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661 lines
16 KiB
HTML
661 lines
16 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>JSDoc: Source: vec4.js</title>
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<body>
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<div id="main">
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<h1 class="page-title">Source: vec4.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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var glMatrix = require("./common.js");
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/**
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* @class 4 Dimensional Vector
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* @name vec4
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*/
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var vec4 = {};
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/**
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* Creates a new, empty vec4
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*
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* @returns {vec4} a new 4D vector
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*/
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vec4.create = function() {
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var out = new glMatrix.ARRAY_TYPE(4);
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out[0] = 0;
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out[1] = 0;
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out[2] = 0;
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out[3] = 0;
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return out;
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};
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/**
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* Creates a new vec4 initialized with values from an existing vector
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*
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* @param {vec4} a vector to clone
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* @returns {vec4} a new 4D vector
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*/
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vec4.clone = function(a) {
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var out = new glMatrix.ARRAY_TYPE(4);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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};
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/**
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* Creates a new vec4 initialized with the given values
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*
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @param {Number} w W component
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* @returns {vec4} a new 4D vector
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*/
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vec4.fromValues = function(x, y, z, w) {
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var out = new glMatrix.ARRAY_TYPE(4);
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out[0] = x;
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out[1] = y;
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out[2] = z;
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out[3] = w;
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return out;
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};
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/**
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* Copy the values from one vec4 to another
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the source vector
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* @returns {vec4} out
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*/
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vec4.copy = function(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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};
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/**
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* Set the components of a vec4 to the given values
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*
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* @param {vec4} out the receiving vector
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @param {Number} w W component
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* @returns {vec4} out
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*/
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vec4.set = function(out, x, y, z, w) {
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out[0] = x;
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out[1] = y;
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out[2] = z;
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out[3] = w;
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return out;
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};
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/**
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* Adds two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.add = function(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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out[3] = a[3] + b[3];
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return out;
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};
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/**
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* Subtracts vector b from vector a
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.subtract = function(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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out[3] = a[3] - b[3];
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return out;
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};
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/**
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* Alias for {@link vec4.subtract}
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* @function
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*/
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vec4.sub = vec4.subtract;
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/**
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* Multiplies two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.multiply = function(out, a, b) {
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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out[2] = a[2] * b[2];
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out[3] = a[3] * b[3];
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return out;
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};
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/**
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* Alias for {@link vec4.multiply}
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* @function
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*/
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vec4.mul = vec4.multiply;
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/**
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* Divides two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.divide = function(out, a, b) {
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out[0] = a[0] / b[0];
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out[1] = a[1] / b[1];
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out[2] = a[2] / b[2];
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out[3] = a[3] / b[3];
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return out;
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};
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/**
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* Alias for {@link vec4.divide}
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* @function
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*/
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vec4.div = vec4.divide;
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/**
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* Math.ceil the components of a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to ceil
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* @returns {vec4} out
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*/
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vec4.ceil = function (out, a) {
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out[0] = Math.ceil(a[0]);
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out[1] = Math.ceil(a[1]);
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out[2] = Math.ceil(a[2]);
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out[3] = Math.ceil(a[3]);
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return out;
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};
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/**
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* Math.floor the components of a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to floor
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* @returns {vec4} out
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*/
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vec4.floor = function (out, a) {
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out[0] = Math.floor(a[0]);
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out[1] = Math.floor(a[1]);
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out[2] = Math.floor(a[2]);
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out[3] = Math.floor(a[3]);
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return out;
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};
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/**
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* Returns the minimum of two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.min = function(out, a, b) {
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out[0] = Math.min(a[0], b[0]);
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out[1] = Math.min(a[1], b[1]);
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out[2] = Math.min(a[2], b[2]);
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out[3] = Math.min(a[3], b[3]);
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return out;
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};
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/**
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* Returns the maximum of two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {vec4} out
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*/
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vec4.max = function(out, a, b) {
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out[0] = Math.max(a[0], b[0]);
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out[1] = Math.max(a[1], b[1]);
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out[2] = Math.max(a[2], b[2]);
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out[3] = Math.max(a[3], b[3]);
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return out;
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};
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/**
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* Math.round the components of a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to round
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* @returns {vec4} out
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*/
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vec4.round = function (out, a) {
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out[0] = Math.round(a[0]);
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out[1] = Math.round(a[1]);
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out[2] = Math.round(a[2]);
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out[3] = Math.round(a[3]);
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return out;
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};
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/**
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* Scales a vec4 by a scalar number
