Three.js 风力涡轮机尾迹教程
2026/7/1 18:56:52 网站建设 项目流程

风力涡轮机尾迹 ·Wind Turbine Wake· ▶ 在线运行案例

  • 案例合集:三维可视化功能案例(threehub.cn)
  • 开源仓库github地址:https://github.com/z2586300277/three-cesium-examples
  • 400个案例代码:网盘链接

你将学到什么

  • OrbitControls 相机轨道交互
  • THREE.Points 粒子点渲染
  • Canvas 动态纹理贴图
  • BufferGeometry 自定义顶点/索引数据
  • 水面反射/镜像材质
  • 场景雾效增强纵深
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示风力涡轮机尾迹效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 OrbitControls、THREE.Points、Canvas。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。

核心概念

  • Scene / Camera / WebGLRenderer构成最小渲染闭环;大场景可开logarithmicDepthBuffer缓解 Z-fighting。
  • OrbitControls提供轨道旋转/缩放;开启enableDamping后需在 animate 中controls.update()
  • THREE.Points将每个顶点渲染为可控大小的粒子;可用自定义 attribute(如u_index)驱动片元/顶点动画。
  • CanvasTexture每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。

实现步骤

  • 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理resize
  • 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  • requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染)
  • 代码要点

    import * as THREE from 'three'

    import { OrbitControls } from 'three/addons/controls/OrbitControls.js' import Stats from 'three/addons/libs/stats.module.js' import { Water } from 'three/addons/objects/Water.js'

    const scene = new THREE.Scene() scene.background = new THREE.Color(0x0a1020) scene.fog = new THREE.Fog(0x0a1020, 80, 1000)

    const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1600) camera.position.set(48, 125, 210) camera.lookAt(0, 100, 0)

    const renderer = new THREE.WebGLRenderer({ antialias: true }) renderer.setSize(window.innerWidth, window.innerHeight) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) renderer.shadowMap.enabled = true renderer.shadowMap.type = THREE.PCFSoftShadowMap document.body.appendChild(renderer.domElement)

    const stats = new Stats() stats.showPanel(0) stats.dom.style.position = 'absolute' stats.dom.style.top = '20px' stats.dom.style.right = '20px' stats.dom.style.left = 'auto' stats.dom.style.zIndex = '30' document.body.appendChild(stats.dom)

    const controls = new OrbitControls(camera, renderer.domElement) controls.enableDamping = true controls.dampingFactor = 0.05 controls.target.set(0, 100, 0) controls.maxPolarAngle = Math.PI / 2.2 controls.enableZoom = true controls.maxDistance = 900

    scene.add(new THREE.AmbientLight(0x40406b))

    const dirLight = new THREE.DirectionalLight(0xcceeff, 1.2) dirLight.position.set(20, 40, 30) dirLight.castShadow = true const d = 50 dirLight.shadow.mapSize.width = 1024 dirLight.shadow.mapSize.height = 1024 dirLight.shadow.camera.left = -d dirLight.shadow.camera.right = d dirLight.shadow.camera.top = d dirLight.shadow.camera.bottom = -d dirLight.shadow.camera.near = 1 dirLight.shadow.camera.far = 80 scene.add(dirLight)

    const backLight = new THREE.PointLight(0x446688, 1) backLight.position.set(-15, 20, -20) scene.add(backLight)

    const nacelleLight = new THREE.PointLight(0x88aadd, 1.0, 400) nacelleLight.position.set(0, 22, 10) scene.add(nacelleLight)

    const sunDirection = new THREE.Vector3(0.4, 1.0, 0.2).normalize() const waterNormals = new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/waternormals.jpg', texture => { texture.wrapS = THREE.RepeatWrapping texture.wrapT = THREE.RepeatWrapping } ) const waterGeometry = new THREE.PlaneGeometry(1400, 1400) const water = new Water(waterGeometry, { textureWidth: 512, textureHeight: 512, waterNormals, sunDirection, sunColor: 0xffffff, waterColor: 0x0a3b5f, distortionScale: 3.2, fog: scene.fog !== undefined }) water.rotation.x = -Math.PI / 2 water.position.y = -1.2 scene.add(water)

