added more noexcept

This commit is contained in:
2025-05-05 01:46:50 +03:00
parent a6e4c0461d
commit 50ddf2d31e
25 changed files with 79 additions and 79 deletions

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@@ -13,5 +13,5 @@ namespace omath::primitives
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 12> create_box(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dir_forward, const Vector3<float>& dir_right,
float ratio = 4.f);
float ratio = 4.f) noexcept;
}

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@@ -16,10 +16,10 @@ namespace omath::collision
bool infinite_length = false;
[[nodiscard]]
Vector3<float> direction_vector() const;
Vector3<float> direction_vector() const noexcept;
[[nodiscard]]
Vector3<float> direction_vector_normalized() const;
Vector3<float> direction_vector_normalized() const noexcept;
};
class LineTracer
{
@@ -27,11 +27,11 @@ namespace omath::collision
LineTracer() = delete;
[[nodiscard]]
static bool can_trace_line(const Ray& ray, const Triangle<Vector3<float>>& triangle);
static bool can_trace_line(const Ray& ray, const Triangle<Vector3<float>>& triangle) noexcept;
// Realization of MöllerTrumbore intersection algorithm
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
[[nodiscard]]
static Vector3<float> get_ray_hit_point(const Ray& ray, const Triangle<Vector3<float>>& triangle);
static Vector3<float> get_ray_hit_point(const Ray& ray, const Triangle<Vector3<float>>& triangle) noexcept;
};
} // namespace omath::collision

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@@ -16,7 +16,7 @@ namespace omath::iw_engine
void look_at(const Vector3<float>& target) override;
protected:
[[nodiscard]] Mat4X4 calc_view_matrix() const override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
};
} // namespace omath::iw_engine

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@@ -13,7 +13,7 @@ namespace omath::opengl_engine
Camera(const Vector3<float>& position, const ViewAngles& view_angles, const projection::ViewPort& view_port,
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
void look_at(const Vector3<float>& target) override;
[[nodiscard]] Mat4X4 calc_view_matrix() const override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
};
} // namespace omath::opengl_engine

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@@ -8,19 +8,19 @@
namespace omath::opengl_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles);
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles);
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles);
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles);
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
} // namespace omath::opengl_engine

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@@ -15,7 +15,7 @@ namespace omath::source_engine
void look_at(const Vector3<float>& target) override;
protected:
[[nodiscard]] Mat4X4 calc_view_matrix() const override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
};
} // namespace omath::source_engine

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@@ -7,19 +7,19 @@
namespace omath::source_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles);
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles);
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles);
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles);
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
} // namespace omath::source_engine

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@@ -16,7 +16,7 @@ namespace omath::unity_engine
void look_at(const Vector3<float>& target) override;
protected:
[[nodiscard]] Mat4X4 calc_view_matrix() const override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
};
} // namespace omath::unity_engine

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@@ -8,19 +8,19 @@
namespace omath::unity_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles);
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles);
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles);
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles);
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
} // namespace omath::unity_engine

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@@ -9,8 +9,8 @@ namespace omath::projectile_prediction
class ProjPredEngineAvx2 final : public ProjPredEngine
{
public:
[[nodiscard]] std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const override;
[[nodiscard]] std::optional<Vector3<float>>
maybe_calculate_aim_point(const Projectile& projectile, const Target& target) const override;
ProjPredEngineAvx2(float gravity_constant, float simulation_time_step, float maximum_simulation_time);
~ProjPredEngineAvx2() override = default;
@@ -18,7 +18,7 @@ namespace omath::projectile_prediction
private:
[[nodiscard]] static std::optional<float> calculate_pitch(const Vector3<float>& proj_origin,
const Vector3<float>& target_pos,
float bullet_gravity, float v0, float time);
float bullet_gravity, float v0, float time) ;
// We use [[maybe_unused]] here since AVX2 is not available for ARM and ARM64 CPU
[[maybe_unused]] const float m_gravity_constant;

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@@ -29,11 +29,12 @@ namespace omath::projectile_prediction
const float m_distance_tolerance;
[[nodiscard]]
std::optional<float> maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const;
std::optional<float>
maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const noexcept;
[[nodiscard]]
bool is_projectile_reached_target(const Vector3<float>& target_position, const Projectile& projectile,
float pitch, float time) const;
float pitch, float time) const noexcept;
};
} // namespace omath::projectile_prediction