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the vector to scale
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* @param {Number} b amount to scale the vector by
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* @returns {vec4} out
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*/
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vec4.scale = function(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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out[3] = a[3] * b;
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return out;
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};
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/**
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* Adds two vec4's after scaling the second operand by a scalar value
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @param {Number} scale the amount to scale b by before adding
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* @returns {vec4} out
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*/
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vec4.scaleAndAdd = function(out, a, b, scale) {
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out[0] = a[0] + (b[0] * scale);
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out[1] = a[1] + (b[1] * scale);
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out[2] = a[2] + (b[2] * scale);
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out[3] = a[3] + (b[3] * scale);
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return out;
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};
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/**
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* Calculates the euclidian distance between two vec4's
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*
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {Number} distance between a and b
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*/
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vec4.distance = function(a, b) {
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var x = b[0] - a[0],
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y = b[1] - a[1],
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z = b[2] - a[2],
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w = b[3] - a[3];
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return Math.sqrt(x*x + y*y + z*z + w*w);
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};
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/**
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* Alias for {@link vec4.distance}
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* @function
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*/
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vec4.dist = vec4.distance;
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/**
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* Calculates the squared euclidian distance between two vec4's
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*
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {Number} squared distance between a and b
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*/
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vec4.squaredDistance = function(a, b) {
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var x = b[0] - a[0],
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y = b[1] - a[1],
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z = b[2] - a[2],
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w = b[3] - a[3];
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return x*x + y*y + z*z + w*w;
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};
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/**
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* Alias for {@link vec4.squaredDistance}
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* @function
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*/
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vec4.sqrDist = vec4.squaredDistance;
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/**
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* Calculates the length of a vec4
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*
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* @param {vec4} a vector to calculate length of
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* @returns {Number} length of a
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*/
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vec4.length = function (a) {
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var x = a[0],
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y = a[1],
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z = a[2],
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w = a[3];
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return Math.sqrt(x*x + y*y + z*z + w*w);
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};
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/**
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* Alias for {@link vec4.length}
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* @function
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*/
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vec4.len = vec4.length;
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/**
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* Calculates the squared length of a vec4
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*
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* @param {vec4} a vector to calculate squared length of
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* @returns {Number} squared length of a
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*/
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vec4.squaredLength = function (a) {
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var x = a[0],
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y = a[1],
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z = a[2],
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w = a[3];
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return x*x + y*y + z*z + w*w;
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};
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/**
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* Alias for {@link vec4.squaredLength}
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* @function
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*/
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vec4.sqrLen = vec4.squaredLength;
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/**
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* Negates the components of a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to negate
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* @returns {vec4} out
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*/
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vec4.negate = function(out, a) {
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out[0] = -a[0];
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out[1] = -a[1];
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out[2] = -a[2];
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out[3] = -a[3];
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return out;
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};
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/**
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* Returns the inverse of the components of a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to invert
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* @returns {vec4} out
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*/
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vec4.inverse = function(out, a) {
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out[0] = 1.0 / a[0];
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out[1] = 1.0 / a[1];
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out[2] = 1.0 / a[2];
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out[3] = 1.0 / a[3];
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return out;
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};
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/**
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* Normalize a vec4
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a vector to normalize
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* @returns {vec4} out
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*/
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vec4.normalize = function(out, a) {
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var x = a[0],
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y = a[1],
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z = a[2],
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w = a[3];
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var len = x*x + y*y + z*z + w*w;
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if (len > 0) {
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len = 1 / Math.sqrt(len);
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out[0] = x * len;
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out[1] = y * len;
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out[2] = z * len;
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out[3] = w * len;
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}
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return out;
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};
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/**
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* Calculates the dot product of two vec4's
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*
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @returns {Number} dot product of a and b
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*/
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vec4.dot = function (a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
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};
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/**
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* Performs a linear interpolation between two vec4's
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the first operand
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* @param {vec4} b the second operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec4} out
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*/
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vec4.lerp = function (out, a, b, t) {
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var ax = a[0],
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ay = a[1],
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az = a[2],
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aw = a[3];
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out[0] = ax + t * (b[0] - ax);
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out[1] = ay + t * (b[1] - ay);
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out[2] = az + t * (b[2] - az);
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out[3] = aw + t * (b[3] - aw);
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return out;
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};
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/**
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* Generates a random vector with the given scale
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*
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* @param {vec4} out the receiving vector
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* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
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* @returns {vec4} out
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*/
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vec4.random = function (out, scale) {
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scale = scale || 1.0;
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//TODO: This is a pretty awful way of doing this. Find something better.