    const windTurbine = new THREE.Group() windTurbine.rotation.y = Math.PI scene.add(windTurbine)

    let rotorGroup = null let rotorPivot = null let nacelleModel = null let rotorPivotYOffset = 0 let rotorWakeScale = 1.0

    const rotorSweepReference = 30 const towerHeight = 120 const towerBaseRadius = 5.5 const towerTopRadius = 3.2 const nacelleLength = 22 const nacelleHeight = 7 const nacelleWidth = 8 const hubRadius = 2.2 const hubLength = 4 const bladeLength = 26 const bladeWidth = 3.2 const bladeThickness = 0.7 const bladeCount = 3 const nacelleCenterY = towerHeight + nacelleHeight * 0.5 - 1 const hubCenterY = nacelleCenterY const baseRotorPivotPosition = new THREE.Vector3(0, hubCenterY, nacelleLength0.55 + hubRadius0.6)

    const updateRotorPivotFromNacelle = () => { if (!rotorPivot) return rotorPivot.position.set( baseRotorPivotPosition.x, baseRotorPivotPosition.y + rotorPivotYOffset, baseRotorPivotPosition.z ) }

    const updateWakeScaleFromRotor = () => { if (!rotorGroup) return windTurbine.updateMatrixWorld(true) const rotorBox = new THREE.Box3().setFromObject(rotorGroup) const rotorSize = new THREE.Vector3() rotorBox.getSize(rotorSize) const sweepWidth = Math.max(rotorSize.x, rotorSize.y) if (sweepWidth > 0.001) { rotorWakeScale = THREE.MathUtils.clamp(sweepWidth / rotorSweepReference, 0.8, 2.6) } }

    const buildTurbineGeometry = () => { const towerMaterial = new THREE.MeshStandardMaterial({ color: 0xd9d9e6, metalness: 0.2, roughness: 0.45 }) const nacelleMaterial = new THREE.MeshStandardMaterial({ color: 0xf0f2f6, metalness: 0.25, roughness: 0.4 }) const bladeMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff, metalness: 0.12, roughness: 0.35 }) const hubMaterial = new THREE.MeshStandardMaterial({ color: 0xcfd7e6, metalness: 0.3, roughness: 0.35 })

    const towerGeometry = new THREE.CylinderGeometry(towerTopRadius, towerBaseRadius, towerHeight, 32, 1) const towerMesh = new THREE.Mesh(towerGeometry, towerMaterial) towerMesh.position.y = towerHeight * 0.5 towerMesh.castShadow = true towerMesh.receiveShadow = true windTurbine.add(towerMesh)

    const baseGeometry = new THREE.CylinderGeometry(towerBaseRadius + 1.2, towerBaseRadius + 1.2, 2, 32) const baseMesh = new THREE.Mesh(baseGeometry, towerMaterial) baseMesh.position.y = 1 baseMesh.castShadow = true baseMesh.receiveShadow = true windTurbine.add(baseMesh)

    const nacelleGroup = new THREE.Group() const nacelleBody = new THREE.Mesh( new THREE.BoxGeometry(nacelleLength, nacelleHeight, nacelleWidth), nacelleMaterial ) nacelleBody.castShadow = true nacelleBody.receiveShadow = true nacelleGroup.add(nacelleBody)

    const nacelleCap = new THREE.Mesh( new THREE.CylinderGeometry(nacelleWidth0.45, nacelleWidth0.45, nacelleLength * 0.22, 24, 1), nacelleMaterial ) nacelleCap.rotation.z = Math.PI nacelleCap.position.x = nacelleLength0.5 + nacelleLength0.11 nacelleCap.castShadow = true nacelleGroup.add(nacelleCap)

    nacelleGroup.position.set(0, nacelleCenterY, 0) nacelleGroup.rotation.y = Math.PI * 0.5 windTurbine.add(nacelleGroup) nacelleModel = nacelleGroup

    rotorPivot = new THREE.Group() updateRotorPivotFromNacelle() windTurbine.add(rotorPivot)

