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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  transform.h                                                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                    http://www.godotengine.org                         */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | #ifndef TRANSFORM_H
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							|  |  |  | #define TRANSFORM_H
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							|  |  |  | 
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							|  |  |  | #include "matrix3.h"
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							|  |  |  | #include "plane.h"
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							|  |  |  | #include "aabb.h"
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							|  |  |  | /**
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							|  |  |  | 	@author Juan Linietsky <reduzio@gmail.com> | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | class Transform { | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Matrix3 basis; | 
					
						
							|  |  |  | 	Vector3 origin; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	void invert(); | 
					
						
							|  |  |  | 	Transform inverse() const; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	void affine_invert(); | 
					
						
							|  |  |  | 	Transform affine_inverse() const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Transform rotated(const Vector3& p_axis,real_t p_phi) const; | 
					
						
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 | 
					
						
							|  |  |  | 	void rotate(const Vector3& p_axis,real_t p_phi); | 
					
						
							|  |  |  | 	void rotate_basis(const Vector3& p_axis,real_t p_phi); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ); | 
					
						
							|  |  |  | 	Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const; | 
					
						
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 | 
					
						
							|  |  |  | 	void scale(const Vector3& p_scale); | 
					
						
							|  |  |  | 	Transform scaled(const Vector3& p_scale) const; | 
					
						
							|  |  |  | 	void scale_basis(const Vector3& p_scale); | 
					
						
							|  |  |  | 	void translate( real_t p_tx, real_t p_ty, real_t p_tz ); | 
					
						
							|  |  |  | 	void translate( const Vector3& p_translation ); | 
					
						
							|  |  |  | 	Transform translated( const Vector3& p_translation ) const; | 
					
						
							|  |  |  | 
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							|  |  |  | 	const Matrix3& get_basis() const { return basis; } | 
					
						
							|  |  |  | 	void set_basis(const Matrix3& p_basis) { basis=p_basis; } | 
					
						
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							|  |  |  | 	const Vector3& get_origin() const { return origin; } | 
					
						
							|  |  |  | 	void set_origin(const Vector3& p_origin) { origin=p_origin; } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	void orthonormalize(); | 
					
						
							|  |  |  | 	Transform orthonormalized() const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bool operator==(const Transform& p_transform) const; | 
					
						
							|  |  |  | 	bool operator!=(const Transform& p_transform) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3& p_vector) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vector) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Plane xform(const Plane& p_plane) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Plane xform_inv(const Plane& p_plane) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	_FORCE_INLINE_ AABB xform(const AABB& p_aabb) const; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ AABB xform_inv(const AABB& p_aabb) const; | 
					
						
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										 |  |  | 	void operator*=(const Transform& p_transform); | 
					
						
							|  |  |  | 	Transform operator*(const Transform& p_transform) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Transform interpolate_with(const Transform& p_transform, float p_c) const; | 
					
						
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										 |  |  | 	_FORCE_INLINE_ Transform inverse_xform(const Transform& t) const { | 
					
						
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										 |  |  | 		Vector3 v = t.origin - origin; | 
					
						
							|  |  |  | 		return Transform(basis.transpose_xform(t.basis), | 
					
						
							|  |  |  | 			basis.xform(v)); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz,real_t tx, real_t ty, real_t tz) { | 
					
						
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										 |  |  | 		basis.elements[0][0]=xx; | 
					
						
							|  |  |  | 		basis.elements[0][1]=xy; | 
					
						
							|  |  |  | 		basis.elements[0][2]=xz; | 
					
						
							|  |  |  | 		basis.elements[1][0]=yx; | 
					
						
							|  |  |  | 		basis.elements[1][1]=yy; | 
					
						
							|  |  |  | 		basis.elements[1][2]=yz; | 
					
						
							|  |  |  | 		basis.elements[2][0]=zx; | 
					
						
							|  |  |  | 		basis.elements[2][1]=zy; | 
					
						
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										 |  |  | 		basis.elements[2][2]=zz; | 
					
						
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										 |  |  | 		origin.x=tx; | 
					
						
							|  |  |  | 		origin.y=ty; | 
					
						
							|  |  |  | 		origin.z=tz; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	operator String() const; | 
					
						
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										 |  |  | 	Transform(const Matrix3& p_basis, const Vector3& p_origin=Vector3()); | 
					
						
							|  |  |  | 	Transform() {} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | _FORCE_INLINE_ Vector3 Transform::xform(const Vector3& p_vector) const { | 
					
						
							|  |  |  | 
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							|  |  |  | 	return Vector3( | 
					
						
							|  |  |  | 		basis[0].dot(p_vector)+origin.x, | 
					
						
							|  |  |  | 		basis[1].dot(p_vector)+origin.y, | 
					
						
							|  |  |  | 		basis[2].dot(p_vector)+origin.z | 
					
						
							|  |  |  | 	); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3& p_vector) const { | 
					
						
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										 |  |  | 	Vector3 v = p_vector - origin; | 
					
