2021-05-20 12:49:33 +02:00
										 
									 
								 
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								// Copyright 2009-2021 Intel Corporation
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								// SPDX-License-Identifier: Apache-2.0
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								#pragma once
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								#include "quadv.h"
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								#include "quad_intersector_moeller.h"
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								#include "quad_intersector_pluecker.h"
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								namespace embree
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								{
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								  namespace isa
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								  {
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								    /*! Intersects M quads with 1 ray */
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								    template<int M, bool filter>
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								    struct QuadMvIntersector1Moeller
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								    {
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								      typedef QuadMv<M> Primitive;
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								      typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
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								      /*! Intersect a ray with the M quads and updates the hit. */
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      /*! Test if the ray is occluded by one of M quads. */
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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								      }
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								    };
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								    /*! Intersects M triangles with K rays. */
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								    template<int M, int K, bool filter>
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								    struct QuadMvIntersectorKMoeller
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								    {
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								      typedef QuadMv<M> Primitive;
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								      typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
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								      /*! Intersects K rays with M triangles. */
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        for (size_t i=0; i<QuadMv<M>::max_size(); i++)
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								        {
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								          if (!quad.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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								          const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
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								          const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
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								          const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
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								          const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
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								          pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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								        }
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								      }
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								      /*! Test for K rays if they are occluded by any of the M triangles. */
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        for (size_t i=0; i<QuadMv<M>::max_size(); i++)
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								        {
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								          if (!quad.valid(i)) break;
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								          STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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								          const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
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								          const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
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								          const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
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								          const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
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								          if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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								            break;
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								        }
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								        return !valid0;
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								      }
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								      /*! Intersect a ray with M triangles and updates the hit. */
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								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      /*! Test if the ray is occluded by one of the M triangles. */
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								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								    };
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								    /*! Intersects M quads with 1 ray */
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								    template<int M, bool filter>
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								    struct QuadMvIntersector1Pluecker
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								    {
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								      typedef QuadMv<M> Primitive;
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								      typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
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								      /*! Intersect a ray with the M quads and updates the hit. */
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      /*! Test if the ray is occluded by one of M quads. */
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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								      }
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								    };
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								    /*! Intersects M triangles with K rays. */
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								    template<int M, int K, bool filter>
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								    struct QuadMvIntersectorKPluecker
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								    {
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								      typedef QuadMv<M> Primitive;
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								      typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
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								      /*! Intersects K rays with M triangles. */
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        for (size_t i=0; i<QuadMv<M>::max_size(); i++)
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								        {
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								          if (!quad.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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								          const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
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								          const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
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								          const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
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								          const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
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								          pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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								        }
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								      }
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								      /*! Test for K rays if they are occluded by any of the M triangles. */
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        for (size_t i=0; i<QuadMv<M>::max_size(); i++)
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								        {
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								          if (!quad.valid(i)) break;
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								          STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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								          const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
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								          const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
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								          const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
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								          const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
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								          if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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								            break;
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								        }
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								        return !valid0;
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								      }
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							 | 
							
							
								      
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								      /*! Intersect a ray with M triangles and updates the hit. */
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								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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							 | 
							
							
								        pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
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								      }
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								      /*! Test if the ray is occluded by one of the M triangles. */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
							
								        STAT3(shadow.trav_prims,1,1,1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 |