    rotorGroup = new THREE.Group() const hubMesh = new THREE.Mesh( new THREE.CylinderGeometry(hubRadius, hubRadius, hubLength, 24, 1), hubMaterial ) hubMesh.rotation.x = Math.PI * 0.5 hubMesh.castShadow = true hubMesh.receiveShadow = true rotorGroup.add(hubMesh)

    for (let i = 0; i < bladeCount; i++) { const bladeGroup = new THREE.Group() const bladeMesh = new THREE.Mesh( new THREE.BoxGeometry(bladeLength, bladeThickness, bladeWidth), bladeMaterial ) bladeMesh.position.x = hubRadius + bladeLength * 0.5 bladeMesh.castShadow = true bladeMesh.receiveShadow = true bladeGroup.add(bladeMesh) bladeGroup.rotation.z = (i / bladeCount)Math.PI2 rotorGroup.add(bladeGroup) }

    rotorGroup.position.z -= 30 rotorPivot.add(rotorGroup) updateWakeScaleFromRotor() }

    buildTurbineGeometry()

    const particleCount = 100000 const particleGeometry = new THREE.BufferGeometry() const positions = new Float32Array(particleCount * 3) const colors = new Float32Array(particleCount * 3)

    const wakeCenterY = hubCenterY const wakeEllipseYScale = 1.15 const baseWakeLength = 150 const baseWakeRadiusMin = 0 const baseWakeRadiusRange = 12 const velocities = Array.from({ length: particleCount }, () => ({ x: 0, y: 0, z: 0 })) const lifetimes = new Float32Array(particleCount)

    const getBaseWakeLength = () => baseWakeLength * rotorWakeScale const getWakeRadius = t => { const tc = THREE.MathUtils.clamp(t, 0, 1) return (baseWakeRadiusMin + baseWakeRadiusRangeMath.pow(1 - tc, 1.35))rotorWakeScale } const getWakeLengthScale = speedFactor => 0.82 + 0.46 * speedFactor const getWakeRangeScale = speedFactor => 0.9 + 0.24 * speedFactor

    const setColorByXZ = (index, x, z, currentWakeLength = getBaseWakeLength()) => { const grid = 0.6 const qx = Math.round(x / grid) const qz = Math.round(z / grid) const n = ((qx0.1618 + qz0.618) % 1 + 1) % 1 const t = THREE.MathUtils.clamp((-z - 5) / currentWakeLength, 0, 1) const wakeR = Math.max(0.001, getWakeRadius(t)) const radialNorm = THREE.MathUtils.clamp(Math.hypot(x, 0) / wakeR, 0, 1) const edgeMixBase = THREE.MathUtils.smoothstep(Math.pow(radialNorm, 2.25), 0.36, 1.0) const hash = Math.sin(qx12.9898 + qz78.233) * 43758.5453 const noise = hash - Math.floor(hash) const middleBand = THREE.MathUtils.clamp(1 - Math.abs(radialNorm - 0.58) / 0.34, 0, 1) const wave = Math.sin(x0.23 + z0.12)0.5 + Math.cos(x0.17 - z0.19)0.5 const livelyJitter = ((noise - 0.5)0.28 + wave0.10) * middleBand const edgeMix = THREE.MathUtils.clamp(edgeMixBase * 0.74 + livelyJitter - 0.05, 0, 1) const warmColor = new THREE.Color(0xff7a1a) const coolColor = new THREE.Color(0x2f6dff) const c = warmColor.clone().lerp(coolColor, edgeMix) const brightnessJitter = 0.92 + n * 0.12 c.multiplyScalar((0.9 + 0.1(1 - t))brightnessJitter) const tailFade = 1 - THREE.MathUtils.smoothstep(t, 0.55, 1.0) * 0.65 colors[index3] = c.rtailFade colors[index3 + 1] = c.gtailFade colors[index3 + 2] = c.btailFade }

