314 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			314 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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