From d48ea5bb797037069d641da41da0f195f0124491 Mon Sep 17 00:00:00 2001 From: dan miller Date: Fri, 19 Oct 2007 05:20:48 +0000 Subject: one more for the gipper --- .../contrib/OdeModelProcessor/LICENSE-BSD.TXT | 37 ++ .../ode-0.9/contrib/OdeModelProcessor/LICENSE.TXT | 502 +++++++++++++++++++++ .../OdeModelProcessor/OdeModelProcessor.sln | 20 + .../OdeModelProcessor/OdeModelProcessor.cs | 354 +++++++++++++++ .../OdeModelProcessor/OdeModelProcessor.csproj | 69 +++ .../OdeModelProcessor/Properties/AssemblyInfo.cs | 35 ++ .../Properties/Settings.Designer.cs | 26 ++ .../OdeModelProcessor/Properties/Settings.settings | 6 + .../ode-0.9/contrib/OdeModelProcessor/README.TXT | 78 ++++ 9 files changed, 1127 insertions(+) create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/LICENSE-BSD.TXT create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/LICENSE.TXT create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor.sln create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.cs create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.csproj create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/AssemblyInfo.cs create mode 100755 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.Designer.cs create mode 100755 libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.settings create mode 100644 libraries/ode-0.9/contrib/OdeModelProcessor/README.TXT (limited to 'libraries/ode-0.9/contrib/OdeModelProcessor') diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/LICENSE-BSD.TXT b/libraries/ode-0.9/contrib/OdeModelProcessor/LICENSE-BSD.TXT new file mode 100644 index 0000000..b2b1995 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/LICENSE-BSD.TXT @@ -0,0 +1,37 @@ + +This is the BSD-style license for The ODE Model Processor +---------------------------------------------------------- + +The ODE Model Processor +Copyright (c) 2007, Department Of Information Science, +University of Otago, Dunedin, New Zealand. +All rights reserved. + +Author: Richard Barrington + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + +Redistributions of source code must retain the above copyright notice, +this list of conditions and the following disclaimer. + +Redistributions in binary form must reproduce the above copyright notice, +this list of conditions and the following disclaimer in the documentation +and/or other materials provided with the distribution. + +Neither the names of the copyright owner nor the names of its +contributors may be used to endorse or promote products derived from +this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor.sln b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor.sln new file mode 100644 index 0000000..6a3f521 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor.sln @@ -0,0 +1,20 @@ + +Microsoft Visual Studio Solution File, Format Version 9.00 +# Visual C# Express 2005 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OdeModelProcessor", "OdeModelProcessor\OdeModelProcessor.csproj", "{246F3075-FEE3-45F9-8CB6-47DADBFFD1F2}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {246F3075-FEE3-45F9-8CB6-47DADBFFD1F2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {246F3075-FEE3-45F9-8CB6-47DADBFFD1F2}.Debug|Any CPU.Build.0 = Debug|Any CPU + {246F3075-FEE3-45F9-8CB6-47DADBFFD1F2}.Release|Any CPU.ActiveCfg = Release|Any CPU + {246F3075-FEE3-45F9-8CB6-47DADBFFD1F2}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.cs b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.cs new file mode 100644 index 0000000..9c974eb --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.cs @@ -0,0 +1,354 @@ +/* + * The ODE Model Processor + * ----------------------- + * + * Copyright 2007, Department of Information Science, + * University of Otago, Dunedin, New Zealand. + * + * Author: Richard Barrington + * + * This is a Content Processor and Tag library written for use with + * Microsoft Visual C# 2005 Express Edition and Microsoft XNA Game + * Studio Express 1.0. + * + * It can be used to read .x model vertex and index data before + * insertion into the content pipeline. This is used to build ODE + * Triangle Meshes which are then used for collision detection that + * is more accurate than the default XNA bounding boxes or spheres. + * + * Usage is simple: + * Build the library and reference the DLL in your project. + * Add the DLL to the Content Pipeline + * Set the content processor for you .x models to OdeModelProcessor. + * + * Create triangle meshes as follows: + * 1) Create a space, but only one for all of models. + * 2) Create a triangle data. + * 3) Load the model. + * 4) Retreive the tag from the model. + * 6) Build the triangle mesh by calling d.GeomTriMeshDataBuildSimple. + * + * Eg: + * IntPtr space = d.SimpleSpaceCreate(IntPtr.Zero); + * IntPtr triangleData = d.GeomTriMeshDataCreate(); + * Model obj = content.Load("Content\\mycube"); + * OdeTag tag = (OdeTag)obj.Tag; + * IntPtr vertexArray = tag.getVertices(); + * IntPtr indexArray = tag.getIndices(); + * d.GeomTriMeshDataBuildSimple + * ( + * triangleData, + * vertexArray, tag.getVertexStride(), tag.getVertexCount(), + * indexArray, tag.getIndexCount(), tag.getIndexStride() + * ); + * IntPtr triangleMesh = d.CreateTriMesh(space, triangleData, null, null, null); + * + * You can load multiple models and test for collisions with something + * like this in the update method: + * + * d.GeomSetPosition(odeTri1, obj1Position.X, obj1Position.Y, obj1Position.Z); + * d.GeomSetPosition(odeTri2, obj2Position.X, obj2Position.Y, obj2Position.Z); + * int numberOfContacts = d.Collide(odeTri1, odeTri2, ODE_CONTACTS, + * contactGeom, d.ContactGeom.SizeOf); + * + * Where odeTri1 and odeTri2 are triangle meshes you've created, obj1Position + * and obj2Position are the positions of your rendered models in the scene, + * ODE_CONTACTS is a constant defining the maximum number of contacts + * to test for, contactGeom is a d.ContactGeom[] of length ODE_CONTACTS. + * + * If numberOfContacts is greater than 0, you have a collision. + * + * Other ODE functions such as d.SpaceCollide() also work; see ODE.NET BoxTest.cs. + * + * This library is free software; you can redistribute it and/or + * modify it under the same terms as the ODE and ODE.Net libraries. + * Specifically, the terms are one of EITHER: + * + * (1) The GNU Lesser General Public License as published by the Free + * Software Foundation; either version 2.1 of the License, or (at + * your option) any later version. The text of the GNU Lesser + * General Public License is included with this library in the + * file LICENSE.TXT. + * + * (2) The BSD-style license that is included with this library in + * the file LICENSE-BSD.TXT. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files + * LICENSE.TXT and LICENSE-BSD.TXT for more details. + * + */ + +using System; +using System.Collections.Generic; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Design; +using Microsoft.Xna.Framework.Content.Pipeline; +using Microsoft.Xna.Framework.Content.Pipeline.Graphics; +using Microsoft.Xna.Framework.Content.Pipeline.Processors; +using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler; +using Ode.NET; +using System.Runtime.InteropServices; + +namespace OdeModelProcessor +{ + /* + * Container for vertex and index data in a format + * that ODE.Net can use + */ + public class OdeTag + { + + private float[] vertexData; + private int[] indexData; + private const int indexStride = (sizeof(int)); + private const int vertexStride = (3 * sizeof(float)); + + /* Constructors */ + public OdeTag() + { + vertexData = new float[0]; + indexData = new int[0]; + } + + public OdeTag(float[] vertexData, int[] indexData) + { + this.vertexData = vertexData; + this.indexData = indexData; + } + + /* Data setter */ + public void setData(float[] vertexData, int[] indexData) + { + this.vertexData = vertexData; + this.indexData = indexData; + } + + /* Data appenders */ + public void appendVertexData(float[] vertexData) + { + int newVertexDataLength = vertexData.Length; + float[] tempVertexArray = new float[newVertexDataLength + this.vertexData.Length]; + this.vertexData.CopyTo(tempVertexArray, 0); + vertexData.CopyTo(tempVertexArray, this.vertexData.Length); + this.vertexData = tempVertexArray; + } + + public void appendIndexData(int[] indexData) + { + int newIndexDataLength = indexData.Length; + int[] tempIndexArray = new int[newIndexDataLength + this.indexData.Length]; + this.indexData.CopyTo(tempIndexArray, 0); + indexData.CopyTo(tempIndexArray, this.indexData.Length); + this.indexData = tempIndexArray; + } + + /* Data getters */ + public float[] getVertexData() + { + return this.vertexData; + } + + public int[] getIndexData() + { + return this.indexData; + } + + /* Native data getters */ + public IntPtr getVertices() + { + int count = getVertexData().Length; + int memsize = count * Marshal.SizeOf(getVertexData()[0].GetType()); + IntPtr pointer = Marshal.AllocCoTaskMem(memsize); + Marshal.Copy(getVertexData(), 0, pointer, count); + return pointer; + } + + public IntPtr getIndices() + { + int count = getIndexData().Length; + int memsize = count * Marshal.SizeOf(getIndexData()[0].GetType()); + IntPtr pointer = Marshal.AllocCoTaskMem(memsize); + Marshal.Copy(getIndexData(), 0, pointer, count); + return pointer; + } + + /* Count getters */ + public int getVertexCount() + { + return vertexData.Length/3; + } + + public int getIndexCount() + { + return indexData.Length; + } + + /* Stride getters */ + public int getVertexStride() + { + return