245 lines
4.7 KiB
C++
245 lines
4.7 KiB
C++
#ifndef T_CLASS
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#define T_CLASS
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#include <iostream>
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#include <random>
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#include <vector>
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#include <cmath>
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#include<glad/glad.h>
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#include<GLFW/glfw3.h>
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#include<glm/glm.hpp>
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#include<glm/gtc/matrix_transform.hpp>
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#include<glm/gtc/type_ptr.hpp>
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#include "Structures.h"
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class t {
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public:
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t() {
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pos = glm::vec3(0.0f);
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scale = glm::vec3(1.0f);
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orient = glm::quat();
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}
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BoundingBox GetRotationlessAABB() {
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BoundingBox tr;
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tr.min = pos - scale/2.0f;
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tr.max = pos + scale/2.0f;
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return tr;
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}
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BoundingBox GetAABB() {
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std::vector<glm::vec3> corners = {
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{0.5f,0.5f,0.5f},
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{0.5f,-0.5f,0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,0.5f,-0.5f},
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{-0.5f,0.5f,0.5f},
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{-0.5f,-0.5f,0.5f},
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{-0.5f,0.5f,-0.5f},
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{-0.5f,-0.5f,-0.5f},
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};
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glm::vec3 min(FLT_MAX);
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glm::vec3 max(-FLT_MAX);
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for (glm::vec3& corner : corners) {
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corner *= scale;
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corner = orient * corner;
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corner += pos;
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min = { glm::min(min.x, corner.x) ,glm::min(min.y, corner.y), glm::min(min.z, corner.z) };
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max = { glm::max(max.x, corner.x) ,glm::max(max.y, corner.y), glm::max(max.z, corner.z) };
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}
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BoundingBox tr;
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tr.min = min;
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tr.max = max;
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//std::cout << tr.min.x << ' ' << tr.min.y << ' ' << tr.min.z << ' ' << tr.max.x << ' ' << tr.max.y << ' ' << tr.max.z << '\n';
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return tr;
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}
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float ScaleMagnitude2() {
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return scale.x* scale.x + scale.y* scale.y + scale.z* scale.z;
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}
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BoundingAxis GetBoundingAxis(int axis) {
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std::vector<glm::vec3> corners = {
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{0.5f,0.5f,0.5f},
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{0.5f,-0.5f,0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,0.5f,-0.5f},
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{-0.5f,0.5f,0.5f},
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{-0.5f,-0.5f,0.5f},
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{-0.5f,0.5f,-0.5f},
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{-0.5f,-0.5f,-0.5f},
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};
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float min = FLT_MAX;
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float max = -FLT_MAX;
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bool init = false;
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for (glm::vec3& corner : corners) {
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corner *= scale;
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corner = orient * corner;
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corner += pos;
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min = std::min(min, corner[axis]);
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max = std::max(max, corner[axis]);
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}
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BoundingAxis tr;
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tr.min = min;
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tr.max = max;
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return tr;
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}
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void LookAt(glm::vec3 eye, glm::vec3 target) noexcept {
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TranslateTo(eye);
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orient = -orient * target;
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}
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void TranslateBy(glm::vec3 e) noexcept {
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pos += e;
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}
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void TranslateTo(glm::vec3 e) noexcept {
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pos = e;
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}
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void ScaleBy(glm::vec3 e) noexcept {
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scale *= e;
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}
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void ScaleBy(GLfloat e) noexcept {
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scale *= e;
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}
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void ScaleTo(glm::vec3 e) noexcept {
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scale = e;
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}
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void ScaleTo(GLfloat e) noexcept {
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scale = glm::vec3(e);
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}
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void ScaleToX(GLfloat e) noexcept {
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scale.x = e;
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}
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void ScaleToY(GLfloat e) noexcept {
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scale.y = e;
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}
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void ScaleToZ(GLfloat e) noexcept {
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scale.z = e;
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}
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void RotateToQuaternion(glm::quat q) noexcept {
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orient = q;
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}
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void RotateByQuaternion(glm::quat q) noexcept {
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orient = q * orient;
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}
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void NormalizeRotation() noexcept {
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orient = glm::normalize(orient);
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}
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void RotateByQuaternionCumulate(glm::quat q) noexcept {
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orient = orient * q;
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}
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void RotateByEulerAnglesCumulate(glm::vec3 e) noexcept {
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orient = orient * glm::quat(e);
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}
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void RotateToEulerAngles(glm::vec3 e) noexcept {
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orient = glm::quat(e);
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}
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void RotateByEulerAngles(glm::vec3 e) noexcept {
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RotateByQuaternion(glm::quat(e));
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}
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glm::vec3 GetUpVector() const noexcept {
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glm::vec3 uppoint(0.0f, 1.0f,0.0f);
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return orient * uppoint;
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}
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glm::vec3 GetRightVector() const noexcept {
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glm::vec3 rightpoint(1.0f,0.0f, 0.0f);
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return orient * rightpoint;
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}
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glm::vec3 GetFrontVector() const noexcept {
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glm::vec3 frontpoint(0.0f,0.0f,1.0f);
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return orient * frontpoint;
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}
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glm::vec3 GetScale() const noexcept {
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return scale;
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}
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glm::vec3 GetTranslation() const noexcept {
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return pos;
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};
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float GetTranslationX() const noexcept {
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return pos.x;
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}
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float GetTranslationY() const noexcept {
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return pos.y;
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}
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float GetTranslationZ() const noexcept {
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return pos.z;
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}
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void CopyMatrixTo(t& target) const noexcept {
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target.scale = scale;
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target.orient = orient;
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target.pos = pos;
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}
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glm::mat4 GetScaleMatrix() const noexcept {
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return glm::scale(glm::mat4(1.0f), scale);
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}
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glm::mat4 GetTranslationMatrix() const noexcept {
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return glm::translate(glm::mat4(1.0f), pos);
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}
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glm::mat4 GetRotationMatrix() const noexcept {
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return glm::mat4_cast(orient);
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}
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glm::mat4 GetMatrix() const noexcept {
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return GetTranslationMatrix() * GetRotationMatrix() * GetScaleMatrix();
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}
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glm::mat4 GetMatrixRotationless() const noexcept {
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glm::mat4 scaleMat = glm::scale(glm::mat4(1.0f), scale);
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glm::mat4 translMat = glm::translate(glm::mat4(1.0f), pos);
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return translMat* scaleMat;
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}
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glm::quat GetRotationQuaternion() const noexcept {
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return orient;
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}
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glm::vec3 GetRotationEulerAngles() const noexcept {
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return glm::eulerAngles(orient);
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}
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private:
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glm::vec3 pos;
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glm::vec3 scale;
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glm::quat orient;
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};
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class t_package {
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public:
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t t;
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};
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#endif
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