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@@ -11,7 +11,7 @@ namespace omath::projectile_prediction
{
public:
[[nodiscard]]
Vector3<float> predict_position(float pitch, float yaw, float time, float gravity) const;
Vector3<float> predict_position(float pitch, float yaw, float time, float gravity) const noexcept;
Vector3<float> m_origin;
float m_launch_speed{};

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@@ -11,7 +11,7 @@ namespace omath::projectile_prediction
{
public:
[[nodiscard]]
constexpr Vector3<float> predict_position(const float time, const float gravity) const
constexpr Vector3<float> predict_position(const float time, const float gravity) const noexcept
{
auto predicted = m_origin + m_velocity * time;

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@@ -41,9 +41,9 @@ namespace omath::projection
protected:
virtual void look_at(const Vector3<float>& target) = 0;
[[nodiscard]] virtual Mat4X4Type calc_view_matrix() const = 0;
[[nodiscard]] virtual Mat4X4Type calc_view_matrix() const noexcept = 0;
[[nodiscard]] virtual Mat4X4Type calc_projection_matrix() const = 0;
[[nodiscard]] virtual Mat4X4Type calc_projection_matrix() const noexcept = 0;
[[nodiscard]] Mat4X4Type calc_view_projection_matrix() const noexcept
{

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@@ -7,7 +7,7 @@ namespace omath::primitives
{
std::array<Triangle<Vector3<float>>, 12> create_box(const Vector3<float>& top, const Vector3<float>& bottom,
const Vector3<float>& dir_forward,
const Vector3<float>& dir_right, const float ratio)
const Vector3<float>& dir_right, const float ratio) noexcept
{
const auto height = top.distance_to(bottom);
const auto side_size = height / ratio;

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@@ -5,21 +5,21 @@
namespace omath::collision
{
bool LineTracer::can_trace_line(const Ray& ray, const Triangle<Vector3<float>>& triangle)
bool LineTracer::can_trace_line(const Ray& ray, const Triangle<Vector3<float>>& triangle) noexcept
{
return get_ray_hit_point(ray, triangle) == ray.end;
}
Vector3<float> Ray::direction_vector() const
Vector3<float> Ray::direction_vector() const noexcept
{
return end - start;
}
Vector3<float> Ray::direction_vector_normalized() const
Vector3<float> Ray::direction_vector_normalized() const noexcept
{
return direction_vector().normalized();
}
Vector3<float> LineTracer::get_ray_hit_point(const Ray& ray, const Triangle<Vector3<float>>& triangle)
Vector3<float> LineTracer::get_ray_hit_point(const Ray& ray, const Triangle<Vector3<float>>& triangle) noexcept
{
constexpr float k_epsilon = std::numeric_limits<float>::epsilon();

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@@ -21,11 +21,11 @@ namespace omath::iw_engine
m_view_angles.yaw = -YawAngle::from_radians(std::atan2(delta.y, delta.x));
m_view_angles.roll = RollAngle::from_radians(0.f);
}
Mat4X4 Camera::calc_view_matrix() const
Mat4X4 Camera::calc_view_matrix() const noexcept
{
return iw_engine::calc_view_matrix(m_view_angles, m_origin);
}
Mat4X4 Camera::calc_projection_matrix() const
Mat4X4 Camera::calc_projection_matrix() const noexcept
{
return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.aspect_ratio(),
m_near_plane_distance, m_far_plane_distance);

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@@ -21,11 +21,11 @@ namespace omath::opengl_engine
m_view_angles.yaw = -YawAngle::from_radians(std::atan2(delta.y, delta.x));
m_view_angles.roll = RollAngle::from_radians(0.f);
}
Mat4X4 Camera::calc_view_matrix() const
Mat4X4 Camera::calc_view_matrix() const noexcept
{
return opengl_engine::calc_view_matrix(m_view_angles, m_origin);
}
Mat4X4 Camera::calc_projection_matrix() const
Mat4X4 Camera::calc_projection_matrix() const noexcept
{
return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.aspect_ratio(),
m_near_plane_distance, m_far_plane_distance);