vertexStride; + } + + public int getIndexStride() + { + return indexStride; + } + + /* + * Convienience method to build the mesh and return it. The triangleData + * is passed in to allow the calling application to delete it afterwards. + * + * Be sure to destroy the returned TriangleMesh in the client application. + * + * Can't destroy the index and vertex arrays here though, so best to handle + * this manually - only use this method if nothing else makes sense. + */ + public IntPtr getTriangleMesh(IntPtr space, IntPtr triangleData) + { + d.GeomTriMeshDataBuildSimple( + triangleData, + getVertices(), getVertexStride(), getVertexCount(), + getIndices(), getIndexCount(), getIndexStride() + ); + return d.CreateTriMesh(space, triangleData, null, null, null); + } + + } + + /* + * Subclass of the XNA .x model processor, which creates and appends a tag + * containing vertex and index data for ODE.Net to use. + */ + [ContentProcessor] + public class OdeModelProcessor : ModelProcessor + { + private OdeTag tag; + private int indexOffset = 0; + + public override ModelContent Process(NodeContent input, ContentProcessorContext context) + { + tag = new OdeTag(); + GenerateVerticesRecursive( input ); + ModelContent model = base.Process(input, context); + model.Tag = tag; + indexOffset = 0; + return model; + } + + public void GenerateVerticesRecursive(NodeContent input) + { + + MeshContent mesh = input as MeshContent; + + if (mesh != null) + { + GeometryContentCollection gc = mesh.Geometry; + foreach (GeometryContent g in gc) + { + VertexContent vc = g.Vertices; + IndirectPositionCollection ipc = vc.Positions; + IndexCollection ic = g.Indices; + + float[] vertexData = new float[ipc.Count * 3]; + for (int i = 0; i < ipc.Count; i++) + { + + Vector3 v0 = ipc[i]; + vertexData[(i * 3) + 0] = v0.X; + vertexData[(i * 3) + 1] = v0.Y; + vertexData[(i * 3) + 2] = v0.Z; + + } + + int[] indexData = new int[ic.Count]; + for (int j = 0; j < ic.Count; j ++) + { + + indexData[j] = ic[j] + indexOffset; + + } + + tag.appendVertexData(vertexData); + tag.appendIndexData(indexData); + indexOffset += ipc.Count; + } + + } + + foreach (NodeContent child in input.Children) + { + GenerateVerticesRecursive(child); + } + + } + + } + + /* Writer for the OdeTag class */ + [ContentTypeWriter] + public class OdeTagWriter : ContentTypeWriter + { + + protected override void Write(ContentWriter output, OdeTag value) + { + float[] vertexData = value.getVertexData(); + int[] indexData = value.getIndexData(); + output.Write(vertexData.Length); + output.Write(indexData.Length); + for (int j = 0; j < vertexData.Length; j++) + { + output.Write(vertexData[j]); + } + for (int i = 0; i < indexData.Length; i++) + { + output.Write(indexData[i]); + } + } + + public override string GetRuntimeType(TargetPlatform targetPlatform) + { + return typeof(OdeTag).AssemblyQualifiedName; + } + + public override string GetRuntimeReader(TargetPlatform targetPlatform) + { + return "OdeModelProcessor.OdeTagReader, OdeModelProcessor, Version=1.0.0.0, Culture=neutral"; + } + + } + + /* Reader for the OdeTag class */ + public class OdeTagReader : ContentTypeReader + { + protected override OdeTag Read(ContentReader input, OdeTag existingInstance) + { + float[] vertexData = new float[input.ReadInt32()]; + int[] indexData = new int[input.ReadInt32()]; + for (int j = 0; j < vertexData.Length; j++) + { + vertexData[j] = input.ReadSingle(); + } + for (int i = 0; i < indexData.Length; i++) + { + indexData[i] = input.ReadInt32(); + } + + OdeTag tag = null; + if (existingInstance == null) + { + tag = new OdeTag(vertexData, indexData); + } + else + { + tag = existingInstance; + tag.setData(vertexData, indexData); + } + return tag; + } + } +} diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.csproj b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.csproj new file mode 100644 index 0000000..3a36a12 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/OdeModelProcessor.csproj @@ -0,0 +1,69 @@ + + + Debug + AnyCPU + 8.0.50727 + 2.0 + {246F3075-FEE3-45F9-8CB6-47DADBFFD1F2} + Library + Properties + OdeModelProcessor + OdeModelProcessor + + + true + full + false + bin\Debug\ + DEBUG + prompt + 4 + false + false + + + pdbonly + true + bin\Release\ + + + prompt + 4 + false + false + + + + + + False + ..\..