Seaside/SpyCustom/sdk/vmatrix.h
2021-06-16 18:49:07 +03:00

748 lines
19 KiB
C++

#ifndef VMATRIX_H
#define VMATRIX_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
#include "vector.h"
#include "vplane.h"
#include "vector4d.h"
#include "mathlib.h"
struct cplane_t;
class VMatrix
{
public:
VMatrix();
VMatrix(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
);
VMatrix(const Vector& forward, const Vector& left, const Vector& up);
VMatrix(const Vector& forward, const Vector& left, const Vector& up, const Vector& translation);
VMatrix(const matrix3x4_t& matrix3x4);
void Init(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
);
void Init(const matrix3x4_t& matrix3x4);
inline float* operator[](int i)
{
return m[i];
}
inline const float* operator[](int i) const
{
return m[i];
}
inline float* Base()
{
return &m[0][0];
}
inline const float* Base() const
{
return &m[0][0];
}
void SetLeft(const Vector& vLeft);
void SetUp(const Vector& vUp);
void SetForward(const Vector& vForward);
void GetBasisVectors(Vector& vForward, Vector& vLeft, Vector& vUp) const;
void SetBasisVectors(const Vector& vForward, const Vector& vLeft, const Vector& vUp);
Vector& GetTranslation(Vector& vTrans) const;
void SetTranslation(const Vector& vTrans);
void PreTranslate(const Vector& vTrans);
void PostTranslate(const Vector& vTrans);
const matrix3x4_t& As3x4() const;
void CopyFrom3x4(const matrix3x4_t& m3x4);
void Set3x4(matrix3x4_t& matrix3x4) const;
bool operator==(const VMatrix& src) const;
bool operator!=(const VMatrix& src) const { return !(*this == src); }
#ifndef VECTOR_NO_SLOW_OPERATIONS
Vector GetLeft() const;
Vector GetUp() const;
Vector GetForward() const;
Vector GetTranslation() const;
#endif
public:
void V3Mul(const Vector& vIn, Vector& vOut) const;
void V4Mul(const Vector4D& vIn, Vector4D& vOut) const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
Vector ApplyRotation(const Vector& vVec) const;
Vector operator*(const Vector& vVec) const;
Vector VMul3x3(const Vector& vVec) const;
Vector VMul3x3Transpose(const Vector& vVec) const;
Vector VMul4x3(const Vector& vVec) const;
Vector VMul4x3Transpose(const Vector& vVec) const;
#endif
public:
void TransformPlane(const VPlane& inPlane, VPlane& outPlane) const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
VPlane operator*(const VPlane& thePlane) const;
#endif
public:
VMatrix& operator=(const VMatrix& mOther);
void MatrixMul(const VMatrix& vm, VMatrix& out) const;
const VMatrix& operator+=(const VMatrix& other);
#ifndef VECTOR_NO_SLOW_OPERATIONS
VMatrix operator*(const VMatrix& mOther) const;
VMatrix operator+(const VMatrix& other) const;
VMatrix operator-(const VMatrix& other) const;
VMatrix operator-() const;
VMatrix operator~() const;
#endif
public:
void Identity();
bool IsIdentity() const;
void SetupMatrixOrgAngles(const Vector& origin, const QAngle& vAngles);
void SetupMatrixAngles(const QAngle& vAngles);
bool InverseGeneral(VMatrix& vInverse) const;
void InverseTR(VMatrix& mRet) const;
bool IsRotationMatrix() const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
VMatrix InverseTR() const;
Vector GetScale() const;
VMatrix Scale(const Vector& vScale);
VMatrix NormalizeBasisVectors() const;
VMatrix Transpose() const;
VMatrix Transpose3x3() const;
#endif
public:
vec_t m[4][4];
};
#ifndef VECTOR_NO_SLOW_OPERATIONS
VMatrix SetupMatrixIdentity();
VMatrix SetupMatrixScale(const Vector& vScale);
VMatrix SetupMatrixTranslation(const Vector& vTranslation);
