||
for (int i = 0; i < lists[l].Count; i++)
|
||||
{
|
||||
if (lists[l][i] == Vector3.zero)
|
||||
{
|
||||
length = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
pC.z = Mathf.Clamp(pC.z, pA.z, pB.z);
|
||||
if (Vector3.Distance(cursorPos, lists[l][i]) < Vector3.Distance(cursorPos, closestJoint))
|
||||
{
|
||||
closestJoint = lists[l][i];
|
||||
}
|
||||
|
||||
return perspective * pC;
|
||||
if (length > 0)
|
||||
{
|
||||
Vector3 edgeSnapPos = StaticMethods.EdgeSnap(lists[l][i - 1], lists[l][i], cursorPos);
|
||||
if (Vector3.Distance(cursorPos, edgeSnapPos) < Vector3.Distance(cursorPos, closestEdge))
|
||||
{
|
||||
closestEdge = edgeSnapPos;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 xMirrorJoint = lists[l][i];
|
||||
xMirrorJoint.x *= -1;
|
||||
if (Vector3.Distance(cursorPos, xMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||
{
|
||||
closestMirrorJoint = xMirrorJoint;
|
||||
}
|
||||
|
||||
Vector3 yMirrorJoint = lists[l][i];
|
||||
yMirrorJoint.y *= -1;
|
||||
if (Vector3.Distance(cursorPos, yMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||
{
|
||||
closestMirrorJoint = yMirrorJoint;
|
||||
}
|
||||
|
||||
Vector3 zMirrorJoint = lists[l][i];
|
||||
zMirrorJoint.z *= -1;
|
||||
if (Vector3.Distance(cursorPos, zMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||
{
|
||||
closestMirrorJoint = zMirrorJoint;
|
||||
}
|
||||
|
||||
length++;
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
Vector3 xMiddleJoint = cursorPos;
|
||||
xMiddleJoint.x = 0;
|
||||
if (Vector3.Distance(cursorPos, xMiddleJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||
{
|
||||
closestMirrorJoint = xMiddleJoint;
|
||||
}
|
||||
|
||||
Vector3 snapPos = cursorPos;
|
||||
if (Vector3.Distance(cursorPos, closestJoint) < 0.015f) // snap dist
|
||||
{
|
||||
snapPos = closestJoint;
|
||||
}
|
||||
else if (Vector3.Distance(cursorPos, closestEdge) < 0.015f)
|
||||
{
|
||||
snapPos = closestEdge;
|
||||
}
|
||||
else if (Vector3.Distance(cursorPos, closestMirrorJoint) < 0.015f)
|
||||
{
|
||||
snapPos = closestMirrorJoint;
|
||||
}
|
||||
// else if (vector.Count > 1) //weird
|
||||
// {
|
||||
// snapPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos);
|
||||
// }
|
||||
|
||||
return snapPos;
|
||||
}
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor.Recorder;
|
||||
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class Recorder : MonoBehaviour
|
||||
{
|
||||
// Make this a prefab, that way you can move it between scenes
|
||||
|
||||
[Header("References")]
|
||||
public Mesh mesh;
|
||||
public MeshRenderer viewFinderRend;
|
||||
|
||||
Camera cam;
|
||||
RecorderController recorder;
|
||||
|
||||
void Start()
|
||||
{
|
||||
cam = GetComponent<Camera>();
|
||||
|
||||
RenderTexture viewTex = new RenderTexture(512, 256, 16, RenderTextureFormat.Default);
|
||||
viewTex.Create();
|
||||
viewFinderRend.material.mainTexture = cam.targetTexture = viewTex;
|
||||
|
||||
RecorderControllerSettings settings = new RecorderControllerSettings();
|
||||
recorder = new RecorderController(settings);
|
||||
recorder.PrepareRecording();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Need to interact spatially with it, so buttons on the camera?
|
||||
// nah to imprecise? esp if the camera is moving...
|
||||
// then how do we get it to play nice with existing controls...