    const initialWakeLength = getBaseWakeLength() for (let i = 0; i < particleCount; i++) { const z = -5 - Math.random() * initialWakeLength const t = (-z - 5) / initialWakeLength const maxR = getWakeRadius(t) const angle = Math.random()Math.PI2 const r = Math.random() * maxR const x = Math.cos(angle) * r const y = wakeCenterY + Math.sin(angle)rwakeEllipseYScale positions[i * 3] = x positions[i * 3 + 1] = y positions[i * 3 + 2] = z setColorByXZ(i, x, z) lifetimes[i] = Math.random() }

    particleGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)) particleGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))

    const createParticleTexture = () => { const canvas = document.createElement('canvas') canvas.width = 128 canvas.height = 128 const ctx = canvas.getContext('2d') const gradient = ctx.createRadialGradient(128, 128, 0, 128, 128, 128) gradient.addColorStop(0, 'rgba(255, 255, 255, 0.38)') gradient.addColorStop(0.45, 'rgba(255, 255, 255, 0.22)') gradient.addColorStop(0.75, 'rgba(255, 255, 255, 0.10)') gradient.addColorStop(1, 'rgba(255, 255, 255, 0)') ctx.fillStyle = gradient ctx.fillRect(0, 0, 128, 128) return new THREE.CanvasTexture(canvas) }

    const particleTexture = createParticleTexture() const particleBrightnessBoost = 2 const particleMaterial = new THREE.PointsMaterial({ color: 0xffffff, map: particleTexture, size: 1.7, transparent: true, blending: THREE.NormalBlending, depthWrite: false, opacity: 0.5, alphaTest: 0.02, fog: false, sizeAttenuation: true, vertexColors: true })

    const particles = new THREE.Points(particleGeometry, particleMaterial) scene.add(particles)

    let rotationSpeedFactor = 1.4 const baseRotSpeed = 0.012 const bladeSpinDirection = 1

    const overlay = document.createElement('div') overlay.innerHTML =

    🌬️ 大型水平轴风机 · 转速相关湍流尾流

    三个扇叶 | 粒子扩散速度/范围随转速变化 | 拖动滑块体验动态效果

    🌪️ 湍流强度:中高
    📏 扩散范围:
    粒子数量:${particleCount}| 实时尾流更新

    overlay.style.position = 'absolute' overlay.style.left = '0' overlay.style.top = '0' overlay.style.width = '100%' overlay.style.height = '100%' overlay.style.pointerEvents = 'none' document.body.appendChild(overlay)

    const uiStyle = document.createElement('style') uiStyle.textContent =body { margin: 0; overflow: hidden; font-family: 'Microsoft YaHei', sans-serif; } #info { position: absolute; top: 20px; left: 20px; color: #fff; background: rgba(0, 0, 0, 0.7); padding: 15px 25px; border-radius: 8px; pointer-events: none; z-index: 10; backdrop-filter: blur(5px); border-left: 4px solid #ffaa33; box-shadow: 0 4px 15px rgba(0,0,0,0.5); } #info h1 { margin: 0 0 5px; font-size: 1.5rem; font-weight: 400; color: #ffaa33; } #info p { margin: 0; font-size: 0.9rem; opacity: 0.9; } #controls { position: absolute; bottom: 30px; left: 30px; background: rgba(20, 20, 30, 0.85); backdrop-filter: blur(8px); color: #fff; padding: 20px 30px; border-radius: 40px; z-index: 20; border: 1px solid #446688; box-shadow: 0 4px 20px rgba(0,0,0,0.6); display: flex; gap: 25px; align-items: center; font-size: 1rem; pointer-events: auto; } #controls label { display: flex; align-items: center; gap: 12px; } #controls input[type="range"] { width: 300px; cursor: pointer; accent-color: #ffaa33; height: 8px; border-radius: 10px; } #controls input[type="number"] { width: 90px; padding: 6px 8px; border-radius: 10px; border: 1px solid #446688; background: rgba(0, 0, 0, 0.35); color: #ffaa33; font-weight: bold; font-size: 0.95rem; outline: none; } #controls span { min-width: 45px; text-align: center; font-weight: bold; color: #ffaa33; background: rgba(0,0,0,0.3); padding: 4px 10px; border-radius: 20px; } #stats { position: absolute; bottom: 30px; right: 30px; color: #ccc; background: rgba(0,0,0,0.5); padding: 8px 18px; border-radius: 30px; font-size: 0.9rem; z-index: 15; backdrop-filter: blur(4px); border: 1px solid #335577; } @media (max-width: 700px) { #controls { flex-direction: column; align-items: flex-start; width: 90%; left: 5%; padding: 15px; } #controls input[type="range"] { width: 100%; } }

