physxCAPI/physxCDLL/include/solver/PxSolverDefs.h

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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_SOLVER_DEFS_H
#define PX_SOLVER_DEFS_H
#include "PxPhysXConfig.h"
#include "foundation/PxVec3.h"
#include "foundation/PxMat33.h"
#include "foundation/PxTransform.h"
#include "PxConstraintDesc.h"
#include "geomutils/PxContactPoint.h"
#if PX_VC
#pragma warning(push)
#pragma warning(disable : 4324) // structure was padded due to alignment
#endif
#if !PX_DOXYGEN
namespace physx
{
#endif
struct PxTGSSolverBodyVel;
/**
\brief Struct that the solver uses to store velocity updates for a body
*/
struct PxSolverBody
{
PX_ALIGN(16, PxVec3) linearVelocity; //!< Delta linear velocity computed by the solver
PxU16 maxSolverNormalProgress; //!< Progress counter used by constraint batching and parallel island solver.
PxU16 maxSolverFrictionProgress; //!< Progress counter used by constraint batching and parallel island solver.
PxVec3 angularState; //!< Delta angular velocity state computed by the solver.
PxU32 solverProgress; //!< Progress counter used by constraint batching and parallel island solver
PxSolverBody() : linearVelocity(0.f), maxSolverNormalProgress(0), maxSolverFrictionProgress(0), angularState(0), solverProgress(0)
{
}
};
PX_COMPILE_TIME_ASSERT(sizeof(PxSolverBody) == 32);
/**
\brief Struct that the solver uses to store the state and other properties of a body
*/
struct PxSolverBodyData
{
PX_ALIGN(16, PxVec3 linearVelocity); //!< 12 Pre-solver linear velocity
PxReal invMass; //!< 16 inverse mass
PxVec3 angularVelocity; //!< 28 Pre-solver angular velocity
PxReal reportThreshold; //!< 32 contact force threshold
PxMat33 sqrtInvInertia; //!< 68 inverse inertia in world space
PxReal penBiasClamp; //!< 72 the penetration bias clamp
PxU32 nodeIndex; //!< 76 the node idx of this solverBodyData. Used by solver to reference between solver bodies and island bodies. Not required by immediate mode
PxReal maxContactImpulse; //!< 80 the max contact impulse
PxTransform body2World; //!< 108 the body's transform
PxU16 pad; //!< 112 pad
PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const
{
return linearVelocity.dot(lin) + angularVelocity.dot(ang);
}
};
PX_COMPILE_TIME_ASSERT(0 == (sizeof(PxSolverBodyData) & 15));
//----------------------------------
/**
\brief A header that defines the size of a specific batch of constraints (of same type and without dependencies)
*/
struct PxConstraintBatchHeader
{
PxU32 startIndex; //!< Start index for this batch
PxU16 stride; //!< Number of constraints in this batch (range: 1-4)
PxU16 constraintType; //!< The type of constraint this batch references
};
/**
\brief Constraint descriptor used inside the solver
*/
struct PxSolverConstraintDesc
{
static const PxU16 RIGID_BODY = 0xffff;
enum ConstraintType
{
eCONTACT_CONSTRAINT, //!< Defines this pair is a contact constraint
eJOINT_CONSTRAINT //!< Defines this pair is a joint constraint
};
union
{
PxSolverBody* bodyA; //!< bodyA pointer
PxTGSSolverBodyVel* tgsBodyA; //!< bodyA pointer
void* articulationA; //!< Articulation pointer for body A
};
union
{
PxSolverBody* bodyB; //!< BodyB pointer
PxTGSSolverBodyVel* tgsBodyB; //!< BodyB pointer
void* articulationB; //!< Articulation pointer for body B
};
PxU32 bodyADataIndex; //!< Body A's index into the SolverBodyData array
PxU32 bodyBDataIndex; //!< Body B's index into the SolverBodyData array
PxU32 linkIndexA; //!< Link index defining which link in Articulation A this constraint affects. If not an articulation, must be NO_LINK
PxU32 linkIndexB; //!< Link index defining which link in Articulation B this constraint affects. If not an articulation, must be NO_LINK
PxU8* constraint; //!< Pointer to the constraint rows to be solved
void* writeBack; //!< Pointer to the writeback structure results for this given constraint are to be written to
PxU16 progressA; //!< Internal progress counter
PxU16 progressB; //!< Internal progress counter
PxU16 constraintLengthOver16; //!< constraintLength/16, max constraint length is 1MB, allows PxSolverConstraintDesc to fit in 32 bytes
PxU8 padding[10];
};
/**
\brief Data structure used for preparing constraints before solving them
*/
struct PxSolverConstraintPrepDescBase
{
enum BodyState
{
eDYNAMIC_BODY = 1 << 0,
eSTATIC_BODY = 1 << 1,
eKINEMATIC_BODY = 1 << 2,
eARTICULATION = 1 << 3
};
PxConstraintInvMassScale invMassScales; //!< In: The local mass scaling for this pair.
