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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  triangulate.cpp                                                      */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							| 
									
										
										
										
											2017-08-27 14:16:55 +02:00
										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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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.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | #include "triangulate.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | real_t Triangulate::get_area(const Vector<Vector2> &contour) { | 
					
						
							|  |  |  | 	int n = contour.size(); | 
					
						
							|  |  |  | 	const Vector2 *c = &contour[0]; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	real_t A = 0.0; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	for (int p = n - 1, q = 0; q < n; p = q++) { | 
					
						
							|  |  |  | 		A += c[p].cross(c[q]); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	return A * 0.5f; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | /* `is_inside_triangle` decides if a point P is inside the triangle
 | 
					
						
							|  |  |  |  * defined by A, B, C. */ | 
					
						
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										 |  |  | bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay, | 
					
						
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										 |  |  | 		real_t Bx, real_t By, | 
					
						
							|  |  |  | 		real_t Cx, real_t Cy, | 
					
						
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										 |  |  | 		real_t Px, real_t Py, | 
					
						
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										 |  |  | 		bool include_edges) { | 
					
						
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										 |  |  | 	real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; | 
					
						
							|  |  |  | 	real_t cCROSSap, bCROSScp, aCROSSbp; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ax = Cx - Bx; | 
					
						
							|  |  |  | 	ay = Cy - By; | 
					
						
							|  |  |  | 	bx = Ax - Cx; | 
					
						
							|  |  |  | 	by = Ay - Cy; | 
					
						
							|  |  |  | 	cx = Bx - Ax; | 
					
						
							|  |  |  | 	cy = By - Ay; | 
					
						
							|  |  |  | 	apx = Px - Ax; | 
					
						
							|  |  |  | 	apy = Py - Ay; | 
					
						
							|  |  |  | 	bpx = Px - Bx; | 
					
						
							|  |  |  | 	bpy = Py - By; | 
					
						
							|  |  |  | 	cpx = Px - Cx; | 
					
						
							|  |  |  | 	cpy = Py - Cy; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	aCROSSbp = ax * bpy - ay * bpx; | 
					
						
							|  |  |  | 	cCROSSap = cx * apy - cy * apx; | 
					
						
							|  |  |  | 	bCROSScp = bx * cpy - by * cpx; | 
					
						
							|  |  |  | 
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										 |  |  | 	if (include_edges) { | 
					
						
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										 |  |  | 		return ((aCROSSbp > 0.0f) && (bCROSScp > 0.0f) && (cCROSSap > 0.0f)); | 
					
						
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										 |  |  | 	} else { | 
					
						
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										 |  |  | 		return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) { | 
					
						
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										 |  |  | 	int p; | 
					
						
							|  |  |  | 	real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py; | 
					
						
							|  |  |  | 	const Vector2 *contour = &p_contour[0]; | 
					
						
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										 |  |  | 
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										 |  |  | 	Ax = contour[V[u]].x; | 
					
						
							|  |  |  | 	Ay = contour[V[u]].y; | 
					
						
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										 |  |  | 
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										 |  |  | 	Bx = contour[V[v]].x; | 
					
						
							|  |  |  | 	By = contour[V[v]].y; | 
					
						
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										 |  |  | 
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										 |  |  | 	Cx = contour[V[w]].x; | 
					
						
							|  |  |  | 	Cy = contour[V[w]].y; | 
					
						
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										 |  |  | 
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										 |  |  | 	// It can happen that the triangulation ends up with three aligned vertices to deal with.
 | 
					
						
							|  |  |  | 	// In this scenario, making the check below strict may reject the possibility of
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										 |  |  | 	// forming a last triangle with these aligned vertices, preventing the triangulation
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										 |  |  | 	// from completing.
 | 
					
						
							|  |  |  | 	// To avoid that we allow zero-area triangles if all else failed.
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							|  |  |  | 	float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON; | 
					
						
							|  |  |  | 
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										 |  |  | 	if (threshold > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) { | 
					
						
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										 |  |  | 		return false; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	for (p = 0; p < n; p++) { | 
					
						
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										 |  |  | 		if ((p == u) || (p == v) || (p == w)) { | 
					
						
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										 |  |  | 			continue; | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		Px = contour[V[p]].x; | 
					
						
							|  |  |  | 		Py = contour[V[p]].y; | 
					
						
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										 |  |  | 		if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py, relaxed)) { | 
					