    document.head.appendChild(uiStyle)

    const slider = overlay.querySelector('#speedSlider') const speedSpan = overlay.querySelector('#speedValue') const intensitySpan = overlay.querySelector('#intensityLabel') const rangeSpan = overlay.querySelector('#rangeLabel') const pivotOffsetInput = overlay.querySelector('#pivotOffsetInput')

    rotationSpeedFactor = parseFloat(slider.value)

    slider.addEventListener('input', e => { rotationSpeedFactor = parseFloat(e.target.value) speedSpan.textContent = rotationSpeedFactor.toFixed(2) if (rotationSpeedFactor < 0.8) { intensitySpan.textContent = '低' rangeSpan.textContent = '窄' } else if (rotationSpeedFactor < 1.5) { intensitySpan.textContent = '中' rangeSpan.textContent = '中等' } else if (rotationSpeedFactor < 2.2) { intensitySpan.textContent = '高' rangeSpan.textContent = '宽' } else { intensitySpan.textContent = '狂暴' rangeSpan.textContent = '极大' } })

    pivotOffsetInput.addEventListener('input', e => { const value = parseFloat(e.target.value) if (!Number.isFinite(value)) return rotorPivotYOffset = value updateRotorPivotFromNacelle() })

    const resetParticle = index => { const posArray = particleGeometry.attributes.position.array const effectiveWakeLength = getBaseWakeLength() * getWakeLengthScale(rotationSpeedFactor) const effectiveRangeScale = getWakeRangeScale(rotationSpeedFactor) const z = -5 - Math.random() * 12 const t = (-z - 5) / effectiveWakeLength const baseRadius = Math.max(1.8, getWakeRadius(t) * effectiveRangeScale) const angle = Math.random()Math.PI2 const r = Math.random() * baseRadius const x = Math.cos(angle) * r const y = wakeCenterY + Math.sin(angle)rwakeEllipseYScale posArray[index * 3] = x posArray[index * 3 + 1] = y posArray[index * 3 + 2] = z setColorByXZ(index, x, z, effectiveWakeLength) const vzBase = -0.14 - 0.16 * rotationSpeedFactor const vxRange = 0.12 * rotationSpeedFactor const vyRange = 0.08 * rotationSpeedFactor velocities[index].x = (Math.random() - 0.5) * vxRange velocities[index].y = (Math.random() - 0.5) * vyRange velocities[index].z = vzBase + (Math.random()-0.08rotationSpeedFactor) lifetimes[index] = Math.random() }

    for (let i = 0; i < particleCount; i++) { const vzBase = -0.14 - 0.16 * rotationSpeedFactor const vxRange = 0.12 * rotationSpeedFactor const vyRange = 0.08 * rotationSpeedFactor velocities[i].x = (Math.random() - 0.5) * vxRange velocities[i].y = (Math.random() - 0.5) * vyRange velocities[i].z = vzBase + (Math.random()-0.08rotationSpeedFactor) }

    const clock = new THREE.Clock()

    const animate = () => { const delta = clock.getDelta() water.material.uniforms.time.value += delta * 0.75

    if (rotorPivot) rotorPivot.rotation.z += baseRotSpeedrotationSpeedFactordelta * 30 else if (rotorGroup) rotorGroup.rotation.z += baseRotSpeedrotationSpeedFactordelta * 30

    const posAttr = particleGeometry.attributes.position const posArray = posAttr.array const colorAttr = particleGeometry.attributes.color

