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215 lines
6.6 KiB
215 lines
6.6 KiB
15 years ago
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//============================================================================
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//
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// 3-dim real vector class
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// $Id$
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// Copyright (C) 2004 Georg Drenkhahn
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//
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// This file is free software; you can redistribute it and/or modify it under
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// the terms of the GNU General Public License version 2 as published by the
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// Free Software Foundation.
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//
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//============================================================================
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#ifndef VEC3_H
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#define VEC3_H
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#include <valarray>
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/** @brief 3-dimensional real vector
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*
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* Implements regular 3 dimensional (space) vectors including the common inner
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* scalar product (2 norm) and the cross product. @a T may be any integer or
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* float data type which is an acceptable template argument of std::valarray. */
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template<typename T>
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class vec3 : public std::valarray<T>
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{
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public:
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/** Default constructor */
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vec3();
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/** Constructor with initial element values */
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vec3(const T&, const T&, const T&);
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/** Copy constructor */
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vec3(const std::valarray<T>&);
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/** Copy constructor */
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vec3(const std::slice_array<T>&);
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/** Normalize the vector to have a norm of 1. @return Normalized vector if
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* length is non-zero and otherwise the zero vector. */
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vec3& normalize();
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/** Rotate the vector (*this) in positive mathematical direction around the
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* direction given by @a r. The norm of @a r specifies the rotation angle in
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* radians.
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* @param r Rotation vector.
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* @return Rotated vector. */
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vec3& rotate(const vec3& r);
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/*--- static funcions ---*/
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/** @param a first vector
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* @param b second vector
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* @return Cosine of the angle between @a a and @a b. If norm(@a a)==0 or
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* norm(@a b)==0 the global variable errno is set to EDOM and NAN (or
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* std::numeric_limits<T>::quiet_NaN()) is returned. */
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static T cos_angle(const vec3& a, const vec3& b);
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/** @brief Returns the angle between vectors @c a and @a b but with respect
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* to a preferred rotation direction @a c.
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*
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* @param a First vector for angle. Must be | @a a |>0 otherwises NAN is
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* returned.
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* @param b Second vector for angle. Must be | @a b |>0 otherwises NAN is
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* returned.
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* @param c Indicates the rotation direction. @a c can be any vector which is
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* not part of the plane spanned by @a a and @a b. If | @a c | = 0 the
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* smalest possible angle angle is returned.
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* @return Angle in radians between 0 and 2*Pi or NAN if | @a a |=0 or | @a b
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* |=0.
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*
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* For @a a not parallel to @a b and @a a not antiparallel to @a b the 2
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* vectors @a a,@a b span a unique plane in the 3-dimensional space. Let @b
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* n<sub>1</sub> and @b n<sub>2</sub> be the two possible normal vectors for
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* this plane with |@b n<sub>i</sub> |=1, i={1,2} and @b n<sub>1</sub> = -@b
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* n<sub>2</sub> .
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*
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* Let further @a a and @a b enclose an angle alpha in [0,Pi], then there is
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* one i in {1,2} so that (alpha*@b n<sub>i</sub> x @a a) * @a b = 0. This
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* means @a a rotated by the rotation vector alpha*@b n<sub>i</sub> is
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* parallel to @a b. One could also rotate @a a by (2*Pi-alpha)*(-@b
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* n<sub>i</sub>) to acomplish the same transformation with
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* ((2*Pi-alpha)*(-@b n<sub>i</sub>) x @a a) * @a b = 0
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*
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* The vector @a c defines the direction of the normal vector to take as
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* reference. If @a c * @b n<sub>i</sub> > 0 alpha is returned and otherwise
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* 2*Pi-alpha. If @a a parallel to @a b or @a a parallel to @a b the choice
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* of @a c does not matter. */
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static T angle(const vec3& a, const vec3& b, const vec3& c);
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/*--- static inline funcions ---*/
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/** Norm of argument vector.
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* @param a vector.
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* @return | @a a | */
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static T norm(const vec3& a);
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/** Angle between @a a and @a b.
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* @param a fist vector. Must be | @a a | > 0 otherwises NAN is returned.
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* @param b second vector. Must be | @a b | > 0 otherwises NAN is returned.
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* @return Angle in radians between 0 and Pi or NAN if | @a a | = 0 or | @a b
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* | = 0. */
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static T angle(const vec3& a, const vec3& b);
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/** Cross product of @a a and @a b.
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* @param a fist vector.
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* @param b second vector.
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* @return Cross product of argument vectors @a a x @a b. */
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static vec3 crossprod(const vec3& a, const vec3& b);
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/** Normalized version of argument vector.
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* @param a vector.
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* @return @a a / | @a a | for | @a a | > 0 and otherwise the zero vector
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* (=@a a). In the latter case the global variable errno is set to EDOM. */
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static vec3 normalized(vec3 a);
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};
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/*--- inline member functions ---*/
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template<typename T>
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inline vec3<T>::vec3()
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: std::valarray<T>(3)
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{}
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template<typename T>
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inline vec3<T>::vec3(const T& a, const T& b, const T& c)
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: std::valarray<T>(3)
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{
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(*this)[0] = a;
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(*this)[1] = b;
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(*this)[2] = c;
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}
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template<typename T>
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inline vec3<T>::vec3(const std::valarray<T>& a)
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: std::valarray<T>(a)
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{
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}
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template<typename T>
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inline vec3<T>::vec3(const std::slice_array<T>& a)
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: std::valarray<T>(a)
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{
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}
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/*--- inline non-member operators ---*/
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/** @param a first vector summand
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* @param b second vector summand
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* @return Sum vector of vectors @a a and @a b. */
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template<typename T>
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inline vec3<T> operator+(vec3<T> a, const vec3<T>& b)
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{
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a += b; /* valarray<T>::operator+=(const valarray<T>&) */
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return a;
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}
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/** @param a first vector multiplicant
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* @param b second vector multiplicant
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* @return Scalar product of vectors @a a and @a b. */
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template<typename T>
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inline T operator*(vec3<T> a, const vec3<T>& b)
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{
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a *= b; /* valarray<T>::operator*=(const T&) */
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return a.sum();
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}
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/** @param a scalar multiplicant
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* @param b vector operand
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* @return Product vector of scalar @a a and vector @a b. */
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template<typename T>
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inline vec3<T> operator*(const T& a, vec3<T> b)
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{
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b *= a; /* valarray<T>::operator*=(const T&) */
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return b;
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}
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/** @param a vector operand
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* @param b scalar multiplicant
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* @return Product vector of scalar @a b and vector @a a. */
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template<typename T>
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inline vec3<T> operator*(vec3<T> a, const T& b)
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{
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return b*a; /* vec3<T>::operator*(const T&, vec3<T>) */
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}
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/*--- static inline funcions ---*/
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template<typename T>
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inline T vec3<T>::norm(const vec3<T>& a)
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{
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return sqrt(a*a);
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}
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template<typename T>
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inline T vec3<T>::angle(const vec3<T>& a, const vec3<T>& b)
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{
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// returns NAN if cos_angle() returns NAN (TODO: test this case)
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return acos(cos_angle(a,b));
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}
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template<typename T>
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inline vec3<T> vec3<T>::crossprod(const vec3<T>& a, const vec3<T>& b)
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{
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return vec3<T>(
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a[1]*b[2] - a[2]*b[1],
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a[2]*b[0] - a[0]*b[2],
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a[0]*b[1] - a[1]*b[0]);
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}
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template<typename T>
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inline vec3<T> vec3<T>::normalized(vec3<T> a)
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{
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return a.normalize();
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}
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#endif
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