feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusolver/include/PxgSolverBody.h
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engine/third_party/physx/source/gpusolver/include/PxgSolverBody.h
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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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// * 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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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PXG_SOLVER_BODY_H
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#define PXG_SOLVER_BODY_H
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#include "PxvConfig.h"
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxMat33.h"
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#include "foundation/PxTransform.h"
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#if !PX_CUDA_COMPILER
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#include <vector_types.h>
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#endif
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#include "AlignedMat33.h"
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#include "AlignedTransform.h"
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#include "PxNodeIndex.h"
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#include "PxSpatialMatrix.h"
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namespace physx
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{
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class PxsRigidBody;
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struct PxgSolverBody;
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class PxgArticulation;
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struct PxgSolverTxIData
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{
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PxTransform deltaBody2World; // 64 body delta transform
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PxMat33 sqrtInvInertia; // 36 inverse inertia in world space
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};
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struct PxgSolverBodyPrepData
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 initialAngVel); // 12 initial ang vel
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PxReal penBiasClamp; // 16 the penetration bias clamp
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PxVec3 initialLinVel; // 28 initial lin vel
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PxReal invMass; // 32 inverse mass
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#else
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float4 initialAngVelXYZ_penBiasClamp;
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float4 initialLinVelXYZ_invMassW;
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#endif
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PxAlignedTransform body2World;
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#if !PX_CUDA_COMPILER
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PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const
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{
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return initialLinVel.dot(lin) + initialAngVel.dot(ang);
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}
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#else
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const
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{
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//return initialLinVel.dot(lin) + initialAngVel.dot(ang);
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PxVec3 initialLinVel(initialLinVelXYZ_invMassW.x, initialLinVelXYZ_invMassW.y, initialLinVelXYZ_invMassW.z);
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PxVec3 initialAngVel(initialAngVelXYZ_penBiasClamp.x, initialAngVelXYZ_penBiasClamp.y, initialAngVelXYZ_penBiasClamp.z);
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return initialLinVel.dot(lin) + initialAngVel.dot(ang);
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}
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#endif
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};
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#if PX_VC
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#pragma warning(push)
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#pragma warning(disable : 4324)
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#endif
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struct PxgSolverBodyData : public PxgSolverBodyPrepData
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{
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PxNodeIndex islandNodeIndex; // 40
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PxReal reportThreshold; // 44 contact force threshold
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PxReal maxImpulse; // 48
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PxU32 flags; // 52 hasSpeculativeCCD etc.
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PxReal offsetSlop;
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};
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#if PX_VC
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#pragma warning(pop)
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#endif
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PX_COMPILE_TIME_ASSERT((sizeof(PxgSolverBodyData)& 0xf) == 0);
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class PxgSolverExtBody
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{
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public:
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union
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{
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const PxgArticulation* articulation;
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const PxgSolverBodyData* body;
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};
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//if linkIndex is 0xffff, the solver body is rigid body, otherwise, it is articulation
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PxU16 linkIndex;
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PxU16 isKinematic;
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PxU32 bodyIndex;
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PxU32 islandNodeIndex;
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};
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struct PxgSolverExtBody2
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{
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PxSpatialMatrix mSpatialResponse; //144
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Cm::UnAlignedSpatialVector velocity; //168
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PxTransform body2World; //196
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PxReal penBiasClamp; //200
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PxReal maxImpulse; //204
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PxU16 linkIndex; //206
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PxU16 isKinematic; //208
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PxU32 bodyIndex; //212
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PxNodeIndex islandNodeIndex; //216
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PxReal cfm; //220
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PxReal offsetSlop; //224
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};
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//we need to DMA back the sleep data to CPU. PxgBodySim has the same information. However, PxgBodySim is too
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//big to dma back.
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struct PxgSolverBodySleepData
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{
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PxReal wakeCounter;
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PxU32 internalFlags;
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};
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#if PX_VC
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#pragma warning(push)
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#pragma warning (disable : 4201)
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#endif
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struct PxgSolverBody
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 linearVelocity); // post-solver linear velocity in world space
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PxU32 pad;
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PxVec3 angularVelocity; // post-solver angular velocity in world space
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PxU32 pad2;
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#else
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float4 linearVelocity;
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float4 angularVelocity;
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#endif
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};
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#if PX_VC
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#pragma warning(pop)
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#endif
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PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverBody) == 32);
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#if PX_VC
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#pragma warning(push)
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#pragma warning (disable : 4201)
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#endif
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struct PxgTGSSolverBody
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 linearVelocity); // 12 post-solver linear velocity in world space
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PxVec3 angularVelocity; // 24 post-solver angular velocity in world space
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PxVec3 linearDelta; // 36 linear delta motion in world space
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PxVec3 angularDelta; // 48 angular delta motion in world space
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#else
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float4 linearVelocityXYZ_angX;
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float4 angularVelocityYZ_linDeltaXY;
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float4 linDeltaZ_angDeltaXYZ;
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#endif
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};
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#if PX_VC
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#pragma warning(pop)
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#endif
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PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverBody) == 32);
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struct PxgSolverReferences
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{
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PxU32 mRemappedBodyIndex;
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};
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}
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#endif
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