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out[0] = glMatrix.RANDOM();
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out[1] = glMatrix.RANDOM();
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out[2] = glMatrix.RANDOM();
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out[3] = glMatrix.RANDOM();
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vec4.normalize(out, out);
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vec4.scale(out, out, scale);
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return out;
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};
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/**
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* Transforms the vec4 with a mat4.
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*
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* @param {vec4} out the receiving vector
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* @param {vec4} a the vector to transform
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* @param {mat4} m matrix to transform with
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* @returns {vec4} out
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*/
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vec4.transformMat4 = function(out, a, m) {
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var x = a[0], y = a[1], z = a[2], w = a[3];
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out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
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out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
|
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out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
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out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
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return out;
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};
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|
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/**
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|
* Transforms the vec4 with a quat
|
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*
|
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* @param {vec4} out the receiving vector
|
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* @param {vec4} a the vector to transform
|
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* @param {quat} q quaternion to transform with
|
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* @returns {vec4} out
|
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*/
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vec4.transformQuat = function(out, a, q) {
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var x = a[0], y = a[1], z = a[2],
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qx = q[0], qy = q[1], qz = q[2], qw = q[3],
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|
|
|
// calculate quat * vec
|
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ix = qw * x + qy * z - qz * y,
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iy = qw * y + qz * x - qx * z,
|
|
iz = qw * z + qx * y - qy * x,
|
|
iw = -qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
|
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
|
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
|
out[3] = a[3];
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Perform some operation over an array of vec4s.
|
|
*
|
|
* @param {Array} a the array of vectors to iterate over
|
|
* @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
|
|
* @param {Number} offset Number of elements to skip at the beginning of the array
|
|
* @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
|
|
* @param {Function} fn Function to call for each vector in the array
|
|
* @param {Object} [arg] additional argument to pass to fn
|
|
* @returns {Array} a
|
|
* @function
|
|
*/
|
|
vec4.forEach = (function() {
|
|
var vec = vec4.create();
|
|
|
|
return function(a, stride, offset, count, fn, arg) {
|
|
var i, l;
|
|
if(!stride) {
|
|
stride = 4;
|
|
}
|
|
|
|
if(!offset) {
|
|
offset = 0;
|
|
}
|
|
|
|
if(count) {
|
|
l = Math.min((count * stride) + offset, a.length);
|
|
} else {
|
|
l = a.length;
|
|
}
|
|
|
|
for(i = offset; i < l; i += stride) {
|
|
vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
|
|
fn(vec, vec, arg);
|
|
a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
|
|
}
|
|
|
|
return a;
|
|
};
|
|
})();
|
|
|
|
/**
|
|
* Returns a string representation of a vector
|
|
*
|
|
* @param {vec4} a vector to represent as a string
|
|
* @returns {String} string representation of the vector
|
|
*/
|
|
vec4.str = function (a) {
|
|
return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
|
|
};
|
|
|
|
/**
|
|
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
|
*
|
|
* @param {vec4} a The first vector.
|
|
* @param {vec4} b The second vector.
|
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
*/
|
|
vec4.exactEquals = function (a, b) {
|
|
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
|
|
};
|
|
|
|
/**
|
|
* Returns whether or not the vectors have approximately the same elements in the same position.
|
|
*
|
|
* @param {vec4} a The first vector.
|
|
* @param {vec4} b The second vector.
|
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
*/
|
|
vec4.equals = function (a, b) {
|
|
var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
|
|
var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
|
|
return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
|
|
Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
|
|
Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&
|
|
Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)));
|
|
};
|
|
|
|
module.exports = vec4;
|
|
</code></pre>
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</article>
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</section>
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