PxSolverConstraintDesc* desc; //!< Output: The PxSolverConstraintDesc filled in by contact prep
const PxSolverBody* body0; //!< In: The first body. Stores velocity information. Unused unless contact involves articulations.
const PxSolverBody* body1; //!< In: The second body. Stores velocity information. Unused unless contact involves articulations.
const PxSolverBodyData* data0; //!< In: The first PxSolverBodyData. Stores mass and miscellaneous information for the first body.
const PxSolverBodyData* data1; //!< In: The second PxSolverBodyData. Stores mass and miscellaneous information for the second body
PxTransform bodyFrame0; //!< In: The world-space transform of the first body.
PxTransform bodyFrame1; //!< In: The world-space transform of the second body.
BodyState bodyState0; //!< In: Defines what kind of actor the first body is
BodyState bodyState1; //!< In: Defines what kind of actor the second body is
};
/**
\brief Data structure used for preparing constraints before solving them
*/
struct PxSolverConstraintPrepDesc : public PxSolverConstraintPrepDescBase
{
PX_ALIGN(16, Px1DConstraint* rows); //!< The start of the constraint rows
PxU32 numRows; //!< The number of rows
PxReal linBreakForce, angBreakForce; //!< Break forces
PxReal minResponseThreshold; //!< The minimum response threshold
void* writeback; //!< Pointer to constraint writeback structure. Reports back joint breaking. If not required, set to NULL.
bool disablePreprocessing; //!< Disable joint pre-processing. Pre-processing can improve stability but under certain circumstances, e.g. when some invInertia rows are zero/almost zero, can cause instabilities.
bool improvedSlerp; //!< Use improved slerp model
bool driveLimitsAreForces; //!< Indicates whether drive limits are forces
bool extendedLimits; //!< Indicates whether we want to use extended limits
bool disableConstraint; //!< Disables constraint
PxVec3p body0WorldOffset; //!< Body0 world offset
};
/**
\brief Data structure used for preparing constraints before solving them
*/
struct PxSolverContactDesc : public PxSolverConstraintPrepDescBase
{
void* shapeInteraction; //!< Pointer to shape interaction. Used for force threshold reports in solver. Set to NULL if using immediate mode.
PxContactPoint* contacts; //!< The start of the contacts for this pair
PxU32 numContacts; //!< The total number of contacts this pair references.
bool hasMaxImpulse; //!< Defines whether this pairs has maxImpulses clamping enabled
bool disableStrongFriction; //!< Defines whether this pair disables strong friction (sticky friction correlation)
bool hasForceThresholds; //!< Defines whether this pair requires force thresholds
PxReal restDistance; //!< A distance at which the solver should aim to hold the bodies separated. Default is 0
PxReal maxCCDSeparation; //!< A distance used to configure speculative CCD behavior. Default is PX_MAX_F32. Set internally in PhysX for bodies with eENABLE_SPECULATIVE_CCD on. Do not set directly!
