using System; using System.IO; using System.Runtime.CompilerServices; /// /// Represents a Q31.32 fixed-point number. /// [System.Serializable] public partial struct DemonFloat : IEquatable, IComparable { readonly long m_rawValue; public static readonly decimal Precision = (decimal)(new DemonFloat(1L)); public static readonly DemonFloat One = new DemonFloat(ONE); public static readonly DemonFloat Zero = new DemonFloat(); public static readonly DemonFloat PI = new DemonFloat(Pi); public static readonly DemonFloat PITimes2 = new DemonFloat(PiTimes2); public static readonly DemonFloat PIOver180 = new DemonFloat((long)72); public static readonly DemonFloat Rad2Deg = DemonFloat.Pi * (DemonFloat)2 / (DemonFloat)360; public static readonly DemonFloat Deg2Rad = (DemonFloat)360 / (DemonFloat.Pi * (DemonFloat)2); const long Pi = 12868; const long PiTimes2 = 25736; public const int FRACTIONAL_PLACES = 12; const long ONE = 1L << FRACTIONAL_PLACES; public static int Sign(DemonFloat value) { return value.m_rawValue < 0 ? -1 : value.m_rawValue > 0 ? 1 : 0; } public static DemonFloat Abs(DemonFloat value) { return new DemonFloat(value.m_rawValue > 0 ? value.m_rawValue : -value.m_rawValue); } public static DemonFloat Floor(DemonFloat value) { return new DemonFloat((long)((ulong)value.m_rawValue & 0xFFFFFFFFFFFFF000)); } public static DemonFloat Ceiling(DemonFloat value) { var hasFractionalPart = (value.m_rawValue & 0x0000000000000FFF) != 0; return hasFractionalPart ? Floor(value) + One : value; } public static DemonFloat operator +(DemonFloat x, DemonFloat y) { return new DemonFloat(x.m_rawValue + y.m_rawValue); } public static DemonFloat operator +(DemonFloat x, int y) { return x + (DemonFloat)y; } public static DemonFloat operator +(int x, DemonFloat y) { return (DemonFloat)x + y; } public static DemonFloat operator +(DemonFloat x, float y) { return x + (DemonFloat)y; } public static DemonFloat operator +(float x, DemonFloat y) { return (DemonFloat)x + y; } public static DemonFloat operator +(DemonFloat x, double y) { return x + (DemonFloat)y; } public static DemonFloat operator +(double x, DemonFloat y) { return (DemonFloat)x + y; } public static DemonFloat operator -(DemonFloat x, DemonFloat y) { return new DemonFloat(x.m_rawValue - y.m_rawValue); } public static DemonFloat operator -(DemonFloat x, int y) { return x - (DemonFloat)y; } public static DemonFloat operator -(int x, DemonFloat y) { return (DemonFloat)x - y; } public static DemonFloat operator -(DemonFloat x, float y) { return x - (DemonFloat)y; } public static DemonFloat operator -(float x, DemonFloat y) { return (DemonFloat)x + y; } public static DemonFloat operator -(DemonFloat x, double y) { return x - (DemonFloat)y; } public static DemonFloat operator -(double x, DemonFloat y) { return (DemonFloat)x - y; } public static DemonFloat operator *(DemonFloat x, DemonFloat y) { return new DemonFloat((x.m_rawValue * y.m_rawValue) >> FRACTIONAL_PLACES); } public static DemonFloat operator *(DemonFloat x, int y) { return x * (DemonFloat)y; } public static DemonFloat operator *(int x, DemonFloat y) { return (DemonFloat)x * y; } public static DemonFloat operator *(DemonFloat x, float y) { return x * (DemonFloat)y; } public static DemonFloat operator *(float x, DemonFloat y) { return (DemonFloat)x * y; } public static DemonFloat operator *(DemonFloat x, double y) { return x * (DemonFloat)y; } public static DemonFloat operator *(double x, DemonFloat y) { return (DemonFloat)x * y; } public static DemonFloat operator /(DemonFloat x, DemonFloat y) { return new DemonFloat((x.m_rawValue << FRACTIONAL_PLACES) / y.m_rawValue); } public static DemonFloat operator /(DemonFloat x, int y) { return x / (DemonFloat)y; } public static DemonFloat operator /(int x, DemonFloat y) { return (DemonFloat)x / y; } public static DemonFloat operator /(DemonFloat x, float y) { return x / (DemonFloat)y; } public static DemonFloat operator /(float x, DemonFloat y) { return (DemonFloat)x / y; } public static DemonFloat operator /(double x, DemonFloat y) { return (DemonFloat)x / y; } public static DemonFloat operator /(DemonFloat x, double y) { return x / (DemonFloat)y; } public static DemonFloat operator %(DemonFloat x, DemonFloat y) { return new DemonFloat(x.m_rawValue % y.m_rawValue); } public static DemonFloat operator -(DemonFloat x) { return new DemonFloat(-x.m_rawValue); } public static bool operator ==(DemonFloat x, DemonFloat y) { return x.m_rawValue == y.m_rawValue; } public static bool operator !=(DemonFloat x, DemonFloat y) { return x.m_rawValue != y.m_rawValue; } public static bool operator >(DemonFloat x, DemonFloat y) { return x.m_rawValue > y.m_rawValue; } public static bool operator >(DemonFloat x, int y) { return x > (DemonFloat)y; } public static bool operator <(DemonFloat x, int y) { return x < (DemonFloat)y; } public static bool operator >(DemonFloat x, float y) { return x > (DemonFloat)y; } public static bool operator <(DemonFloat x, float y) { return x < (DemonFloat)y; } public static bool operator <(DemonFloat x, DemonFloat y) { return x.m_rawValue < y.m_rawValue; } public static bool operator >=(DemonFloat x, DemonFloat y) { return x.m_rawValue >= y.m_rawValue; } public static bool operator <=(DemonFloat x, DemonFloat y) { return x.m_rawValue <= y.m_rawValue; } public static DemonFloat operator >>(DemonFloat x, int amount) { return new DemonFloat(x.RawValue >> amount); } public static DemonFloat operator <<(DemonFloat x, int amount) { return new DemonFloat(x.RawValue << amount); } public static explicit operator DemonFloat(long value) { return new DemonFloat(value * ONE); } public static explicit operator long(DemonFloat value) { return value.m_rawValue >> FRACTIONAL_PLACES; } public static explicit operator DemonFloat(float value) { return new DemonFloat((long)(value * ONE)); } public static explicit operator float(DemonFloat value) { return (float)value.m_rawValue / ONE; } public static explicit operator int(DemonFloat value) { return (int)((float)value); } public static explicit operator DemonFloat(double value) { return new DemonFloat((long)(value * ONE)); } public static explicit operator double(DemonFloat value) { return (double)value.m_rawValue / ONE; } public static explicit operator DemonFloat(decimal value) { return new DemonFloat((long)(value * ONE)); } public static explicit operator decimal(DemonFloat value) { return (decimal)value.m_rawValue / ONE; } public override bool Equals(object obj) { return obj is DemonFloat && ((DemonFloat)obj).m_rawValue == m_rawValue; } public override int GetHashCode() { return m_rawValue.GetHashCode(); } public bool Equals(DemonFloat other) { return m_rawValue == other.m_rawValue; } public int CompareTo(DemonFloat other) { return m_rawValue.CompareTo(other.m_rawValue); } public override string ToString() { return ((decimal)this).ToString(); } public string ToStringRound(int round = 2) { return (float)Math.Round((float)this, round) + ""; } public static DemonFloat