\ODE\Ode.NET-0.8\bin\Release\Ode.NET.dll + + + + + + + + + + True + True + Settings.settings + + + + + SettingsSingleFileGenerator + Settings.Designer.cs + + + + + \ No newline at end of file diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/AssemblyInfo.cs b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..1ecad3e --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/AssemblyInfo.cs @@ -0,0 +1,35 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("OdeModelProcessor")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("OdeModelProcessor")] +[assembly: AssemblyCopyright("Copyright © 2007")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("29c5609a-cd5f-480b-b4ef-5c11de022268")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Revision and Build Numbers +// by using the '*' as shown below: +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.Designer.cs b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.Designer.cs new file mode 100755 index 0000000..6ab60a8 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.Designer.cs @@ -0,0 +1,26 @@ +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Runtime Version:2.0.50727.832 +// +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +namespace OdeModelProcessor.Properties { + + + [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] + [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "8.0.0.0")] + internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase { + + private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); + + public static Settings Default { + get { + return defaultInstance; + } + } + } +} diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.settings b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.settings new file mode 100755 index 0000000..15034e7 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/OdeModelProcessor/Properties/Settings.settings @@ -0,0 +1,6 @@ + + + + + + diff --git a/libraries/ode-0.9/contrib/OdeModelProcessor/README.TXT b/libraries/ode-0.9/contrib/OdeModelProcessor/README.TXT new file mode 100644 index 0000000..97683f9 --- /dev/null +++ b/libraries/ode-0.9/contrib/OdeModelProcessor/README.TXT @@ -0,0 +1,78 @@ +The ODE Model Processor +----------------------- + +Copyright 2007, Department of Information Science, +University of Otago, Dunedin, New Zealand. + +Author: Richard Barrington + +This is a Content Processor and Tag library written for use with +Microsoft Visual C# 2005 Express Edition and Microsoft XNA Game +Studio Express 1.0. + +It can be used to read .x model vertex and index data before +insertion into the content pipeline. This is used to build ODE +Triangle Meshes which are then used for collision detection that +is more accurate than the default XNA bounding boxes or spheres. + +Usage is fairly simple: +Build the library and reference the DLL in your project. +Add the DLL to the Content Pipeline +Set the content processor for you .x models to OdeModelProcessor. + +Create triangle meshes as follows: +1) Create a space, but only one for all of models. +2) Create a triangle data. +3) Load the model. +4) Retreive the tag from the model. +6) Build the triangle mesh by calling d.GeomTriMeshDataBuildSimple. + +Eg: +IntPtr space = d.SimpleSpaceCreate(IntPtr.Zero); +IntPtr triangleData = d.GeomTriMeshDataCreate(); +Model obj = content.Load("Content\\mycube"); +OdeTag tag = (OdeTag)obj.Tag; +IntPtr vertexArray = tag.getVertices(); +IntPtr indexArray = tag.getIndices(); +d.GeomTriMeshDataBuildSimple +( + triangleData, + vertexArray, tag.getVertexStride(), tag.getVertexCount(), + indexArray, tag.getIndexCount(), tag.getIndexStride() +); +IntPtr triangleMesh = d.CreateTriMesh(space, triangleData, null, null, null); + +You can load multiple models and test for collisions with something +like this in the update method: + +d.GeomSetPosition(odeTri1, obj1Position.X, obj1Position.Y, obj1Position.Z); +d.GeomSetPosition(odeTri2, obj2Position.X, obj2Position.Y, obj2Position.Z); +int numberOfContacts = d.Collide(odeTri1, odeTri2, ODE_CONTACTS, + contactGeom, d.ContactGeom.SizeOf); + +Where odeTri1 and odeTri2 are triangle meshes you've created, obj1Position +and obj2Position are the positions of your rendered models in the scene, +ODE_CONTACTS is a constant defining the maximum number of contacts +to test for, contactGeom is a d.ContactGeom[] of length ODE_CONTACTS. + +If numberOfContacts is greater than 0, you have a collision. + +Other ODE functions such as d.SpaceCollide() also work; see ODE.NET BoxTest.cs. + +This library is free software; you can redistribute it and/or +modify it under the same terms as the ODE and ODE.Net libraries. +Specifically, the terms are one of EITHER: + + (1) The GNU Lesser General Public License as published by the Free + Software Foundation; either version 2.1 of the License, or (at + your option) any later version. The text of the GNU Lesser + General Public License is included with this library in the + file LICENSE.TXT. + + (2) The BSD-style license that is included with this library in + the file LICENSE-BSD.TXT. + +This library is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files +LICENSE.TXT and LICENSE-BSD.TXT for more details. -- cgit v1.1