Fix floorplan preview update loop
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@@ -0,0 +1,226 @@
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import type { Object3D } from 'three'
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import { Box3, Matrix4, Vector3 } from 'three'
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type Point = { x: number; y: number }
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export type MeshLocalBounds = {
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min: [number, number, number]
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max: [number, number, number]
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}
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/** Plan footprint in the item root's horizontal (x, z) plane — stored as floorplan polygon. */
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export function computePlanFootprintPolygonLocal(object: Object3D): Point[] {
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object.updateWorldMatrix(true, true)
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const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
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const localMatrix = new Matrix4()
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const scratchBounds = new Box3()
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const scratchPosition = new Vector3()
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const footprintPoints: Point[] = []
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const collectPoints = (child: Object3D) => {
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const mesh = child as Object3D & {
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isMesh?: boolean
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name?: string
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geometry?: {
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boundingBox: Box3 | null
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computeBoundingBox?: () => void
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attributes?: {
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position?: {
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count: number
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getX: (index: number) => number
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getY: (index: number) => number
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getZ: (index: number) => number
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}
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}
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}
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matrixWorld: Matrix4
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}
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if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
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if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
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mesh.geometry.computeBoundingBox()
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}
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localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
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const vertexPositions = mesh.geometry.attributes?.position
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if (vertexPositions && vertexPositions.count > 0) {
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for (let index = 0; index < vertexPositions.count; index += 1) {
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scratchPosition
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.set(
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vertexPositions.getX(index),
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vertexPositions.getY(index),
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vertexPositions.getZ(index),
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)
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.applyMatrix4(localMatrix)
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if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) {
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footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z })
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}
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}
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} else if (mesh.geometry.boundingBox) {
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scratchBounds.copy(mesh.geometry.boundingBox)
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scratchBounds.applyMatrix4(localMatrix)
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if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
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footprintPoints.push(
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{ x: scratchBounds.min.x, y: scratchBounds.min.z },
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{ x: scratchBounds.max.x, y: scratchBounds.min.z },
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{ x: scratchBounds.max.x, y: scratchBounds.max.z },
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{ x: scratchBounds.min.x, y: scratchBounds.max.z },
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)
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}
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}
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}
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for (const grandchild of child.children) {
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collectPoints(grandchild)
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}
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}
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for (const child of object.children) {
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collectPoints(child)
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}
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return getMinimumAreaBoundingRect(footprintPoints) ?? []
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}
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export function computeMeshLocalBoundsFromObject(object: Object3D): MeshLocalBounds | null {
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object.updateWorldMatrix(true, true)
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const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
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const localMatrix = new Matrix4()
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const localBounds = new Box3()
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const scratchBounds = new Box3()
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let hasBounds = false
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const expandBounds = (child: Object3D) => {
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const mesh = child as Object3D & {
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isMesh?: boolean
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name?: string
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geometry?: {
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boundingBox: Box3 | null
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computeBoundingBox?: () => void
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}
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}
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if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
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if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
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mesh.geometry.computeBoundingBox()
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}
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if (mesh.geometry.boundingBox) {
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localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
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scratchBounds.copy(mesh.geometry.boundingBox).applyMatrix4(localMatrix)
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if (!hasBounds) {
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localBounds.copy(scratchBounds)
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hasBounds = true
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} else {
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localBounds.union(scratchBounds)
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}
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}
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}
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for (const grandchild of child.children) {
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expandBounds(grandchild)
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}
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}
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for (const child of object.children) {
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expandBounds(child)
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}
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if (!hasBounds) return null
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return {
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min: [localBounds.min.x, localBounds.min.y, localBounds.min.z],
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max: [localBounds.max.x, localBounds.max.y, localBounds.max.z],
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}
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}
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function getMinimumAreaBoundingRect(points: Point[]) {
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if (points.length === 0) return null
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if (points.length < 3) return points
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const hull = getConvexHull(points)
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if (hull.length < 3) return hull
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let bestArea = Number.POSITIVE_INFINITY
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let bestRect: Point[] | null = null
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for (let index = 0; index < hull.length; index += 1) {
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const nextIndex = (index + 1) % hull.length
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const current = hull[index]!
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const next = hull[nextIndex]!
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const angle = Math.atan2(next.y - current.y, next.x - current.x)
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const cos = Math.cos(-angle)
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const sin = Math.sin(-angle)
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let minX = Number.POSITIVE_INFINITY
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let maxX = Number.NEGATIVE_INFINITY
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let minY = Number.POSITIVE_INFINITY
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let maxY = Number.NEGATIVE_INFINITY
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for (const point of hull) {
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const rx = point.x * cos - point.y * sin
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const ry = point.x * sin + point.y * cos
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minX = Math.min(minX, rx)
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maxX = Math.max(maxX, rx)
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minY = Math.min(minY, ry)
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maxY = Math.max(maxY, ry)
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}
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const area = (maxX - minX) * (maxY - minY)
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if (area >= bestArea) continue
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bestArea = area
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const unrotate = (x: number, y: number): Point => ({
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x: x * Math.cos(angle) - y * Math.sin(angle),
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y: x * Math.sin(angle) + y * Math.cos(angle),
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})
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bestRect = [
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unrotate(minX, minY),
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unrotate(maxX, minY),
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unrotate(maxX, maxY),
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unrotate(minX, maxY),
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]
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}
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return bestRect
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}
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function getConvexHull(points: Point[]) {
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if (points.length <= 1) return points
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const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x))
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const cross = (o: Point, a: Point, b: Point) =>
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(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x)
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const lower: Point[] = []
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for (const point of sorted) {
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while (
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lower.length >= 2 &&
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cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0
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) {
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lower.pop()
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}
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lower.push(point)
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}
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const upper: Point[] = []
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for (let index = sorted.length - 1; index >= 0; index -= 1) {
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const point = sorted[index]!
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while (
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upper.length >= 2 &&
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cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0
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) {
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upper.pop()
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}
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upper.push(point)
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}
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lower.pop()
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upper.pop()
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return [...lower, ...upper]
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}
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