VMatrix SetupMatrixReflection(const VPlane& thePlane);
VMatrix SetupMatrixProjection(const Vector& vOrigin, const VPlane& thePlane);
VMatrix SetupMatrixAxisRot(const Vector& vAxis, vec_t fDegrees);
VMatrix SetupMatrixAngles(const QAngle& vAngles);
VMatrix SetupMatrixOrgAngles(const Vector& origin, const QAngle& vAngles);
#endif
#define VMatToString(mat) (static_cast<const char *>(CFmtStr("[ (%f, %f, %f), (%f, %f, %f), (%f, %f, %f), (%f, %f, %f) ]", mat.m[0][0], mat.m[0][1], mat.m[0][2], mat.m[0][3], mat.m[1][0], mat.m[1][1], mat.m[1][2], mat.m[1][3], mat.m[2][0], mat.m[2][1], mat.m[2][2], mat.m[2][3], mat.m[3][0], mat.m[3][1], mat.m[3][2], mat.m[3][3] )))
bool PlaneIntersection(const VPlane& vp1, const VPlane& vp2, const VPlane& vp3, Vector& vOut);
void MatrixSetIdentity(VMatrix& dst);
void MatrixTranspose(const VMatrix& src, VMatrix& dst);
void MatrixCopy(const VMatrix& src, VMatrix& dst);
void MatrixMultiply(const VMatrix& src1, const VMatrix& src2, VMatrix& dst);
void MatrixGetColumn(const VMatrix& src, int nCol, Vector* pColumn);
void MatrixSetColumn(VMatrix& src, int nCol, const Vector& column);
void MatrixGetRow(const VMatrix& src, int nCol, Vector* pColumn);
void MatrixSetRow(VMatrix& src, int nCol, const Vector& column);
void Vector3DMultiply(const VMatrix& src1, const Vector& src2, Vector& dst);
inline void Vector3DMultiplyPosition(const VMatrix& src1, const VectorByValue src2, Vector& dst);
void Vector3DMultiplyPositionProjective(const VMatrix& src1, const Vector& src2, Vector& dst);
void Vector3DMultiplyProjective(const VMatrix& src1, const Vector& src2, Vector& dst);
void Vector4DMultiply(const VMatrix& src1, const Vector4D& src2, Vector4D& dst);
void Vector4DMultiplyPosition(const VMatrix& src1, const Vector& src2, Vector4D& dst);
void Vector3DMultiplyTranspose(const VMatrix& src1, const Vector& src2, Vector& dst);
void Vector4DMultiplyTranspose(const VMatrix& src1, const Vector4D& src2, Vector4D& dst);
void MatrixTransformPlane(const VMatrix& src, const cplane_t& inPlane, cplane_t& outPlane);
void MatrixTransformAxisAlignedPlane(const VMatrix& src, int nDim, float flSign, float flDist, cplane_t& outPlane);
void MatrixBuildTranslation(VMatrix& dst, float x, float y, float z);
void MatrixBuildTranslation(VMatrix& dst, const Vector& translation);
inline void MatrixTranslate(VMatrix& dst, const Vector& translation)
{
VMatrix matTranslation, temp;
MatrixBuildTranslation(matTranslation, translation);
MatrixMultiply(dst, matTranslation, temp);
dst = temp;
}
void MatrixBuildRotationAboutAxis(VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees);
void MatrixBuildRotateZ(VMatrix& dst, float angleDegrees);
inline void MatrixRotate(VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees)
{
VMatrix rotation, temp;
MatrixBuildRotationAboutAxis(rotation, vAxisOfRot, angleDegrees);
MatrixMultiply(dst, rotation, temp);
dst = temp;
}
void MatrixBuildRotation(VMatrix& dst, const Vector& initialDirection, const Vector& finalDirection);
void MatrixBuildScale(VMatrix& dst, float x, float y, float z);
void MatrixBuildScale(VMatrix& dst, const Vector& scale);
void MatrixBuildPerspective(VMatrix& dst, float fovX, float fovY, float zNear, float zFar);
void CalculateAABBFromProjectionMatrix(const VMatrix& worldToVolume, Vector* pMins, Vector* pMaxs);
void CalculateSphereFromProjectionMatrix(const VMatrix& worldToVolume, Vector* pCenter, float* pflRadius);