PxU8* frictionPtr; //!< InOut: Friction patch correlation data. Set each frame by solver. Can be retained for improved behavior or discarded each frame.
PxU8 frictionCount; //!< The total number of friction patches in this pair
PxReal* contactForces; //!< Out: A buffer for the solver to write applied contact forces to.
PxU32 startFrictionPatchIndex; //!< Start index of friction patch in the correlation buffer. Set by friction correlation
PxU32 numFrictionPatches; //!< Total number of friction patches in this pair. Set by friction correlation
PxU32 startContactPatchIndex; //!< The start index of this pair's contact patches in the correlation buffer. For internal use only
PxU16 numContactPatches; //!< Total number of contact patches.
PxU16 axisConstraintCount; //!< Axis constraint count. Defines how many constraint rows this pair has produced. Useful for statistical purposes.
PxReal offsetSlop; //!< Slop value used to snap contact line of action back in-line with the COM.
//PxU8 pad[16 - sizeof(void*)];
};
class PxConstraintAllocator
{
public:
/**
\brief Allocates constraint data. It is the application's responsibility to release this memory after PxSolveConstraints has completed.
\param[in] byteSize Allocation size in bytes
\return The allocated memory. This address must be 16-byte aligned.
*/
virtual PxU8* reserveConstraintData(const PxU32 byteSize) = 0;
/**
\brief Allocates friction data. Friction data can be retained by the application for a given pair and provided as an input to PxSolverContactDesc to improve simulation stability.
It is the application's responsibility to release this memory. If this memory is released, the application should ensure it does not pass pointers to this memory to PxSolverContactDesc.
\param[in] byteSize Allocation size in bytes
\return The allocated memory. This address must be 4-byte aligned.
*/
virtual PxU8* reserveFrictionData(const PxU32 byteSize) = 0;
virtual ~PxConstraintAllocator() {}
};
/** \addtogroup physics
@{ */
struct PxArticulationAxis
{
enum Enum
{
eTWIST = 0, //!< Rotational about eX
eSWING1 = 1, //!< Rotational about eY
eSWING2 = 2, //!< Rotational about eZ
eX = 3, //!< Linear in eX
eY = 4, //!< Linear in eY
eZ = 5, //!< Linear in eZ
eCOUNT = 6
};
};
PX_FLAGS_OPERATORS(PxArticulationAxis::Enum, PxU8)
struct PxArticulationMotion
{
enum Enum
{
eLOCKED = 0, //!< Locked axis, i.e. degree of freedom (DOF)
eLIMITED = 1, //!< Limited DOF - set limits of joint DOF together with this flag, see PxArticulationJointReducedCoordinate::setLimitParams
eFREE = 2 //!< Free DOF
};
};
typedef PxFlags<PxArticulationMotion::Enum, PxU8> PxArticulationMotions;
PX_FLAGS_OPERATORS(PxArticulationMotion::Enum, PxU8)
struct PxArticulationJointType
{
enum Enum
{
eFIX = 0, //!< All joint axes, i.e. degrees of freedom (DOFs) locked
ePRISMATIC = 1, //!< Single linear DOF, e.g. cart on a rail
eREVOLUTE = 2, //!< Single rotational DOF, e.g. an elbow joint or a rotational motor, position wrapped at 2pi radians
eREVOLUTE_UNWRAPPED = 3, //!< Single rotational DOF, e.g. an elbow joint or a rotational motor, position not wrapped
eSPHERICAL = 4, //!< Ball and socket joint with two or three DOFs
eUNDEFINED = 5
};
};
struct PxArticulationFlag
{
enum Enum
{
eFIX_BASE = (1 << 0), //!< Set articulation base to be fixed.
eDRIVE_LIMITS_ARE_FORCES = (1<<1), //!< Limits for drive effort are forces and torques rather than impulses, see PxArticulationDrive::maxForce.
eDISABLE_SELF_COLLISION = (1<<2), //!< Disable collisions between the articulation's links (note that parent/child collisions are disabled internally in either case).
eCOMPUTE_JOINT_FORCES = (1<<3) //!< Enable in order to be able to query joint solver (i.e. constraint) forces using PxArticulationCache::jointSolverForces.