						
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										 |  |  | 			return false; | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	return true; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) { | 
					
						
							|  |  |  | 	/* allocate and initialize list of Vertices in polygon */ | 
					
						
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										 |  |  | 
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										 |  |  | 	int n = contour.size(); | 
					
						
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										 |  |  | 	if (n < 3) { | 
					
						
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										 |  |  | 		return false; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	Vector<int> V; | 
					
						
							|  |  |  | 	V.resize(n); | 
					
						
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										 |  |  | 
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										 |  |  | 	/* we want a counter-clockwise polygon in V */ | 
					
						
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										 |  |  | 
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										 |  |  | 	if (0.0f < get_area(contour)) { | 
					
						
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										 |  |  | 		for (int v = 0; v < n; v++) { | 
					
						
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										 |  |  | 			V.write[v] = v; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		for (int v = 0; v < n; v++) { | 
					
						
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										 |  |  | 			V.write[v] = (n - 1) - v; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	bool relaxed = false; | 
					
						
							|  |  |  | 
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										 |  |  | 	int nv = n; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	/*  remove nv-2 Vertices, creating 1 triangle every time */ | 
					
						
							|  |  |  | 	int count = 2 * nv; /* error detection */ | 
					
						
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										 |  |  | 
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										 |  |  | 	for (int v = nv - 1; nv > 2;) { | 
					
						
							|  |  |  | 		/* if we loop, it is probably a non-simple polygon */ | 
					
						
							|  |  |  | 		if (0 >= (count--)) { | 
					
						
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										 |  |  | 			if (relaxed) { | 
					
						
							|  |  |  | 				//** Triangulate: ERROR - probable bad polygon!
 | 
					
						
							|  |  |  | 				return false; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				// There may be aligned vertices that the strict
 | 
					
						
							|  |  |  | 				// checks prevent from triangulating. In this situation
 | 
					
						
							|  |  |  | 				// we are better off adding flat triangles than
 | 
					
						
							|  |  |  | 				// failing, so we relax the checks and try one last
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							|  |  |  | 				// round.
 | 
					
						
							|  |  |  | 				// Only relaxing the constraints as a last resort avoids
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							|  |  |  | 				// degenerate triangles when they aren't necessary.
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							|  |  |  | 				count = 2 * nv; | 
					
						
							|  |  |  | 				relaxed = true; | 
					
						
							|  |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 
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										 |  |  | 		/* three consecutive vertices in current polygon, <u,v,w> */ | 
					
						
							|  |  |  | 		int u = v; | 
					
						
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										 |  |  | 		if (nv <= u) { | 
					
						
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										 |  |  | 			u = 0; /* previous */ | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		v = u + 1; | 
					
						
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										 |  |  | 		if (nv <= v) { | 
					
						
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										 |  |  | 			v = 0; /* new v    */ | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		int w = v + 1; | 
					
						
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										 |  |  | 		if (nv <= w) { | 
					
						
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										 |  |  | 			w = 0; /* next     */ | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 		if (snip(contour, u, v, w, nv, V, relaxed)) { | 
					
						
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										 |  |  | 			int a, b, c, s, t; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 			/* true names of the vertices */ | 
					
						
							|  |  |  | 			a = V[u]; | 
					
						
							|  |  |  | 			b = V[v]; | 
					
						
							|  |  |  | 			c = V[w]; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 			/* output Triangle */ | 
					
						
							|  |  |  | 			result.push_back(a); | 
					
						
							|  |  |  | 			result.push_back(b); | 
					
						
							|  |  |  | 			result.push_back(c); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 			/* remove v from remaining polygon */ | 
					
						
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										 |  |  | 			for (s = v, t = v + 1; t < nv; s++, t++) { | 
					
						
							| 
									
										
										
										
											2018-07-25 03:11:03 +02:00
										 |  |  | 				V.write[s] = V[t]; | 
					
						
							| 
									
										
										
										
											2020-05-14 16:41:43 +02:00
										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2016-07-26 15:04:54 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-03-05 16:44:50 +01:00
										 |  |  | 			nv--; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-09-12 21:38:39 -04:00
										 |  |  | 			/* reset error detection counter */ | 
					
						
							| 
									
										
										
										
											2017-03-05 16:44:50 +01:00
										 |  |  | 			count = 2 * nv; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-03-05 16:44:50 +01:00
										 |  |  | 	return true; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | } |