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224 lines
6.1 KiB
C++
224 lines
6.1 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2018 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/**
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* @file BezierQuad.cpp
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* Bezier function
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*
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* @author Dennis Mannhart <dennis.mannhart@gmail.com>
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*/
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// The header includes this implementation, so in order to have this library shared with other
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// .cpp files and avoid duplication of constants, we need to prevent including it twice
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#ifndef BEZIER_QUAD_CPP
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#define BEZIER_QUAD_CPP
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#include "BezierQuad.hpp"
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namespace bezier
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{
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static constexpr double GOLDEN_RATIO = 1.6180339887; //(sqrt(5)+1)/2
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static constexpr double RESOLUTION = 0.0001; //End criterion for golden section search
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template<typename Tp>
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void BezierQuad<Tp>::setBezier(const Vector3_t &pt0, const Vector3_t &ctrl, const Vector3_t &pt1,
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Tp duration)
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{
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_pt0 = pt0;
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_ctrl = ctrl;
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_pt1 = pt1;
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_duration = duration;
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_cached_resolution = (Tp)(-1);
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}
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template<typename Tp>
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void BezierQuad<Tp>::getBezier(Vector3_t &pt0, Vector3_t &ctrl, Vector3_t &pt1)
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{
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pt0 = _pt0;
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ctrl = _ctrl;
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pt1 = _pt1;
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}
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template<typename Tp>
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matrix::Vector<Tp, 3> BezierQuad<Tp>::getPoint(const Tp t)
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{
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return (_pt0 * ((Tp)1 - t / _duration) * ((Tp)1 - t / _duration) + _ctrl * (Tp)2 * ((
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Tp)1 - t / _duration) * t / _duration + _pt1 *
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t / _duration * t / _duration);
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}
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template<typename Tp>
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matrix::Vector<Tp, 3> BezierQuad<Tp>::getVelocity(const Tp t)
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{
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return (((_ctrl - _pt0) * _duration + (_pt0 - _ctrl * (Tp)2 + _pt1) * t) * (Tp)2 / (_duration * _duration));
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}
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template<typename Tp>
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matrix::Vector<Tp, 3> BezierQuad<Tp>::getAcceleration()
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{
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return ((_pt0 - _ctrl * (Tp)2 + _pt1) * (Tp)2 / (_duration * _duration));
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}
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template<typename Tp>
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void BezierQuad<Tp>::getStates(Vector3_t &point, Vector3_t &vel, Vector3_t &acc, const Tp time)
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{
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point = getPoint(time);
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vel = getVelocity(time);
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acc = getAcceleration();
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}
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template<typename Tp>
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void BezierQuad<Tp>::getStatesClosest(Vector3_t &point, Vector3_t &vel, Vector3_t &acc,
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const Vector3_t pose)
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{
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// get t that corresponds to point closest on bezier point
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Tp t = _goldenSectionSearch(pose);
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// get states corresponding to t
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getStates(point, vel, acc, t);
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}
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template<typename Tp>
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void BezierQuad<Tp>::setBezFromVel(const Vector3_t &ctrl, const Vector3_t &vel0, const Vector3_t &vel1,
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const Tp duration)
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{
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// update bezier points
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_ctrl = ctrl;
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_duration = duration;
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_pt0 = _ctrl - vel0 * _duration / (Tp)2;
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_pt1 = _ctrl + vel1 * _duration / (Tp)2;
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_cached_resolution = (Tp)(-1);
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::getArcLength(const Tp resolution)
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{
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// we don't need to recompute arc length if:
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// 1. _cached_resolution is up to date; 2. _cached_resolution is smaller than desired resolution (= more accurate)
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if ((_cached_resolution > (Tp)0) && (_cached_resolution <= resolution)) {
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return _cached_arc_length;
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}
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// get number of elements
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int n = (int)(roundf(_duration / resolution));
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// check if n is even
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if (n % 2 == 1) {
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n += 1;
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}
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// step size
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Tp h = (_duration) / n;
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// get integration
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_cached_arc_length = (Tp)0;
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Vector3_t y;
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for (int i = 1; i < n; i++) {
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y = getVelocity(h * i);
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if (i % 2 == 1) {
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_cached_arc_length += (Tp)4 * y.length();
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} else {
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_cached_arc_length += (Tp)2 * y.length();
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}
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}
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// velocity length at start and end points
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Tp y0 = getVelocity((Tp)0).length();
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Tp yn = getVelocity(_duration).length();
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// 1/3 simpsons rule
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_cached_arc_length = h / (Tp)3 * (y0 + yn + _cached_arc_length);
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// update cache
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_cached_resolution = resolution;
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return _cached_arc_length;
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::getDistToClosestPoint(const Vector3_t &pose)
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{
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// get t that corresponds to point closest on bezier point
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Tp t = _goldenSectionSearch(pose);
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// get closest point
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Vector3_t point = getPoint(t);
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return (pose - point).length();
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::_goldenSectionSearch(const Vector3_t &pose)
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{
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Tp a, b, c, d;
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a = (Tp)0; // represents most left point
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b = _duration * (Tp)1; // represents most right point
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c = b - (b - a) / GOLDEN_RATIO;
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d = a + (b - a) / GOLDEN_RATIO;
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while (fabsf(c - d) > RESOLUTION) {
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if (_getDistanceSquared(c, pose) < _getDistanceSquared(d, pose)) {
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b = d;
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} else {
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a = c;
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}
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c = b - (b - a) / GOLDEN_RATIO;
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d = a + (b - a) / GOLDEN_RATIO;
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}
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return (b + a) / (Tp)2;
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}
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template<typename Tp>
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Tp BezierQuad<Tp>::_getDistanceSquared(const Tp t, const Vector3_t &pose)
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{
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// get point on bezier
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Vector3_t vec = getPoint(t);
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// get vector from point to pose
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vec = vec - pose;
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// norm squared
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return (vec * vec);
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}
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}
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#endif
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