void CalculateAABBFromProjectionMatrixInverse(const VMatrix& volumeToWorld, Vector* pMins, Vector* pMaxs);
void CalculateSphereFromProjectionMatrixInverse(const VMatrix& volumeToWorld, Vector* pCenter, float* pflRadius);
void FrustumPlanesFromMatrix(const VMatrix& clipToWorld, Frustum_t& frustum);
void MatrixFromAngles(const QAngle& vAngles, VMatrix& dst);
void MatrixToAngles(const VMatrix& src, QAngle& vAngles);
void MatrixInverseTR(const VMatrix& src, VMatrix& dst);
bool MatrixInverseGeneral(const VMatrix& src, VMatrix& dst);
void MatrixInverseTranspose(const VMatrix& src, VMatrix& dst);
inline VMatrix::VMatrix()
{
}
inline VMatrix::VMatrix(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33)
{
Init(
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33
);
}
inline VMatrix::VMatrix(const matrix3x4_t& matrix3x4)
{
Init(matrix3x4);
}
inline VMatrix::VMatrix(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis)
{
Init(
xAxis.x, yAxis.x, zAxis.x, 0.0f,
xAxis.y, yAxis.y, zAxis.y, 0.0f,
xAxis.z, yAxis.z, zAxis.z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
}
inline VMatrix::VMatrix(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector& translation)
{
Init(
xAxis.x, yAxis.x, zAxis.x, translation.x,
xAxis.y, yAxis.y, zAxis.y, translation.y,
xAxis.z, yAxis.z, zAxis.z, translation.z,
0.0f, 0.0f, 0.0f, 1.0f
);
}
inline void VMatrix::Init(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
)
{
m[0][0] = m00;
m[0][1] = m01;
m[0][2] = m02;
m[0][3] = m03;
m[1][0] = m10;
m[1][1] = m11;
m[1][2] = m12;
m[1][3] = m13;
m[2][0] = m20;
m[2][1] = m21;
m[2][2] = m22;
m[2][3] = m23;
m[3][0] = m30;
m[3][1] = m31;
m[3][2] = m32;
m[3][3] = m33;
}
inline void VMatrix::Init(const matrix3x4_t& matrix3x4)
{
memcpy(m, matrix3x4.Base(), sizeof(matrix3x4_t));
m[3][0] = 0.0f;
m[3][1] = 0.0f;
m[3][2] = 0.0f;
m[3][3] = 1.0f;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::GetForward() const
{
return Vector(m[0][0], m[1][0], m[2][0]);
}
inline Vector VMatrix::GetLeft() const
{
return Vector(m[0][1], m[1][1], m[2][1]);
}
inline Vector VMatrix::GetUp() const
{
return Vector(m[0][2], m[1][2], m[2][2]);
}
#endif
inline void VMatrix::SetForward(const Vector& vForward)
{
m[0][0] = vForward.x;
m[1][0] = vForward.y;
m[2][0] = vForward.z;
}
inline void VMatrix::SetLeft(const Vector& vLeft)
{
m[0][1] = vLeft.x;
m[1][1] = vLeft.y;
m[2][1] = vLeft.z;
}
inline void VMatrix::SetUp(const Vector& vUp)
{
m[0][2] = vUp.x;
m[1][2] = vUp.y;
m[2][2] = vUp.z;
}
inline void VMatrix::GetBasisVectors(Vector& vForward, Vector& vLeft, Vector& vUp) const
{
vForward.Init(m[0][0], m[1][0], m[2][0]);
vLeft.Init(m[0][1], m[1][1], m[2][1]);
vUp.Init(m[0][2], m[1][2], m[2][2]);
}
inline void VMatrix::SetBasisVectors(const Vector& vForward, const Vector& vLeft, const Vector& vUp)
{
SetForward(vForward);
SetLeft(vLeft);
SetUp(vUp);
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::GetTranslation() const
{
return Vector(m[0][3], m[1][3], m[2][3]);
}
#endif
inline Vector& VMatrix::GetTranslation(Vector& vTrans) const
{
vTrans.x = m[0][3];
vTrans.y = m[1][3];
vTrans.z = m[2][3];
return vTrans;
}
inline void VMatrix::SetTranslation(const Vector& vTrans)
{
m[0][3] = vTrans.x;
m[1][3] = vTrans.y;
m[2][3] = vTrans.z;
}
inline void VMatrix::PreTranslate(const Vector& vTrans)
{
Vector tmp;
Vector3DMultiplyPosition(*this, vTrans, tmp);
m[0][3] = tmp.x;
m[1][3] = tmp.y;
m[2][3] = tmp.z;
}
inline void VMatrix::PostTranslate(const Vector& vTrans)
{
m[0][3] += vTrans.x;
m[1][3] += vTrans.y;
