restructure more
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216
ThirdParty/assimp/code/Common/scene.cpp
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216
ThirdParty/assimp/code/Common/scene.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include <assimp/scene.h>
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#include "ScenePrivate.h"
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aiScene::aiScene() :
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mFlags(0),
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mRootNode(nullptr),
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mNumMeshes(0),
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mMeshes(nullptr),
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mNumMaterials(0),
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mMaterials(nullptr),
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mNumAnimations(0),
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mAnimations(nullptr),
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mNumTextures(0),
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mTextures(nullptr),
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mNumLights(0),
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mLights(nullptr),
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mNumCameras(0),
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mCameras(nullptr),
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mMetaData(nullptr),
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mName(),
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mNumSkeletons(0),
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mSkeletons(nullptr),
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mPrivate(new Assimp::ScenePrivateData()) {
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// empty
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}
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aiScene::~aiScene() {
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// delete all sub-objects recursively
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delete mRootNode;
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// To make sure we won't crash if the data is invalid it's
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// much better to check whether both mNumXXX and mXXX are
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// valid instead of relying on just one of them.
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if (mNumMeshes && mMeshes) {
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for (unsigned int a = 0; a < mNumMeshes; ++a) {
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delete mMeshes[a];
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}
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}
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delete[] mMeshes;
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if (mNumMaterials && mMaterials) {
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for (unsigned int a = 0; a < mNumMaterials; ++a) {
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delete mMaterials[a];
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}
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}
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delete[] mMaterials;
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if (mNumAnimations && mAnimations) {
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for (unsigned int a = 0; a < mNumAnimations; ++a) {
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delete mAnimations[a];
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}
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}
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delete[] mAnimations;
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if (mNumTextures && mTextures) {
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for (unsigned int a = 0; a < mNumTextures; ++a) {
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delete mTextures[a];
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}
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}
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delete[] mTextures;
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if (mNumLights && mLights) {
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for (unsigned int a = 0; a < mNumLights; ++a) {
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delete mLights[a];
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}
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}
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delete[] mLights;
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if (mNumCameras && mCameras) {
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for (unsigned int a = 0; a < mNumCameras; ++a) {
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delete mCameras[a];
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}
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}
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delete[] mCameras;
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aiMetadata::Dealloc(mMetaData);
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delete[] mSkeletons;
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delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
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}
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aiNode::aiNode() :
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mName(""),
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mParent(nullptr),
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mNumChildren(0),
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mChildren(nullptr),
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mNumMeshes(0),
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mMeshes(nullptr),
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mMetaData(nullptr) {
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// empty
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}
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aiNode::aiNode(const std::string &name) :
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mName(name),
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mParent(nullptr),
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mNumChildren(0),
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mChildren(nullptr),
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mNumMeshes(0),
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mMeshes(nullptr),
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mMetaData(nullptr) {
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// empty
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}
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/** Destructor */
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aiNode::~aiNode() {
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// delete all children recursively
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// to make sure we won't crash if the data is invalid ...
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if (mNumChildren && mChildren) {
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for (unsigned int a = 0; a < mNumChildren; a++)
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delete mChildren[a];
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}
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delete[] mChildren;
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delete[] mMeshes;
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delete mMetaData;
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}
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const aiNode *aiNode::FindNode(const char *name) const {
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if (nullptr == name) {
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return nullptr;
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}
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if (!::strcmp(mName.data, name)) {
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return this;
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}
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for (unsigned int i = 0; i < mNumChildren; ++i) {
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const aiNode *const p = mChildren[i]->FindNode(name);
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if (p) {
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return p;
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}
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}
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// there is definitely no sub-node with this name
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return nullptr;
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}
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aiNode *aiNode::FindNode(const char *name) {
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if (!::strcmp(mName.data, name)) return this;
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for (unsigned int i = 0; i < mNumChildren; ++i) {
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aiNode *const p = mChildren[i]->FindNode(name);
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if (p) {
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return p;
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}
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}
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// there is definitely no sub-node with this name
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return nullptr;
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}
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void aiNode::addChildren(unsigned int numChildren, aiNode **children) {
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if (nullptr == children || 0 == numChildren) {
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return;
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}
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for (unsigned int i = 0; i < numChildren; i++) {
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aiNode *child = children[i];
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if (nullptr != child) {
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child->mParent = this;
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}
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}
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if (mNumChildren > 0) {
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aiNode **tmp = new aiNode *[mNumChildren];
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::memcpy(tmp, mChildren, sizeof(aiNode *) * mNumChildren);
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delete[] mChildren;
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mChildren = new aiNode *[mNumChildren + numChildren];
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::memcpy(mChildren, tmp, sizeof(aiNode *) * mNumChildren);
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::memcpy(&mChildren[mNumChildren], children, sizeof(aiNode *) * numChildren);
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mNumChildren += numChildren;
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delete[] tmp;
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} else {
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mChildren = new aiNode *[numChildren];
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for (unsigned int i = 0; i < numChildren; i++) {
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mChildren[i] = children[i];
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}
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mNumChildren = numChildren;
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}
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}
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