    const effectiveWakeLength = getBaseWakeLength() * getWakeLengthScale(rotationSpeedFactor) const effectiveRangeScale = getWakeRangeScale(rotationSpeedFactor) const cameraDistance = camera.position.distanceTo(controls.target) const distanceScale = THREE.MathUtils.clamp(cameraDistance / 240, 0.9, 2.6) particleMaterial.size = (0.65 + rotationSpeedFactor0.22)distanceScale particleMaterial.opacity = (0.34 + rotationSpeedFactor0.10)particleBrightnessBoost

    for (let i = 0; i < particleCount; i++) { const i3 = i * 3 let px = posArray[i3] let py = posArray[i3 + 1] let pz = posArray[i3 + 2] const vel = velocities[i]

    vel.x += (Math.random() - 0.5)0.012rotationSpeedFactor vel.y += (Math.random() - 0.5)0.012rotationSpeedFactor vel.z += (Math.random() - 0.8)0.01rotationSpeedFactor

    const tWake = THREE.MathUtils.clamp((-pz - 5) / effectiveWakeLength, 0, 1) const targetRadius = getWakeRadius(tWake) * effectiveRangeScale const radial = Math.hypot(px, py - wakeCenterY)

    if (radial > 0.0001) { const tx = -((py - wakeCenterY) / radial) const ty = px / radial const swirlStrength = (0.006 + 0.022(1 - tWake))rotationSpeedFactor * bladeSpinDirection vel.x += tx * swirlStrength vel.y += ty * swirlStrength }

    if (radial > 0.0001) { const excess = Math.max(0, radial - targetRadius) if (excess > 0) { const inward = Math.min(0.06, 0.001 + excess * 0.015) vel.x -= (px / radial) * inward vel.y -= ((py - wakeCenterY) / radial) * inward } }

    const maxVx = 0.35 * rotationSpeedFactor const maxVy = 0.25 * rotationSpeedFactor const maxVz = 0.6 * rotationSpeedFactor vel.x = Math.max(-maxVx, Math.min(maxVx, vel.x)) vel.y = Math.max(-maxVy, Math.min(maxVy, vel.y)) vel.z = Math.max(-maxVz, Math.min(-0.05, vel.z))

    px += vel.x py += vel.y pz += vel.z

    const minZ = -5 - effectiveWakeLength(0.85 + 0.2rotationSpeedFactor) - lifetimes[i] * 14 const tEdge = THREE.MathUtils.clamp((-pz - 5) / effectiveWakeLength, 0, 1) const edgeJitter = 0.82 + lifetimes[i] * 0.36 const boundaryRx = (getWakeRadius(tEdge)effectiveRangeScale + 7.5)edgeJitter const boundaryRy = boundaryRx * wakeEllipseYScale const dx = px const dy = py - wakeCenterY const ellipseNorm = (dxdx) / (boundaryRxboundaryRx) + (dydy) / (boundaryRyboundaryRy) const hardOut = pz < (minZ - 12) || ellipseNorm > 1.55 if (hardOut) { resetParticle(i) continue }

    const softOut = pz < minZ || ellipseNorm > 1.0 if (softOut && radial > 0.0001) { const overflow = Math.max(0, ellipseNorm - 1.0) + Math.max(0, (minZ - pz) / 20) const edgePull = Math.min(0.08, 0.012 + overflow * 0.025) vel.x -= (px / radial) * edgePull vel.y -= ((py - wakeCenterY) / radial) * edgePull vel.z += Math.min(0.035, 0.01 + overflow * 0.01) const resetChance = Math.min(0.35, 0.03 + overflow * 0.18) if (Math.random() < resetChance) { resetParticle(i) continue } }

    posArray[i3] = px posArray[i3 + 1] = py posArray[i3 + 2] = pz setColorByXZ(i, px, pz, effectiveWakeLength) }

    posAttr.needsUpdate = true colorAttr.needsUpdate = true

    controls.update() renderer.render(scene, camera) stats.update() requestAnimationFrame(animate) }

    animate()

    window.addEventListener('resize', () => { camera.aspect = window.innerWidth / window.innerHeight camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) })

    完整源码:GitHub

    小结

    • 本文提供风力涡轮机尾迹完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
    • 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库

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