m[2][3] += vTrans.z;
}
inline const matrix3x4_t& VMatrix::As3x4() const
{
return *((const matrix3x4_t*)this);
}
inline void VMatrix::CopyFrom3x4(const matrix3x4_t& m3x4)
{
memcpy(m, m3x4.Base(), sizeof(matrix3x4_t));
m[3][0] = m[3][1] = m[3][2] = 0;
m[3][3] = 1;
}
inline void VMatrix::Set3x4(matrix3x4_t& matrix3x4) const
{
memcpy(matrix3x4.Base(), m, sizeof(matrix3x4_t));
}
inline const VMatrix& VMatrix::operator+=(const VMatrix& other)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
m[i][j] += other.m[i][j];
}
}
return *this;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline VMatrix VMatrix::operator+(const VMatrix& other) const
{
VMatrix ret;
for (int i = 0; i < 16; i++)
{
((float*)ret.m)[i] = ((float*)m)[i] + ((float*)other.m)[i];
}
return ret;
}
inline VMatrix VMatrix::operator-(const VMatrix& other) const
{
VMatrix ret;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
ret.m[i][j] = m[i][j] - other.m[i][j];
}
}
return ret;
}
inline VMatrix VMatrix::operator-() const
{
VMatrix ret;
for (int i = 0; i < 16; i++)
{
((float*)ret.m)[i] = ((float*)m)[i];
}
return ret;
}
#endif
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::operator*(const Vector& vVec) const
{
Vector vRet;
vRet.x = m[0][0] * vVec.x + m[0][1] * vVec.y + m[0][2] * vVec.z + m[0][3];
vRet.y = m[1][0] * vVec.x + m[1][1] * vVec.y + m[1][2] * vVec.z + m[1][3];
vRet.z = m[2][0] * vVec.x + m[2][1] * vVec.y + m[2][2] * vVec.z + m[2][3];
return vRet;
}
inline Vector VMatrix::VMul4x3(const Vector& vVec) const
{
Vector vResult;
Vector3DMultiplyPosition(*this, vVec, vResult);
return vResult;
}
inline Vector VMatrix::VMul4x3Transpose(const Vector& vVec) const
{
Vector tmp = vVec;
tmp.x -= m[0][3];
tmp.y -= m[1][3];
tmp.z -= m[2][3];
return Vector(
m[0][0] * tmp.x + m[1][0] * tmp.y + m[2][0] * tmp.z,
m[0][1] * tmp.x + m[1][1] * tmp.y + m[2][1] * tmp.z,
m[0][2] * tmp.x + m[1][2] * tmp.y + m[2][2] * tmp.z
);
}
inline Vector VMatrix::VMul3x3(const Vector& vVec) const
{
return Vector(
m[0][0] * vVec.x + m[0][1] * vVec.y + m[0][2] * vVec.z,
m[1][0] * vVec.x + m[1][1] * vVec.y + m[1][2] * vVec.z,
m[2][0] * vVec.x + m[2][1] * vVec.y + m[2][2] * vVec.z
);
}
inline Vector VMatrix::VMul3x3Transpose(const Vector& vVec) const
{
return Vector(
m[0][0] * vVec.x + m[1][0] * vVec.y + m[2][0] * vVec.z,
m[0][1] * vVec.x + m[1][1] * vVec.y + m[2][1] * vVec.z,
m[0][2] * vVec.x + m[1][2] * vVec.y + m[2][2] * vVec.z
);
}
#endif
inline void VMatrix::V3Mul(const Vector& vIn, Vector& vOut) const
{
vec_t rw;
rw = 1.0f / (m[3][0] * vIn.x + m[3][1] * vIn.y + m[3][2] * vIn.z + m[3][3]);
vOut.x = (m[0][0] * vIn.x + m[0][1] * vIn.y + m[0][2] * vIn.z + m[0][3]) * rw;
vOut.y = (m[1][0] * vIn.x + m[1][1] * vIn.y + m[1][2] * vIn.z + m[1][3]) * rw;
vOut.z = (m[2][0] * vIn.x + m[2][1] * vIn.y + m[2][2] * vIn.z + m[2][3]) * rw;
}
inline void VMatrix::V4Mul(const Vector4D& vIn, Vector4D& vOut) const
{
vOut[0] = m[0][0] * vIn[0] + m[0][1] * vIn[1] + m[0][2] * vIn[2] + m[0][3] * vIn[3];
vOut[1] = m[1][0] * vIn[0] + m[1][1] * vIn[1] + m[1][2] * vIn[2] + m[1][3] * vIn[3];
vOut[2] = m[2][0] * vIn[0] + m[2][1] * vIn[1] + m[2][2] * vIn[2] + m[2][3] * vIn[3];
vOut[3] = m[3][0] * vIn[0] + m[3][1] * vIn[1] + m[3][2] * vIn[2] + m[3][3] * vIn[3];
}
inline void VMatrix::TransformPlane(const VPlane& inPlane, VPlane& outPlane) const
{
Vector vTrans;
Vector3DMultiply(*this, inPlane.m_Normal, outPlane.m_Normal);
outPlane.m_Dist = inPlane.m_Dist * DotProduct(outPlane.m_Normal, outPlane.m_Normal);
