fix some robotics scripts
This commit is contained in:
Submodule Assets/CustomLibs/unity_robotics updated: 3163d782ca...d2d59f891f
Generated
+29
-25
@@ -8560,9 +8560,9 @@ ArticulationBody:
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target: 0
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targetVelocity: 0
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driveType: 0
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m_LinearDamping: 0.05
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m_AngularDamping: 0.05
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m_JointFriction: 0.05
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m_LinearDamping: 0
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m_AngularDamping: 0
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m_JointFriction: 0
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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@@ -86722,7 +86722,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 792546717}
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- component: {fileID: 792546718}
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- component: {fileID: 792546719}
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m_Layer: 0
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m_Name: sirius_bot
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m_TagString: UtilityObj
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@@ -86745,7 +86745,7 @@ Transform:
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m_Children: []
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m_Father: {fileID: 357998453}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &792546718
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--- !u!114 &792546719
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -86754,19 +86754,23 @@ MonoBehaviour:
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m_GameObject: {fileID: 792546716}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 46757fd7e9d69626c8827a94cbb3965a, type: 3}
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m_Script: {fileID: 11500000, guid: 713fd61d8164fc73596a3b02b4cde489, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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front_left_wheel: {fileID: 1349958476}
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front_right_wheel: {fileID: 2082835350}
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back_left_wheel: {fileID: 1160352884}
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back_right_wheel: {fileID: 814849843}
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maxLinearSpeed: 3
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maxRotationalSpeed: 2
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wheelRadius: 0.22
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trackWidth: 0.47
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_wheelList:
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- name: front_left_wheel
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obj: {fileID: 1349958476}
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- name: front_right_wheel
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obj: {fileID: 2082835350}
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- name: back_left_wheel
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obj: {fileID: 1160352884}
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- name: back_right_wheel
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obj: {fileID: 814849843}
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_robotBody: {fileID: 915175386}
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maxLinearSpeed: 10
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maxAngularSpeed: 2
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_frequency: 1
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use_namespace: 0
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useNamespace: 1
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--- !u!1001 &794370220
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -89411,7 +89415,7 @@ ArticulationBody:
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m_GameObject: {fileID: 814849839}
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m_Enabled: 1
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serializedVersion: 6
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m_Mass: 5
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m_Mass: 3
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m_ParentAnchorPosition: {x: 0.27999878, y: -0.13500002, z: -0.3}
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m_ParentAnchorRotation: {x: 0, y: 0, z: 0, w: 1}
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m_AnchorPosition: {x: 0, y: 0, z: 0}
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@@ -100888,7 +100892,7 @@ ArticulationBody:
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m_GameObject: {fileID: 915175385}
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m_Enabled: 1
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serializedVersion: 6
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m_Mass: 10
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m_Mass: 1
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m_ParentAnchorPosition: {x: 0, y: 0, z: 0}
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m_ParentAnchorRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068}
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m_AnchorPosition: {x: 0, y: 0, z: 0}
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@@ -100928,8 +100932,8 @@ ArticulationBody:
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target: 0
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targetVelocity: 0
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driveType: 0
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m_LinearDamping: 0.05
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m_AngularDamping: 0.05
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m_LinearDamping: 0
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m_AngularDamping: 0
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m_JointFriction: 0.05
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m_CenterOfMass: {x: -0, y: 0, z: 0}
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m_InertiaTensor: {x: 0.56666666, y: 0.78, z: 0.37466666}
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@@ -128824,7 +128828,7 @@ ArticulationBody:
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m_GameObject: {fileID: 1160352880}
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m_Enabled: 1
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serializedVersion: 6
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m_Mass: 5
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m_Mass: 3
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m_ParentAnchorPosition: {x: -0.27999878, y: -0.13500002, z: -0.3}
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m_ParentAnchorRotation: {x: 0, y: 0, z: 0, w: 1}
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m_AnchorPosition: {x: 0, y: 0, z: 0}
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@@ -149749,7 +149753,7 @@ ArticulationBody:
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m_GameObject: {fileID: 1349958472}
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m_Enabled: 1
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serializedVersion: 6
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m_Mass: 5
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m_Mass: 3
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m_ParentAnchorPosition: {x: -0.27999878, y: -0.13500002, z: 0.3}
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m_ParentAnchorRotation: {x: 0, y: 0, z: 0, w: 1}
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m_AnchorPosition: {x: 0, y: 0, z: 0}
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@@ -180431,9 +180435,9 @@ ArticulationBody:
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target: 0
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targetVelocity: 0
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driveType: 0
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m_LinearDamping: 0.05
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m_AngularDamping: 0.05
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m_JointFriction: 0.05
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m_LinearDamping: 0
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m_AngularDamping: 0
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m_JointFriction: 0
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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@@ -227282,7 +227286,7 @@ ArticulationBody:
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m_GameObject: {fileID: 2082835346}
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m_Enabled: 1
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serializedVersion: 6
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m_Mass: 5
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m_Mass: 3
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m_ParentAnchorPosition: {x: 0.27999878, y: -0.13500002, z: 0.3}
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m_ParentAnchorRotation: {x: 0, y: 0, z: 0, w: 1}
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m_AnchorPosition: {x: 0, y: 0, z: 0}
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@@ -1,57 +0,0 @@
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using UnityEngine;
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public class ResetPosition : MonoBehaviour
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{
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[SerializeField] private Terrain currentTerrain;
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[SerializeField] private LayerMask _terrainLayer = 1 << 0;
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[SerializeField] private float _groundOffset = 1.0f; // m, shift during raycast to stick robot to the ground
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public bool startRotation = false;
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private Vector3 targetEuler, targetPosition;
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private Quaternion targetRotation;
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private Vector3 terrainPosition, terrainNormal;
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private float normalizedX, normalizedZ;
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private Vector3 faceDirection;
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private ArticulationBody body;
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// draw ray and spawn object little up
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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body = GetComponent<ArticulationBody>();
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}
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void FixedUpdate() {
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if (startRotation)
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{
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FixPosition();
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}
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}
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void FixPosition()
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{
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terrainPosition = transform.position - currentTerrain.transform.position;
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normalizedX = Mathf.InverseLerp(0, currentTerrain.terrainData.size.x, terrainPosition.x);
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normalizedX = Mathf.Clamp01(normalizedX);
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normalizedZ = Mathf.InverseLerp(0, currentTerrain.terrainData.size.z, terrainPosition.z);
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normalizedZ = Mathf.Clamp01(normalizedZ);
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terrainNormal = currentTerrain.terrainData.GetInterpolatedNormal(normalizedX, normalizedZ);
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faceDirection = Vector3.Cross(terrainNormal, -transform.right);
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Quaternion predictedRot = Quaternion.LookRotation(faceDirection, terrainNormal);
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targetEuler = predictedRot.eulerAngles;
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targetEuler.y = transform.rotation.eulerAngles.y;
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targetRotation = Quaternion.Euler(targetEuler);
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targetPosition = new Vector3(
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transform.position.x,
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transform.position.y + _groundOffset,
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transform.position.z);
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body.TeleportRoot(targetPosition, targetRotation);
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startRotation = false;
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}
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}
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Generated
-2
@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 4b9c4dfebd00ecd8aaf8dbf69d9248e2
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