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};
};
typedef PxFlags<PxArticulationFlag::Enum, PxU8> PxArticulationFlags;
PX_FLAGS_OPERATORS(PxArticulationFlag::Enum, PxU8)
struct PxArticulationDriveType
{
enum Enum
{
eFORCE = 0, //!< The output of the implicit spring drive controller is a force/torque.
eACCELERATION = 1, //!< The output of the implicit spring drive controller is a joint acceleration (use this to get (spatial)-inertia-invariant behavior of the drive).
eTARGET = 2, //!< Sets the drive gains internally to track a target position almost kinematically (i.e. with very high drive gains).
eVELOCITY = 3, //!< Sets the drive gains internally to track a target velocity almost kinematically (i.e. with very high drive gains).
eNONE = 4
};
};
/**
\brief Data structure to set articulation joint limits.
- The lower limit should be strictly smaller than the higher limit. If the limits should be equal, use PxArticulationMotion::eLOCKED
and an appropriate offset in the parent/child joint frames.
- The limit units are linear units (equivalent to scene units) for a translational axis, or radians for a rotational axis.
@see PxArticulationJointReducedCoordinate::setLimitParams, PxArticulationReducedCoordinate
*/
struct PxArticulationLimit
{
PxArticulationLimit(){}
PxArticulationLimit(const PxReal low_, const PxReal high_)
{
low = low_;
high = high_;
}
/**
\brief The lower limit on the joint axis position.
<b>Range:</b> [-PX_MAX_F32, high)<br>
<b>Default:</b> 0.0f<br>
*/
PxReal low;
/**
\brief The higher limit on the joint axis position.
<b>Range:</b> (low, PX_MAX_F32]<br>
<b>Default:</b> 0.0f<br>
*/
PxReal high;
};
/**
\brief Data structure for articulation joint drive configuration.
@see PxArticulationJointReducedCoordinate::setDriveParams, PxArticulationReducedCoordinate
*/
struct PxArticulationDrive
{
PxArticulationDrive(){}
PxArticulationDrive(const PxReal stiffness_, const PxReal damping_, const PxReal maxForce_, PxArticulationDriveType::Enum driveType_=PxArticulationDriveType::eFORCE)
{
stiffness = stiffness_;
damping = damping_;
maxForce = maxForce_;
driveType = driveType_;
}
/**
\brief The drive stiffness, i.e. the proportional gain of the implicit PD controller.
See manual for further information, and the drives' implicit spring-damper (i.e. PD control) implementation in particular.
<b>Units:</b> (distance = linear scene units)<br>
Rotational axis: torque/rad if driveType = PxArticulationDriveType::eFORCE; or (rad/s^2)/rad if driveType = PxArticulationDriveType::eACCELERATION<br>
Translational axis: force/distance if driveType = PxArticulationDriveType::eFORCE; or (distance/s^2)/distance if driveType = PxArticulationDriveType::eACCELERATION<br>
<b>Range:</b> [0, PX_MAX_F32]<br>
<b>Default:</b> 0.0f<br>
*/
PxReal stiffness;
/**
\brief The drive damping, i.e. the derivative gain of the implicit PD controller.
See manual for further information, and the drives' implicit spring-damper (i.e. PD control) implementation in particular.