|
||||
// its just one button for now so we can squeeze it in somewhere
|
||||
|
||||
// Hook up to unity recorder system (only works in editor :/)
|
||||
// Record
|
||||
// recorder.StartRecording();
|
||||
// End
|
||||
// recorder.StopRecording();
|
||||
|
||||
// Pause (nice in theory annoying in practice *need to trim and adjust clips)
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e19de3c166899cf46b2aa22dee06446c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -235,14 +235,20 @@ public class Render
|
|||
matCursor, 0
|
||||
);
|
||||
|
||||
Graphics.DrawMesh(meshCursor,
|
||||
input.twistCursor,
|
||||
Quaternion.identity,
|
||||
matCursor, 0
|
||||
);
|
||||
// Graphics.DrawMesh(meshCursor,
|
||||
// input.twistCursor,
|
||||
// Quaternion.identity,
|
||||
// matCursor, 0
|
||||
// );
|
||||
|
||||
// Graphics.DrawMesh(meshCursor,
|
||||
// input.stretchCursor,
|
||||
// Quaternion.identity,
|
||||
// matCursor, 0
|
||||
// );
|
||||
|
||||
Graphics.DrawMesh(meshCursor,
|
||||
input.stretchCursor,
|
||||
input.dragCursor,
|
||||
Quaternion.identity,
|
||||
matCursor, 0
|
||||
);
|
||||
|
|
|
@ -27,7 +27,7 @@ public class ToolEditVector
|
|||
|
||||
public void Frame(Input input, Pixelgon pixelgon)
|
||||
{
|
||||
cursorPos = input.twistCursor;
|
||||
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||
|
||||
if (!selecting)
|
||||
{
|
||||
|
|
|
@ -19,7 +19,7 @@ public class ToolEraser
|
|||
|
||||
public void Frame(Input input, Pixelgon pixelgon)
|
||||
{
|
||||
cursorPos = input.twistCursor;
|
||||
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||
|
||||
if (input.mainCon.trigger.held)
|
||||
{
|
||||
|
@ -35,13 +35,10 @@ public class ToolEraser
|
|||
{
|
||||
if (length > 0)
|
||||
{
|
||||
cursorPos = StaticMethods.EdgeSnap(
|
||||
pixelgon.vectors[i - 1],
|
||||
pixelgon.vectors[i],
|
||||
input.twistCursor
|
||||
);
|
||||
if (cursorPos != input.twistCursor)
|
||||
Vector3 edgeSnapPos = StaticMethods.EdgeSnap(pixelgon.vectors[i - 1], pixelgon.vectors[i], rawCursorPos);
|
||||
if (Vector3.Distance(rawCursorPos, edgeSnapPos) < 0.015f)
|
||||
{
|
||||
cursorPos = edgeSnapPos;
|
||||
if (cursorPos == pixelgon.vectors[i - 1])
|
||||
{
|
||||
selected.Add(i - 1);
|
||||
|
|
|
@ -19,50 +19,14 @@ public class ToolNewVector
|
|||
|
||||
public void Frame(Input input, Pixelgon pixelgon)
|
||||
{
|
||||
bool snapped = false;
|
||||
cursorPos = input.twistCursor;
|
||||
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||
|
||||
int length = 0;
|
||||
for (int i = 0; i < pixelgon.vectors.Count; i++)
|
||||
{
|
||||
if (pixelgon.vectors[i] == Vector3.zero)
|
||||
{
|
||||
length = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (length > 0)
|
||||
{
|
||||
cursorPos = StaticMethods.EdgeSnap(
|
||||
pixelgon.vectors[i - 1],
|
||||
pixelgon.vectors[i],
|
||||
input.twistCursor
|
||||
);
|
||||
if (cursorPos != input.twistCursor)
|
||||
{
|
||||
// how to switch between edge snap and direction snap
|
||||
// can you have them both happening at the same time?
|
||||
// is it a priority based system?
|
||||
snapped = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
List<List<Vector3>> lists = new List<List<Vector3>> {
|
||||
pixelgon.vectors, vector.GetRange(0, Mathf.Max(vector.Count - 1, 0))
|
||||
};
|
||||
|
||||
length++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!snapped && vector.Count > 1)
|
||||
{
|
||||
cursorPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos);
|
||||
if (cursorPos != input.twistCursor)
|
||||
{
|
||||
// how to switch between edge snap and direction snap
|
||||
// can you have them both happening at the same time?
|
||||
// is it a priority based system?
|
||||
snapped = true;
|
||||
}
|
||||
}
|
||||
// wow this class is so much cleaner lool
|
||||
cursorPos = StaticMethods.Snap(lists, rawCursorPos);
|
||||
|
||||
if (input.mainCon.trigger.down)
|
||||
{
|
||||
|
|
Binary file not shown.
BIN
Assets/digdugdraft.blend1
Normal file
BIN
Assets/digdugdraft.blend1
Normal file
Binary file not shown.
7
Assets/digdugdraft.blend1.meta
Normal file
7
Assets/digdugdraft.blend1.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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||||
guid: f67f7e4eb69cd9c43b87e150f1a55885
|
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DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Binary file not shown.
Binary file not shown.
175
Content/pixelgon-logo.svg
Normal file
175
Content/pixelgon-logo.svg
Normal file
|
@ -0,0 +1,175 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
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||||
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<svg
|
||||
xmlns:dc="http://purl.org/dc/elements/1.1/"
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xmlns:cc="http://creativecommons.org/ns#"
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||||
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
|
||||
xmlns:svg="http://www.w3.org/2000/svg"
|
||||
xmlns="http://www.w3.org/2000/svg"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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viewBox="0 0 800 400.00002"
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|
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id="svg8"
|
||||
inkscape:version="0.92.4 (5da689c313, 2019-01-14)"
|
||||
sodipodi:docname="pixelgon-logo.svg">
|
||||
<defs
|
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id="defs2" />
|
||||
<sodipodi:namedview
|
||||
id="base"
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pagecolor="#000000"
|
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bordercolor="#666666"
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borderopacity="1.0"
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inkscape:pageopacity="0"
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inkscape:pageshadow="2"
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inkscape:zoom="1.4"
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inkscape:cx="399.38198"
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inkscape:cy="196.15401"
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inkscape:document-units="px"
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inkscape:current-layer="layer1"
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showgrid="false"
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inkscape:window-width="1280"
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inkscape:window-height="667"
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inkscape:window-x="-8"
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inkscape:window-y="22"
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inkscape:window-maximized="1">
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<inkscape:grid
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spacingy="8.0000001"
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|
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empcolor="#9f9f9f"
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empopacity="0.25098039" />
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</sodipodi:namedview>
|
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<metadata
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id="metadata5">
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<rdf:RDF>
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<cc:Work
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rdf:about="">
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<dc:format>image/svg+xml</dc:format>
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<dc:type
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||||
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
|
||||
<dc:title></dc:title>
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Loading…
Add table
Reference in a new issue