FromRaw(long rawValue) { return new DemonFloat(rawValue); } public static DemonFloat Pow(DemonFloat x, int y) { if (y == 1) return x; DemonFloat result = DemonFloat.Zero; DemonFloat tmp = Pow(x, y / 2); if ((y & 1) != 0) //奇数 { result = x * tmp * tmp; } else { result = tmp * tmp; } return result; } public long RawValue { get { return m_rawValue; } } DemonFloat(long rawValue) { m_rawValue = rawValue; } public DemonFloat(int value) { m_rawValue = value * ONE; } public static DemonFloat Sqrt(DemonFloat f, int numberIterations) { if (f.RawValue < 0) { throw new ArithmeticException("sqrt error"); } if (f.RawValue == 0) return DemonFloat.Zero; DemonFloat k = f + DemonFloat.One >> 1; for (int i = 0; i < numberIterations; i++) k = (k + (f / k)) >> 1; if (k.RawValue < 0) throw new ArithmeticException("Overflow"); else return k; } public static DemonFloat Sqrt(DemonFloat f) { byte numberOfIterations = 8; if (f.RawValue > 0x64000) numberOfIterations = 12; if (f.RawValue > 0x3e8000) numberOfIterations = 16; return Sqrt(f, numberOfIterations); } public static DemonFloat Lerp(DemonFloat from, DemonFloat to, DemonFloat factor) { return from * (1 - factor) + to * factor; } #region Sin public static DemonFloat Sin(DemonFloat i) { DemonFloat j = (DemonFloat)0; for (; i < DemonFloat.Zero; i += DemonFloat.FromRaw(PiTimes2)) ; if (i > DemonFloat.FromRaw(PiTimes2)) i %= DemonFloat.FromRaw(PiTimes2); DemonFloat k = (i * DemonFloat.FromRaw(100000000)) / DemonFloat.FromRaw(7145244444); if (i != DemonFloat.Zero && i != DemonFloat.FromRaw(6434) && i != DemonFloat.FromRaw(Pi) && i != DemonFloat.FromRaw(19302) && i != DemonFloat.FromRaw(PiTimes2)) j = (i * DemonFloat.FromRaw(100000000)) / DemonFloat.FromRaw(7145244444) - k * DemonFloat.FromRaw(10); if (k <= DemonFloat.FromRaw(90)) return sin_lookup(k, j); if (k <= DemonFloat.FromRaw(180)) return sin_lookup(DemonFloat.FromRaw(180) - k, j); if (k <= DemonFloat.FromRaw(270)) return -sin_lookup(k - DemonFloat.FromRaw(180), j); else return -sin_lookup(DemonFloat.FromRaw(360) - k, j); } private static DemonFloat sin_lookup(DemonFloat i, DemonFloat j) { if (j > 0 && j < DemonFloat.FromRaw(10) && i < DemonFloat.FromRaw(90)) return DemonFloat.FromRaw(SIN_TABLE[i.RawValue]) + ((DemonFloat.FromRaw(SIN_TABLE[i.RawValue + 1]) - DemonFloat.FromRaw(SIN_TABLE[i.RawValue])) / DemonFloat.FromRaw(10)) * j; else return DemonFloat.FromRaw(SIN_TABLE[i.RawValue]); } private static int[] SIN_TABLE = { 0, 71, 142, 214, 285, 357, 428, 499, 570, 641, 711, 781, 851, 921, 990, 1060, 1128, 1197, 1265, 1333, 1400, 1468, 1534, 1600, 1665, 1730, 1795, 1859, 1922, 1985, 2048, 2109, 2170, 2230, 2290, 2349, 2407, 2464, 2521, 2577, 2632, 2686, 2740, 2793, 2845, 2896, 2946, 2995, 3043, 3091, 3137, 3183, 3227, 3271, 3313, 3355, 3395, 3434, 3473, 3510, 3547, 3582, 3616, 3649, 3681, 3712, 3741, 3770, 3797, 3823, 3849, 3872, 3895, 3917, 3937, 3956, 3974, 3991, 4006, 4020, 4033, 4045, 4056, 4065, 4073, 4080, 4086, 4090, 4093, 4095, 4096 }; #endregion #region Cos, Tan, Asin public static DemonFloat Cos(DemonFloat i) { return Sin(i + DemonFloat.FromRaw(6435)); } public static DemonFloat Tan(DemonFloat i) { return Sin(i) / Cos(i); } public static DemonFloat Asin(DemonFloat F) { bool isNegative = F < 0; F = Abs(F); if (F > DemonFloat.One) throw new ArithmeticException("Bad Asin Input:" + (double)F); DemonFloat f1 = ((((DemonFloat.FromRaw(145103 >> FRACTIONAL_PLACES) * F) - DemonFloat.FromRaw(599880 >> FRACTIONAL_PLACES) * F) + DemonFloat.FromRaw(1420468 >> FRACTIONAL_PLACES) * F) - DemonFloat.FromRaw(3592413 >> FRACTIONAL_PLACES) * F) + DemonFloat.FromRaw(26353447 >> FRACTIONAL_PLACES); DemonFloat f2 = PI / (DemonFloat)2 - (Sqrt(DemonFloat.One - F) * f1); return isNegative ? -f2 : f2; } #endregion #region ATan, ATan2 public static DemonFloat Atan(DemonFloat F) { return Asin(F / Sqrt(DemonFloat.One + (F * F))); } public static DemonFloat Atan2(DemonFloat F1, DemonFloat F2) { if (F2.RawValue == 0 && F1.RawValue == 0) return (DemonFloat)0; DemonFloat result = (DemonFloat)0; if (F2 > 0) result = Atan(F1 / F2); else if (F2 < 0) { if (F1 >= (DemonFloat)0) result = (PI - Atan(Abs(F1 / F2))); else result = -(PI - Atan(Abs(F1 / F2))); } else result = (F1 >= (DemonFloat)0 ? PI : -PI) / (DemonFloat)2; return result; } #endregion } public struct DemonVector3 { public DemonFloat x; public DemonFloat y; public DemonFloat z; public DemonVector3(DemonFloat x, DemonFloat y, DemonFloat z) { this.x = x; this.y = y; this.z = z; } public DemonVector3(DemonVector3 v) { this.x = v.x; this.y = v.y; this.z = v.z; } public DemonFloat this[int index] { get { if (index == 0) return x; else if (index == 1) return y; else return z; } set { if (index == 0) x = value; else if (index == 1) y = value; else y = value; } } public static DemonVector3 Zero { get { return new DemonVector3(DemonFloat.Zero, DemonFloat.Zero, DemonFloat.Zero); } } public static DemonVector3 operator +(DemonVector3 a, DemonVector3 b) { DemonFloat x = a.x + b.x; DemonFloat y = a.y + b.y; DemonFloat z = a.z + b.z; return new DemonVector3(x, y, z); } public static DemonVector3 operator -(DemonVector3 a, DemonVector3 b) { DemonFloat x = a.x - b.x; DemonFloat y = a.y - b.y; DemonFloat z = a.z - b.z; return new DemonVector3(x, y, z); } public static DemonVector3 operator *(DemonFloat d, DemonVector3 a) { DemonFloat x = a.x * d; DemonFloat y = a.y * d; DemonFloat z = a.z * d; return new DemonVector3(x, y, z); } public static DemonVector3 operator *(DemonVector3 a, DemonFloat d) { DemonFloat x = a.x * d; DemonFloat y = a.y * d; DemonFloat z = a.z * d; return new DemonVector3(x, y, z); } public static DemonVector3 operator /(DemonVector3 a, DemonFloat d) { DemonFloat x = a.x / d; DemonFloat y = a.y / d; DemonFloat z = a.z / d; return new DemonVector3(x, y, z); } public static bool operator ==(DemonVector3 lhs, DemonVector3 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z; } public static bool operator !=(DemonVector3 lhs, DemonVector3 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z; } public static DemonFloat SqrMagnitude(DemonVector3 a) { return a.x * a.x + a.y * a.y + a.z * a.z; } public static DemonFloat Distance(DemonVector3 a, DemonVector3 b) { return Magnitude(a - b); } public static DemonFloat Magnitude(DemonVector3 a) { return DemonFloat.Sqrt(DemonVector3.SqrMagnitude(a)); } public void Normalize() { DemonFloat n = x * x + y * y + z * z; if (n == DemonFloat.Zero) return; n = DemonFloat.Sqrt(n); if (n < (DemonFloat)0.0001) { return; } n = 1 / n; x *= n; y *= n; z *= n; } public DemonVector3 GetNormalized() { DemonVector3 v = new DemonVector3(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1} z:{2}", x, y, z); } public override bool Equals(object obj) { return obj is DemonVector2 && ((DemonVector3)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode(); } public static DemonVector3 Lerp(DemonVector3 from, DemonVector3 to, DemonFloat factor) { return from * (1 - factor) + to * factor; } #if _CLIENTLOGIC_ public UnityEngine.Vector3 ToVector3() { return new UnityEngine.Vector3((float)x, (float)y, (float)z); } #endif } public struct DemonVector2 { public DemonFloat x; public DemonFloat y; public DemonVector2(DemonFloat x, DemonFloat y) { this.x = x; this.y = y; } public DemonVector2(DemonFloat x, int y) { this.x = x; this.y = (DemonFloat)y; } public DemonVector2(int x, int y) { this.x = (DemonFloat)x; this.y = (DemonFloat)y; } public DemonVector2(DemonVector2 v) { this.x = v.x; this.y = v.y; } public static DemonVector2 operator -(DemonVector2 a, int b) { DemonFloat x = a.x - b; DemonFloat y = a.y - b; return new DemonVector2(x, y); } public DemonFloat this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static DemonVector2 Zero { get { return new DemonVector2(DemonFloat.Zero, DemonFloat.Zero); } } public static DemonVector2 operator +(DemonVector2 a, DemonVector2 b) { DemonFloat x = a.x + b.x; DemonFloat y = a.y + b.y; return new DemonVector2(x, y); } public static DemonVector2 operator -(DemonVector2 a, DemonVector2 b) { DemonFloat x = a.x - b.x; DemonFloat y = a.y - b.y; return new DemonVector2(x, y); } public static DemonVector2 operator *(DemonFloat d, DemonVector2 a) { DemonFloat x = a.x * d; DemonFloat y = a.y * d; return new DemonVector2(x, y); } public static DemonVector2 operator *(DemonVector2 a, DemonFloat d) { DemonFloat x = a.x * d; DemonFloat y = a.y * d; return new DemonVector2(x, y); } public static DemonVector2 operator /(DemonVector2 a, DemonFloat d) { DemonFloat x = a.x / d; DemonFloat y = a.y / d; return new DemonVector2(x, y); } public static bool operator ==(DemonVector2 lhs, DemonVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(DemonVector2 lhs, DemonVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is DemonVector2 && ((DemonVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static DemonFloat SqrMagnitude(DemonVector2 a) { return a.x * a.x + a.y * a.y; } public static DemonFloat Distance(DemonVector2 a, DemonVector2 b) { return Magnitude(a - b); } public static DemonFloat Magnitude(DemonVector2 a) { return DemonFloat.Sqrt(DemonVector2.SqrMagnitude(a)); } public void Normalize() { DemonFloat n = x * x + y * y; if (n == DemonFloat.Zero) return; n = DemonFloat.Sqrt(n); if (n < (DemonFloat)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public DemonVector2 GetNormalized() { DemonVector2 v = new DemonVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } #if _CLIENTLOGIC_ public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((float)x, (float)y); } #endif } public struct NormalVector2 { public float x; public float y; public NormalVector2(float x, float y) { this.x = x; this.y = y; } public NormalVector2(int x, int y) { this.x = x; this.y = y; } public NormalVector2(NormalVector2 v) { this.x = v.x; this.y = v.y; } public static NormalVector2 operator -(NormalVector2 a, int b) { float x = a.x - b; float y = a.y - b; return new NormalVector2(x, y); } public float this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static NormalVector2 Zero { get { return new NormalVector2(0, 0); } } public static NormalVector2 operator +(NormalVector2 a, NormalVector2 b) { float x = a.x + b.x; float y = a.y + b.y; return new NormalVector2(x, y); } public static NormalVector2 operator -(NormalVector2 a, NormalVector2 b) { float x = a.x - b.x; float y = a.y - b.y; return new NormalVector2(x, y); } public static NormalVector2 operator *(float d, NormalVector2 a) { float x = a.x * d; float y = a.y * d; return new NormalVector2(x, y); } public static NormalVector2 operator *(NormalVector2 a, float d) { float x = a.x * d; float y = a.y * d; return new NormalVector2(x, y); } public static NormalVector2 operator /(NormalVector2 a, float d) { float x = a.x / d; float y = a.y / d; return new NormalVector2(x, y); } public static bool operator ==(NormalVector2 lhs, NormalVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(NormalVector2 lhs, NormalVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is NormalVector2 && ((NormalVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static float SqrMagnitude(NormalVector2 a) { return a.x * a.x + a.y * a.y; } public static float Distance(NormalVector2 a, NormalVector2 b) { return Magnitude(a - b); } public static float Magnitude(NormalVector2 a) { return NormalVector2.SqrMagnitude(a); } public void Normalize() { float n = x * x + y * y; if (n == 0) return; //n = float.Sqrt(n); if (n < (float)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public NormalVector2 GetNormalized() { NormalVector2 v = new NormalVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } #if _CLIENTLOGIC_ public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((float)x, (float)y); } #endif } public struct IntVector2 { public int x; public int y; public IntVector2(int x, int y) { this.x = x; this.y = y; } public IntVector2(IntVector2 v) { this.x = v.x; this.y = v.y; } public static IntVector2 operator -(IntVector2 a, int b) { int x = a.x - b; int y = a.y - b; return new IntVector2(x, y); } public int this[int index] { get { return index == 0 ? x : y; } set { if (index == 0) { x = value; } else { y = value; } } } public static IntVector2 Zero { get { return new IntVector2(0, 0); } } public static IntVector2 operator +(IntVector2 a, IntVector2 b) { int x = a.x + b.x; int y = a.y + b.y; return new IntVector2(x, y); } public static IntVector2 operator -(IntVector2 a, IntVector2 b) { int x = a.x - b.x; int y = a.y - b.y; return new IntVector2(x, y); } public static IntVector2 operator *(int d, IntVector2 a) { int x = a.x * d; int y = a.y * d; return new IntVector2(x, y); } public static IntVector2 operator *(IntVector2 a, int d) { int x = a.x * d; int y = a.y * d; return new IntVector2(x, y); } public static IntVector2 operator /(IntVector2 a, int d) { int x = a.x / d; int y = a.y / d; return new IntVector2(x, y); } public static bool operator ==(IntVector2 lhs, IntVector2 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } public static bool operator !=(IntVector2 lhs, IntVector2 rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } public override bool Equals(object obj) { return obj is IntVector2 && ((IntVector2)obj) == this; } public override int GetHashCode() { return this.x.GetHashCode() + this.y.GetHashCode(); } public static int SqrMagnitude(IntVector2 a) { return a.x * a.x + a.y * a.y; } public static int Distance(IntVector2 a, IntVector2 b) { return Magnitude(a - b); } public static int Magnitude(IntVector2 a) { return IntVector2.SqrMagnitude(a); } public void Normalize() { int n = x * x + y * y; if (n == 0) return; //n = int.Sqrt(n); if (n < (int)0.0001) { return; } n = 1 / n; x *= n; y *= n; } public IntVector2 GetNormalized() { IntVector2 v = new IntVector2(this); v.Normalize(); return v; } public override string ToString() { return string.Format("x:{0} y:{1}", x, y); } #if _CLIENTLOGIC_ public UnityEngine.Vector2 ToVector2() { return new UnityEngine.Vector2((int)x, (int)y); } #endif }