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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.type;
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import java.util.Vector;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A 1-dimensional implementation of the Dynamic class to interpolate between a list
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* of Static1Ds.
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*/
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public class Dynamic1D extends Dynamic implements Data1D
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{
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private Vector<Static1D> vv;
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private Static1D prev, curr, next;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// no array bounds checking!
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private void computeVelocity(int c)
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{
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int p = c>0 ? c-1: numPoints-1;
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int n = c<numPoints-1 ? c+1: 0;
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prev = vv.elementAt(p);
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curr = vv.elementAt(c);
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next = vv.elementAt(n);
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tmpCache1 = vc.elementAt(c);
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float px = curr.x - prev.x;
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float nx = next.x - curr.x;
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float d = nx*nx;
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if( d>0 )
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{
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float q = (float)Math.sqrt((px*px)/d);
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if( q>1 )
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{
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tmpCache1.velocity[0] = nx+px/q;
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}
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else
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{
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tmpCache1.velocity[0] = px+nx*q;
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}
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}
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else
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{
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tmpCache1.velocity[0] = 0.0f;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void recomputeCache()
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{
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if( numPoints==1 )
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{
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tmpCache1 = vc.elementAt(0);
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curr= vv.elementAt(0);
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tmpCache1.a[0] = 0.0f;
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tmpCache1.b[0] = 0.0f;
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tmpCache1.c[0] = curr.x;
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tmpCache1.d[0] = 0.0f;
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}
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else if( numPoints==2 )
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{
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tmpCache1 = vc.elementAt(0);
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tmpCache2 = vc.elementAt(1);
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curr= vv.elementAt(0);
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next= vv.elementAt(1);
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tmpCache1.a[0] = 0.0f;
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tmpCache1.b[0] = 0.0f;
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tmpCache1.c[0] = next.x - curr.x;
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tmpCache1.d[0] = curr.x;
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tmpCache2.a[0] = 0.0f;
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tmpCache2.b[0] = 0.0f;
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tmpCache2.c[0] = curr.x - next.x;
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tmpCache2.d[0] = next.x;
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}
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else
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{
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int i, n;
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for(i=0; i<numPoints; i++) computeVelocity(i);
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for(i=0; i<numPoints; i++)
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{
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n = i<numPoints-1 ? i+1:0;
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tmpCache1 = vc.elementAt(i);
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tmpCache2 = vc.elementAt(n);
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curr= vv.elementAt(i);
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next= vv.elementAt(n);
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tmpCache1.cached[0] = curr.x;
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tmpCache1.a[0] = mConvexity*( 2*curr.x + tmpCache1.velocity[0] - 2*next.x + tmpCache2.velocity[0]);
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tmpCache1.b[0] = mConvexity*(-3*curr.x - 2* tmpCache1.velocity[0] + 3*next.x - tmpCache2.velocity[0]);
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tmpCache1.c[0] = mConvexity*(tmpCache1.velocity[0]) + (1.0f-mConvexity)*(next.x-curr.x);
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tmpCache1.d[0] = curr.x;
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if( mSpeedMode==SPEED_MODE_SEGMENT_CONSTANT ) smoothOutSegment(tmpCache1);
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}
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}
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cacheDirty = false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Default constructor.
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*/
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public Dynamic1D()
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{
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super(0,0.5f,1);
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vv = new Vector<>();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Constructor setting the speed of interpolation and the number of revolutions.
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*
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* What constitutes 'one revolution' depends on the MODE:
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* {@link Dynamic#MODE_LOOP}, {@link Dynamic#MODE_PATH} or {@link Dynamic#MODE_JUMP}.
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*
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* @param duration number of milliseconds it takes to do one revolution.
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* @param count number of revolutions we will do. Count<=0 means 'infinite'.
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*/
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public Dynamic1D(int duration, float count)
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{
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super(duration,count,1);
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vv = new Vector<>();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the location'th Static1D.
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*
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* @param location the index of the Point we are interested in.
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* @return The Static1D, if 0<=location<getNumPoints(), or null otherwise.
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*/
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public synchronized Static1D getPoint(int location)
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{
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return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resets the location'th Point.
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*
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* @param location the index of the Point we are setting.
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* @param x New value of its first float.
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*/
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public synchronized void setPoint(int location, float x)
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{
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if( location>=0 && location<numPoints )
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{
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curr = vv.elementAt(location);
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if( curr!=null )
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{
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curr.set(x);
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cacheDirty=true;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new Static1D to the end of our list of Points to interpolate through.
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* <p>
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* Only a reference to the Point gets added to the List; this means that one can add a Point
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* here, and later on {@link Static1D#set(float)} it to some new value and the change will
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* be seamlessly reflected in the interpolated path.
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* <p>
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* A Point can be added multiple times.
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*
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* @param v The Point to add.
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*/
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public synchronized void add(Static1D v)
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{
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if( v!=null )
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{
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vv.add(v);
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if( vn!=null ) vn.add(new VectorNoise());
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switch(numPoints)
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{
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case 0:
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case 1: break;
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case 2: vc.add(new VectorCache());
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vc.add(new VectorCache());
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vc.add(new VectorCache());
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cacheDirty = true;
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break;
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default:vc.add(new VectorCache());
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cacheDirty = true;
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}
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numPoints++;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new Static1D to the location'th place in our List of Points to interpolate through.