						
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										 |  |  | 	return Vector3( | 
					
						
							|  |  |  | 		(basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ), | 
					
						
							|  |  |  | 		(basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ), | 
					
						
							|  |  |  | 		(basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z ) | 
					
						
							|  |  |  | 	); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | _FORCE_INLINE_ Plane Transform::xform(const Plane& p_plane) const { | 
					
						
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										 |  |  | 	Vector3 point=p_plane.normal*p_plane.d; | 
					
						
							|  |  |  | 	Vector3 point_dir=point+p_plane.normal; | 
					
						
							|  |  |  | 	point=xform(point); | 
					
						
							|  |  |  | 	point_dir=xform(point_dir); | 
					
						
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										 |  |  | 	Vector3 normal=point_dir-point; | 
					
						
							|  |  |  | 	normal.normalize(); | 
					
						
							|  |  |  | 	real_t d=normal.dot(point); | 
					
						
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										 |  |  | 	return Plane(normal,d); | 
					
						
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							|  |  |  | } | 
					
						
							|  |  |  | _FORCE_INLINE_ Plane Transform::xform_inv(const Plane& p_plane) const { | 
					
						
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 | 
					
						
							|  |  |  | 	Vector3 point=p_plane.normal*p_plane.d; | 
					
						
							|  |  |  | 	Vector3 point_dir=point+p_plane.normal; | 
					
						
							|  |  |  | 	xform_inv(point); | 
					
						
							|  |  |  | 	xform_inv(point_dir); | 
					
						
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										 |  |  | 	Vector3 normal=point_dir-point; | 
					
						
							|  |  |  | 	normal.normalize(); | 
					
						
							|  |  |  | 	real_t d=normal.dot(point); | 
					
						
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										 |  |  | 	return Plane(normal,d); | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | _FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const { | 
					
						
							|  |  |  | 	/* define vertices */ | 
					
						
							|  |  |  | #if 1
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							|  |  |  | 	Vector3 x=basis.get_axis(0)*p_aabb.size.x; | 
					
						
							|  |  |  | 	Vector3 y=basis.get_axis(1)*p_aabb.size.y; | 
					
						
							|  |  |  | 	Vector3 z=basis.get_axis(2)*p_aabb.size.z; | 
					
						
							|  |  |  | 	Vector3 pos = xform( p_aabb.pos ); | 
					
						
							|  |  |  | //could be even further optimized
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							|  |  |  | 	AABB new_aabb; | 
					
						
							|  |  |  | 	new_aabb.pos=pos; | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+x ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+y ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+z ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+x+y ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+x+z ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+y+z ); | 
					
						
							|  |  |  | 	new_aabb.expand_to( pos+x+y+z ); | 
					
						
							|  |  |  | 	return new_aabb; | 
					
						
							|  |  |  | #else
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							|  |  |  | 	Vector3 vertices[8]={ | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z) | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	AABB ret; | 
					
						
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										 |  |  | 	ret.pos=xform(vertices[0]); | 
					
						
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										 |  |  | 	for (int i=1;i<8;i++) { | 
					
						
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										 |  |  | 		ret.expand_to( xform(vertices[i]) ); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	return ret; | 
					
						
							|  |  |  | #endif
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							|  |  |  | 
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							|  |  |  | } | 
					
						
							|  |  |  | _FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const { | 
					
						
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 | 
					
						
							|  |  |  | 	/* define vertices */ | 
					
						
							|  |  |  | 	Vector3 vertices[8]={ | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z), | 
					
						
							|  |  |  | 			Vector3(p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z) | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 	AABB ret; | 
					
						
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										 |  |  | 	ret.pos=xform_inv(vertices[0]); | 
					
						
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										 |  |  | 	for (int i=1;i<8;i++) { | 
					
						
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										 |  |  | 		ret.expand_to( xform_inv(vertices[i]) ); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	return ret; | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | #ifdef OPTIMIZED_TRANSFORM_IMPL_OVERRIDE
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							|  |  |  | #else
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							|  |  |  | struct OptimizedTransform { | 
					
						
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							|  |  |  | 	Transform transform; | 
					
						
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							|  |  |  | 	_FORCE_INLINE_ void invert() {transform.invert(); } | 
					
						
							|  |  |  | 	_FORCE_INLINE_ void affine_invert() {transform.affine_invert(); } | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec) const { return transform.xform(p_vec); }; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vec) const { return transform.xform_inv(p_vec); }; | 
					
						
							|  |  |  | 	_FORCE_INLINE_ OptimizedTransform operator*(const OptimizedTransform& p_ot ) const { return OptimizedTransform( transform * p_ot.transform ) ; } | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Transform get_transform() const { return transform; } | 
					
						
							|  |  |  | 	_FORCE_INLINE_ void set_transform(const Transform& p_transform)  { transform=p_transform; } | 
					
						
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							|  |  |  | 	OptimizedTransform(const Transform& p_transform) { | 
					
						
							|  |  |  | 		transform=p_transform; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif
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							|  |  |  | #endif
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