<b>Units:</b> (distance = linear scene units)<br>
Rotational axis: torque/(rad/s) if driveType = PxArticulationDriveType::eFORCE; or (rad/s^2)/(rad/s) if driveType = PxArticulationDriveType::eACCELERATION<br>
Translational axis: force/(distance/s) if driveType = PxArticulationDriveType::eFORCE; or (distance/s^2)/(distance/s) if driveType = PxArticulationDriveType::eACCELERATION<br>
<b>Range:</b> [0, PX_MAX_F32]<br>
<b>Default:</b> 0.0f<br>
*/
PxReal damping;
/**
\brief The drive force limit.
- The limit is enforced regardless of the drive type #PxArticulationDriveType.
- The limit corresponds to a force (linear axis) or torque (rotational axis) if PxArticulationFlag::eDRIVE_LIMITS_ARE_FORCES is set, and to an impulse (force|torque * dt) otherwise.
<b>Range:</b> [0, PX_MAX_F32]<br>
<b>Default:</b> 0.0f<br>
@see PxArticulationFlag::eDRIVE_LIMITS_ARE_FORCES
*/
PxReal maxForce;
/**
\brief The drive type.
@see PxArticulationDriveType
*/
PxArticulationDriveType::Enum driveType;
};
/** @} */
struct PxTGSSolverBodyVel
{
PX_ALIGN(16, PxVec3) linearVelocity; //12
PxU16 nbStaticInteractions; //14 Used to accumulate the number of static interactions
PxU16 maxDynamicPartition; //16 Used to accumulate the max partition of dynamic interactions
PxVec3 angularVelocity; //28
PxU32 partitionMask; //32 Used in partitioning as a bit-field
PxVec3 deltaAngDt; //44
PxReal maxAngVel; //48
PxVec3 deltaLinDt; //60
PxU16 lockFlags; //62
bool isKinematic; //63
PxU8 pad; //64
PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const
{
return linearVelocity.dot(lin) + angularVelocity.dot(ang);
}
};
//Needed only by prep, integration and 1D constraints
struct PxTGSSolverBodyTxInertia
{
PxTransform deltaBody2World;
PxMat33 sqrtInvInertia; //!< inverse inertia in world space
};
struct PxTGSSolverBodyData
{
PX_ALIGN(16, PxVec3) originalLinearVelocity; //!< Pre-solver linear velocity.
PxReal maxContactImpulse; //!< The max contact impulse.
PxVec3 originalAngularVelocity; //!< Pre-solver angular velocity
PxReal penBiasClamp; //!< The penetration bias clamp.
PxReal invMass; //!< Inverse mass.
PxU32 nodeIndex; //!< The node idx of this solverBodyData. Used by solver to reference between solver bodies and island bodies. Not required by immediate mode.
PxReal reportThreshold; //!< Contact force threshold.
PxU32 pad;
PxReal projectVelocity(const PxVec3& linear, const PxVec3& angular) const
{
return originalLinearVelocity.dot(linear) + originalAngularVelocity.dot(angular);
}
};
struct PxTGSSolverConstraintPrepDescBase
{
PxConstraintInvMassScale invMassScales; //!< In: The local mass scaling for this pair.
PxSolverConstraintDesc* desc; //!< Output: The PxSolverConstraintDesc filled in by contact prep
const PxTGSSolverBodyVel* body0; //!< In: The first body. Stores velocity information. Unused unless contact involves articulations.
const PxTGSSolverBodyVel* body1; //!< In: The second body. Stores velocity information. Unused unless contact involves articulations.
const PxTGSSolverBodyTxInertia* body0TxI; //!< In: The first PxTGSSolverBodyTxInertia. Stores the delta body to world transform and sqrtInvInertia for first body.
const PxTGSSolverBodyTxInertia* body1TxI; //!< In: The second PxTGSSolverBodyTxInertia. Stores the delta body to world transform and sqrtInvInertia for second body.
const PxTGSSolverBodyData* bodyData0; //!< In: The first PxTGSSolverBodyData. Stores mass and miscellaneous information for the first body.
const PxTGSSolverBodyData* bodyData1; //!< In: The second PxTGSSolverBodyData. Stores mass and miscellaneous information for the second body.
