添加关照、全局等高线、修改图层问题
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313
dist/electron/static/sdk/three/jsm/utils/SceneUtils.js
vendored
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313
dist/electron/static/sdk/three/jsm/utils/SceneUtils.js
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import {
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BufferAttribute,
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BufferGeometry,
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Color,
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Group,
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Matrix4,
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Mesh,
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Vector3
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} from 'three';
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import { mergeGroups, deepCloneAttribute } from './BufferGeometryUtils.js';
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const _color = /*@__PURE__*/new Color();
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const _matrix = /*@__PURE__*/new Matrix4();
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function createMeshesFromInstancedMesh( instancedMesh ) {
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const group = new Group();
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const count = instancedMesh.count;
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const geometry = instancedMesh.geometry;
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const material = instancedMesh.material;
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for ( let i = 0; i < count; i ++ ) {
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const mesh = new Mesh( geometry, material );
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instancedMesh.getMatrixAt( i, mesh.matrix );
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mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
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group.add( mesh );
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}
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group.copy( instancedMesh );
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group.updateMatrixWorld(); // ensure correct world matrices of meshes
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return group;
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}
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function createMeshesFromMultiMaterialMesh( mesh ) {
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if ( Array.isArray( mesh.material ) === false ) {
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console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
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return mesh;
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}
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const object = new Group();
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object.copy( mesh );
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// merge groups (which automatically sorts them)
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const geometry = mergeGroups( mesh.geometry );
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const index = geometry.index;
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const groups = geometry.groups;
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const attributeNames = Object.keys( geometry.attributes );
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// create a mesh for each group by extracting the buffer data into a new geometry
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for ( let i = 0; i < groups.length; i ++ ) {
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const group = groups[ i ];
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const start = group.start;
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const end = start + group.count;
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const newGeometry = new BufferGeometry();
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const newMaterial = mesh.material[ group.materialIndex ];
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// process all buffer attributes
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for ( let j = 0; j < attributeNames.length; j ++ ) {
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const name = attributeNames[ j ];
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const attribute = geometry.attributes[ name ];
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const itemSize = attribute.itemSize;
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const newLength = group.count * itemSize;
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const type = attribute.array.constructor;
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const newArray = new type( newLength );
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const newAttribute = new BufferAttribute( newArray, itemSize );
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for ( let k = start, n = 0; k < end; k ++, n ++ ) {
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const ind = index.getX( k );
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if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
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if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
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if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
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if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
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}
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newGeometry.setAttribute( name, newAttribute );
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}
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const newMesh = new Mesh( newGeometry, newMaterial );
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object.add( newMesh );
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}
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return object;
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}
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function createMultiMaterialObject( geometry, materials ) {
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const group = new Group();
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for ( let i = 0, l = materials.length; i < l; i ++ ) {
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group.add( new Mesh( geometry, materials[ i ] ) );
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}
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return group;
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}
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function reduceVertices( object, func, initialValue ) {
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let value = initialValue;
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const vertex = new Vector3();
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object.updateWorldMatrix( true, true );
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object.traverseVisible( ( child ) => {
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const { geometry } = child;
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if ( geometry !== undefined ) {
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const { position } = geometry.attributes;
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if ( position !== undefined ) {
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for ( let i = 0, l = position.count; i < l; i ++ ) {
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if ( child.isMesh ) {
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child.getVertexPosition( i, vertex );
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} else {
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vertex.fromBufferAttribute( position, i );
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}
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if ( ! child.isSkinnedMesh ) {
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vertex.applyMatrix4( child.matrixWorld );
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}
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value = func( value, vertex );
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}
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}
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}
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} );
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return value;
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}
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/**
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* @param {InstancedMesh}
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* @param {function(int, int):int}
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*/
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function sortInstancedMesh( mesh, compareFn ) {
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// store copy of instanced attributes for lookups
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const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix );
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const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null;
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const attributeRefs = new Map();
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for ( const name in mesh.geometry.attributes ) {
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const attribute = mesh.geometry.attributes[ name ];
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if ( attribute.isInstancedBufferAttribute ) {
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attributeRefs.set( attribute, deepCloneAttribute( attribute ) );
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}
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}
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// compute sort order
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const tokens = [];
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for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
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tokens.sort( compareFn );
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// apply sort order
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for ( let i = 0; i < tokens.length; i ++ ) {
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const refIndex = tokens[ i ];
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_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
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_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
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if ( mesh.instanceColor ) {
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_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
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_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
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}
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for ( const name in mesh.geometry.attributes ) {
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const attribute = mesh.geometry.attributes[ name ];
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if ( attribute.isInstancedBufferAttribute ) {
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const attributeRef = attributeRefs.get( attribute );
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attribute.setX( i, attributeRef.getX( refIndex ) );
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if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
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if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
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if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
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}
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}
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}
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}
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/**
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* @param {Object3D} object Object to traverse.
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* @yields {Object3D} Objects that passed the filter condition.
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*/
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function* traverseGenerator( object ) {
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yield object;
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const children = object.children;
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for ( let i = 0, l = children.length; i < l; i ++ ) {
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yield* traverseGenerator( children[ i ] );
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}
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}
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/**
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* @param {Object3D} object Object to traverse.
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* @yields {Object3D} Objects that passed the filter condition.
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*/
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function* traverseVisibleGenerator( object ) {
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if ( object.visible === false ) return;
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yield object;
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const children = object.children;
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for ( let i = 0, l = children.length; i < l; i ++ ) {
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yield* traverseVisibleGenerator( children[ i ] );
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}
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}
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/**
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* @param {Object3D} object Object to traverse.
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* @yields {Object3D} Objects that passed the filter condition.
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*/
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function* traverseAncestorsGenerator( object ) {
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const parent = object.parent;
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if ( parent !== null ) {
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yield parent;
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yield* traverseAncestorsGenerator( parent );
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}
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}
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export {
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createMeshesFromInstancedMesh,
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createMeshesFromMultiMaterialMesh,
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createMultiMaterialObject,
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reduceVertices,
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sortInstancedMesh,
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traverseGenerator,
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traverseVisibleGenerator,
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traverseAncestorsGenerator
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};
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