outPlane.m_Dist += DotProduct(outPlane.m_Normal, GetTranslation(vTrans));
}
inline void VMatrix::Identity()
{
MatrixSetIdentity(*this);
}
inline bool VMatrix::IsIdentity() const
{
return
m[0][0] == 1.0f && m[0][1] == 0.0f && m[0][2] == 0.0f && m[0][3] == 0.0f &&
m[1][0] == 0.0f && m[1][1] == 1.0f && m[1][2] == 0.0f && m[1][3] == 0.0f &&
m[2][0] == 0.0f && m[2][1] == 0.0f && m[2][2] == 1.0f && m[2][3] == 0.0f &&
m[3][0] == 0.0f && m[3][1] == 0.0f && m[3][2] == 0.0f && m[3][3] == 1.0f;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::ApplyRotation(const Vector& vVec) const
{
return VMul3x3(vVec);
}
inline VMatrix VMatrix::operator~() const
{
VMatrix mRet;
InverseGeneral(mRet);
return mRet;
}
#endif
inline void MatrixGetColumn(const VMatrix& src, int nCol, Vector* pColumn)
{
Assert((nCol >= 0) && (nCol <= 3));
pColumn->x = src[0][nCol];
pColumn->y = src[1][nCol];
pColumn->z = src[2][nCol];
}
inline void MatrixSetColumn(VMatrix& src, int nCol, const Vector& column)
{
Assert((nCol >= 0) && (nCol <= 3));
src.m[0][nCol] = column.x;
src.m[1][nCol] = column.y;
src.m[2][nCol] = column.z;
}
inline void MatrixGetRow(const VMatrix& src, int nRow, Vector* pRow)
{
Assert((nRow >= 0) && (nRow <= 3));
*pRow = *(Vector*)src[nRow];
}
inline void MatrixSetRow(VMatrix& dst, int nRow, const Vector& row)
{
Assert((nRow >= 0) && (nRow <= 3));
*(Vector*)dst[nRow] = row;
}
inline void Vector3DMultiplyPosition(const VMatrix& src1, const VectorByValue src2, Vector& dst)
{
dst[0] = src1[0][0] * src2.x + src1[0][1] * src2.y + src1[0][2] * src2.z + src1[0][3];
dst[1] = src1[1][0] * src2.x + src1[1][1] * src2.y + src1[1][2] * src2.z + src1[1][3];
dst[2] = src1[2][0] * src2.x + src1[2][1] * src2.y + src1[2][2] * src2.z + src1[2][3];
}
inline void MatrixTransformAxisAlignedPlane(const VMatrix& src, int nDim, float flSign, float flDist, cplane_t& outPlane)
{
MatrixGetColumn(src, nDim, &outPlane.normal);
outPlane.normal *= flSign;
outPlane.dist = flDist * DotProduct(outPlane.normal, outPlane.normal);
outPlane.dist += outPlane.normal.x * src.m[0][3] + outPlane.normal.y * src.m[1][3] + outPlane.normal.z * src.m[2][3];
}
inline bool MatricesAreEqual(const VMatrix& src1, const VMatrix& src2, float flTolerance)
{
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
if (fabs(src1[i][j] - src2[i][j]) > flTolerance)
return false;
}
}
return true;
}
void MatrixBuildOrtho(VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar);
void MatrixBuildPerspectiveX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar);
void MatrixBuildPerspectiveOffCenterX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right);
void MatrixBuildPerspectiveZRange(VMatrix& dst, double flZNear, double flZFar);
inline void MatrixOrtho(VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar)
{
VMatrix mat;
MatrixBuildOrtho(mat, left, top, right, bottom, zNear, zFar);
VMatrix temp;
MatrixMultiply(dst, mat, temp);
dst = temp;
}
inline void MatrixPerspectiveX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar)
{
VMatrix mat;
MatrixBuildPerspectiveX(mat, flFovX, flAspect, flZNear, flZFar);
VMatrix temp;
MatrixMultiply(dst, mat, temp);
dst = temp;
}
inline void MatrixPerspectiveOffCenterX(VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right)
{
VMatrix mat;
MatrixBuildPerspectiveOffCenterX(mat, flFovX, flAspect, flZNear, flZFar, bottom, top, left, right);
VMatrix temp;
MatrixMultiply(dst, mat, temp);
dst = temp;
}
#endif