PxTransform bodyFrame0; //!< In: The world-space transform of the first body.
PxTransform bodyFrame1; //!< In: The world-space transform of the second body.
PxSolverContactDesc::BodyState bodyState0; //!< In: Defines what kind of actor the first body is
PxSolverContactDesc::BodyState bodyState1; //!< In: Defines what kind of actor the second body is
};
struct PxTGSSolverConstraintPrepDesc : public PxTGSSolverConstraintPrepDescBase
{
Px1DConstraint* rows; //!< The start of the constraint rows
PxU32 numRows; //!< The number of rows
PxReal linBreakForce, angBreakForce; //!< Break forces
PxReal minResponseThreshold; //!< The minimum response threshold
void* writeback; //!< Pointer to constraint writeback structure. Reports back joint breaking. If not required, set to NULL.
bool disablePreprocessing; //!< Disable joint pre-processing. Pre-processing can improve stability but under certain circumstances, e.g. when some invInertia rows are zero/almost zero, can cause instabilities.
bool improvedSlerp; //!< Use improved slerp model
bool driveLimitsAreForces; //!< Indicates whether drive limits are forces
bool extendedLimits; //!< Indicates whether extended limits are used
bool disableConstraint; //!< Disables constraint
PxVec3p body0WorldOffset; //!< Body0 world offset
PxVec3p cA2w; //!< Location of anchor point A in world space
PxVec3p cB2w; //!< Location of anchor point B in world space
};
struct PxTGSSolverContactDesc : public PxTGSSolverConstraintPrepDescBase
{
void* shapeInteraction; //!< Pointer to shape interaction. Used for force threshold reports in solver. Set to NULL if using immediate mode.
PxContactPoint* contacts; //!< The start of the contacts for this pair
PxU32 numContacts; //!< The total number of contacts this pair references.
bool hasMaxImpulse; //!< Defines whether this pairs has maxImpulses clamping enabled
bool disableStrongFriction; //!< Defines whether this pair disables strong friction (sticky friction correlation)
bool hasForceThresholds; //!< Defines whether this pair requires force thresholds
PxReal restDistance; //!< A distance at which the solver should aim to hold the bodies separated. Default is 0
PxReal maxCCDSeparation; //!< A distance used to configure speculative CCD behavior. Default is PX_MAX_F32. Set internally in PhysX for bodies with eENABLE_SPECULATIVE_CCD on. Do not set directly!
PxU8* frictionPtr; //!< InOut: Friction patch correlation data. Set each frame by solver. Can be retained for improved behavior or discarded each frame.
PxU8 frictionCount; //!< The total number of friction patches in this pair
PxReal* contactForces; //!< Out: A buffer for the solver to write applied contact forces to.
PxU32 startFrictionPatchIndex; //!< Start index of friction patch in the correlation buffer. Set by friction correlation
PxU32 numFrictionPatches; //!< Total number of friction patches in this pair. Set by friction correlation
PxU32 startContactPatchIndex; //!< The start index of this pair's contact patches in the correlation buffer. For internal use only
PxU16 numContactPatches; //!< Total number of contact patches.
PxU16 axisConstraintCount; //!< Axis constraint count. Defines how many constraint rows this pair has produced. Useful for statistical purposes.
PxReal maxImpulse; //!< The maximum impulse the solver is allowed to introduce for this pair of bodies.
PxReal torsionalPatchRadius; //!< This defines the radius of the contact patch used to apply torsional friction.
PxReal minTorsionalPatchRadius; //!< This defines the minimum radius of the contact patch used to apply torsional friction.
PxReal offsetSlop; //!< Slop value used to snap contact line of action back in-line with the COM.
};
#if !PX_DOXYGEN
}
#endif
#if PX_VC
#pragma warning(pop)
#endif
#endif