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*
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* @param location Index in our List to add the new Point at.
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* @param v The Point to add.
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*/
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public synchronized void add(int location, Static1D v)
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{
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if( v!=null )
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{
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vv.add(location, v);
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if( vn!=null ) vn.add(new VectorNoise());
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switch(numPoints)
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{
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case 0:
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case 1: break;
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case 2: vc.add(new VectorCache());
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vc.add(new VectorCache());
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vc.add(new VectorCache());
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cacheDirty = true;
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break;
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default:vc.add(location,new VectorCache());
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cacheDirty = true;
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}
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numPoints++;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes all occurrences of Point v from the List of Points to interpolate through.
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*
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* @param v The Point to remove.
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* @return <code>true</code> if we have removed at least one Point.
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*/
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public synchronized boolean remove(Static1D v)
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{
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int n = vv.indexOf(v);
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boolean found = false;
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while( n>=0 )
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{
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vv.remove(n);
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if( vn!=null ) vn.remove(0);
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switch(numPoints)
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{
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case 0:
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case 1:
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case 2: break;
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case 3: vc.removeAllElements();
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break;
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default:vc.remove(n);
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cacheDirty=true;
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}
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numPoints--;
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found = true;
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n = vv.indexOf(v);
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}
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return found;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes a location'th Point from the List of Points we interpolate through.
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*
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* @param location index of the Point we want to remove.
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* @return <code>true</code> if location is valid, i.e. if 0<=location<getNumPoints().
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*/
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public synchronized boolean remove(int location)
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{
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if( location>=0 && location<numPoints )
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{
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vv.removeElementAt(location);
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if( vn!=null ) vn.remove(0);
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switch(numPoints)
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{
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case 0:
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case 1:
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case 2: break;
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case 3: vc.removeAllElements();
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break;
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default:vc.removeElementAt(location);
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}
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numPoints--;
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cacheDirty = true;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes all Points.
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*/
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public synchronized void removeAll()
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{
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numPoints = 0;
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vv.removeAllElements();
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vc.removeAllElements();
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cacheDirty = false;
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if( vn!=null ) vn.removeAllElements();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets the 'smoothness' of interpolation.
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* <p>
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* When Noise=0 (the default), we interpolate between our Points through the most smooth path possible.
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* Increasing noise makes the Dynamic increasingly deviate from this path, pseudo-randomly speeding
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* up and slowing down, etc.
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*
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* @param noise The noise level. Permitted range: 0 <= noise <= 1.
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*/
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public synchronized void setNoise(Static1D noise)
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{
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if( vn==null )
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{
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vn = new Vector<>();
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for(int i=0; i<numPoints; i++) vn.add(new VectorNoise());
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365
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if( mDimension>=2 )
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{
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mFactor = new float[mDimension-1];
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}
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mNoise = new float[mDimension];
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}
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if( noise.x<0.0f ) noise.x = 0.0f;
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if( noise.x>1.0f ) noise.x = 1.0f;
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mNoise[0] = noise.x;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void interpolate(float[] buffer, int offset, float time)
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{
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switch(numPoints)
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{
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case 0: buffer[offset] = 0.0f;
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break;
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case 1: curr = vv.elementAt(0);
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buffer[offset] = curr.x;
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break;
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case 2: curr = vv.elementAt(0);
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next = vv.elementAt(1);
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int segment= (int)(2*time);
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if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
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397
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if( vn!=null )
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{
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if( segment != mSegment )
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{
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if(mMode!=MODE_JUMP || mSegment==1) vn.elementAt(0).computeNoise();
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mSegment = segment;
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}
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time = noise(time,0);
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}
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buffer[offset] = (next.x-curr.x)*time + curr.x;
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break;
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default:computeSegmentAndTime(time);
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if( mTmpVec>=0 && mTmpVec<numPoints )
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{
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if( cacheDirty ) recomputeCache(); // recompute cache if we have added or remove vectors since last computation
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else if( mSegment!= mTmpSeg ) // ...or if we have just passed a vector and the vector we are currently flying to has changed
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{
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int vecNext = getNext(mTmpVec,time);
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next = vv.elementAt(vecNext);
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tmpCache2 = vc.elementAt(vecNext);
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421
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if( tmpCache2.cached[0]!=next.x ) recomputeCache();
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}
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424
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425
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if( mSegment!= mTmpSeg && vn!=null ) vn.elementAt(mTmpVec).computeNoise();
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426
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427
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mSegment = mTmpSeg;
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time = mTmpTime-mTmpVec;
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tmpCache1 = vc.elementAt(mTmpVec);
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if( mSpeedMode==SPEED_MODE_SEGMENT_CONSTANT ) time = smoothSpeed(time, tmpCache1);
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431
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432
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if( vn!=null )
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{
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time = noise(time,mTmpVec);
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435
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}
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436
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buffer[offset] = ((tmpCache1.a[0]*time+ tmpCache1.b[0])*time+ tmpCache1.c[0])*time+ tmpCache1.d[0];
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438
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break;
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}
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440
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}
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441
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}
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442
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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