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@@ -6,39 +6,39 @@
namespace omath::opengl_engine
{
Vector3<float> forward_vector(const ViewAngles& angles)
Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec
= rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> right_vector(const ViewAngles& angles)
Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec
= rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> up_vector(const ViewAngles& angles)
Vector3<float> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::COLUMN_MAJOR>(-forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
Mat4X4 rotation_matrix(const ViewAngles& angles)
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_x<float, MatStoreType::COLUMN_MAJOR>(-angles.pitch)
* mat_rotation_axis_y<float, MatStoreType::COLUMN_MAJOR>(-angles.yaw)
* mat_rotation_axis_z<float, MatStoreType::COLUMN_MAJOR>(angles.roll);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far)
const float far) noexcept
{
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);

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@@ -22,12 +22,12 @@ namespace omath::source_engine
m_view_angles.roll = RollAngle::from_radians(0.f);
}
Mat4X4 Camera::calc_view_matrix() const
Mat4X4 Camera::calc_view_matrix() const noexcept
{
return source_engine::calc_view_matrix(m_view_angles, m_origin);
}
Mat4X4 Camera::calc_projection_matrix() const
Mat4X4 Camera::calc_projection_matrix() const noexcept
{
return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.aspect_ratio(),
m_near_plane_distance, m_far_plane_distance);

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@@ -5,38 +5,38 @@
namespace omath::source_engine
{
Vector3<float> forward_vector(const ViewAngles& angles)
Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 rotation_matrix(const ViewAngles& angles)
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z(angles.yaw) * mat_rotation_axis_y(angles.pitch) * mat_rotation_axis_x(angles.roll);
}
Vector3<float> right_vector(const ViewAngles& angles)
Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> up_vector(const ViewAngles& angles)
Vector3<float> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far)
const float far) noexcept
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto k_multiply_factor = 0.75f;

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@@ -15,11 +15,11 @@ namespace omath::unity_engine
{
throw std::runtime_error("Not implemented");
}
Mat4X4 Camera::calc_view_matrix() const
Mat4X4 Camera::calc_view_matrix() const noexcept
{
return unity_engine::calc_view_matrix(m_view_angles, m_origin);
}
Mat4X4 Camera::calc_projection_matrix() const
Mat4X4 Camera::calc_projection_matrix() const noexcept
{
return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.aspect_ratio(),
m_near_plane_distance, m_far_plane_distance);

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@@ -5,37 +5,37 @@
namespace omath::unity_engine
{
Vector3<float> forward_vector(const ViewAngles& angles)
Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> right_vector(const ViewAngles& angles)
Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> up_vector(const ViewAngles& angles)
Vector3<float> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), -right_vector(angles),
up_vector(angles), cam_origin);
}
Mat4X4 rotation_matrix(const ViewAngles& angles)
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.roll);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far)
const float far) noexcept
{
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);

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@@ -18,8 +18,8 @@ namespace omath::projectile_prediction
{
const auto predicted_target_position = target.predict_position(time, m_gravity_constant);
const auto projectile_pitch
= maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
const auto projectile_pitch =
maybe_calculate_projectile_launch_pitch_angle(projectile, predicted_target_position);
if (!projectile_pitch.has_value()) [[unlikely]]
continue;
@@ -35,9 +35,8 @@ namespace omath::projectile_prediction
return std::nullopt;
}
std::optional<float>
ProjPredEngineLegacy::maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const
std::optional<float> ProjPredEngineLegacy::maybe_calculate_projectile_launch_pitch_angle(
const Projectile& projectile, const Vector3<float>& target_position) const noexcept
{
const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
const auto delta = target_position - projectile.m_origin;
@@ -60,7 +59,7 @@ namespace omath::projectile_prediction
bool ProjPredEngineLegacy::is_projectile_reached_target(const Vector3<float>& target_position,
const Projectile& projectile, const float pitch,
const float time) const
const float time) const noexcept
{
const auto yaw = projectile.m_origin.view_angle_to(target_position).y;
const auto projectile_position = projectile.predict_position(pitch, yaw, time, m_gravity_constant);

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@@ -8,7 +8,7 @@
namespace omath::projectile_prediction
{
Vector3<float> Projectile::predict_position(const float pitch, const float yaw, const float time,
const float gravity) const
const float gravity) const noexcept
{
auto current_pos = m_origin
+ source_engine::forward_vector({source_engine::PitchAngle::from_degrees(-pitch),