Use sphere mesh. Add soft body test.

This commit is contained in:
Irlan
2019-04-18 19:44:12 -03:00
parent 695514989e
commit 399a6efc72
10 changed files with 588 additions and 653 deletions

View File

@ -28,6 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
@ -535,72 +537,22 @@ struct DrawTriangles
struct DrawWireSphere
{
enum
{
e_rings = 12,
e_sectors = 12,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
};
DrawWireSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
b3Color cs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i3;
is[ic++] = i4;
is[ic++] = i4;
is[ic++] = i1;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -616,6 +568,8 @@ struct DrawWireSphere
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
@ -677,7 +631,7 @@ struct DrawWire
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_vertexAttribute);
@ -697,84 +651,25 @@ struct DrawWire
struct DrawSolidSphere
{
enum
{
e_rings = 18,
e_sectors = 18,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
e_faceCount = e_indexCount / 3
};
DrawSolidSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 a1 = 2.0f * B3_PI * float32(s) * S;
float32 c1 = cos(a1);
float32 s1 = sin(a1);
float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
float32 s2 = sin(a2);
float32 a3 = B3_PI * float32(r) * R;
float32 s3 = sin(a3);
float32 x = c1 * s3;
float32 y = s2;
float32 z = s1 * s3;
b3Vec3 v(x, y, z);
v.Normalize();
vs[vc] = v;
ns[vc] = v;
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i1;
is[ic++] = i3;
is[ic++] = i4;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -790,6 +685,8 @@ struct DrawSolidSphere
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
@ -1021,7 +918,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);

View File

@ -28,6 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
@ -551,72 +553,22 @@ struct DrawTriangles
struct DrawWireSphere
{
enum
{
e_rings = 12,
e_sectors = 12,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
};
DrawWireSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
b3Color cs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i3;
is[ic++] = i4;
is[ic++] = i4;
is[ic++] = i1;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -632,6 +584,8 @@ struct DrawWireSphere
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
@ -694,7 +648,7 @@ struct DrawWire
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -712,84 +666,25 @@ struct DrawWire
struct DrawSolidSphere
{
enum
{
e_rings = 18,
e_sectors = 18,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
e_faceCount = e_indexCount / 3
};
DrawSolidSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 a1 = 2.0f * B3_PI * float32(s) * S;
float32 c1 = cos(a1);
float32 s1 = sin(a1);
float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
float32 s2 = sin(a2);
float32 a3 = B3_PI * float32(r) * R;
float32 s3 = sin(a3);
float32 x = c1 * s3;
float32 y = s2;
float32 z = s1 * s3;
b3Vec3 v(x, y, z);
v.Normalize();
vs[vc] = v;
ns[vc] = v;
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i1;
is[ic++] = i3;
is[ic++] = i4;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -805,6 +700,8 @@ struct DrawSolidSphere
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
@ -1033,7 +930,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);

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@ -0,0 +1,149 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <testbed/framework/sphere_mesh.h>
// References:
// https://github.com/caosdoar/spheres
// https://schneide.blog/2016/07/15/generating-an-icosphere-in-c/
struct smEdge
{
smEdge() { }
smEdge(u32 _v1, u32 _v2)
{
v1 = _v1;
v2 = _v2;
}
u32 v1, v2;
};
struct smEdgeVertexPair
{
smEdgeVertexPair() { }
smEdgeVertexPair(const smEdge& _edge, u32 _vertex)
{
edge = _edge;
vertex = _vertex;
}
smEdge edge;
u32 vertex;
};
struct smEdgeVertexMap
{
smEdgeVertexMap() { }
smEdgeVertexPair* Find(const smEdge& edge)
{
for (u32 i = 0; i < pairs.Count(); ++i)
{
smEdgeVertexPair* pair = pairs.Get(i);
if ((pair->edge.v1 == edge.v1 && pair->edge.v2 == edge.v2) ||
(pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1) )
{
return pair;
}
}
return nullptr;
}
b3StackArray<smEdgeVertexPair, 32> pairs;
};
//
static inline u32 smSubdivideEdge(u32 i1, u32 i2,
const b3Vec3& v1, const b3Vec3& v2,
smEdgeVertexMap& edgeVertexMap,
smMesh& output)
{
smEdge edge(i1, i2);
smEdgeVertexPair* pair = edgeVertexMap.Find(edge);
if (pair)
{
return pair->vertex;
}
smEdge newEdge(i1, i2);
u32 newVertex = output.vertices.Count();
b3Vec3 v = 0.5f * (v1 + v2);
float32 len = v.Normalize();
output.AddVertex(v.x, v.y, v.z);
smEdgeVertexPair newPair(newEdge, newVertex);
edgeVertexMap.pairs.PushBack(newPair);
return newVertex;
}
//
static inline void smSubdivideMesh(smMesh& output, const smMesh& input)
{
output.vertices = input.vertices;
smEdgeVertexMap edgeVertexMap;
for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i)
{
u32 vi1 = input.triangleIndices[3 * i + 0];
u32 vi2 = input.triangleIndices[3 * i + 1];
u32 vi3 = input.triangleIndices[3 * i + 2];
b3Vec3 v1 = input.vertices[vi1];
b3Vec3 v2 = input.vertices[vi2];
b3Vec3 v3 = input.vertices[vi3];
u32 vi4 = smSubdivideEdge(vi1, vi2, v1, v2, edgeVertexMap, output);
u32 vi5 = smSubdivideEdge(vi2, vi3, v2, v3, edgeVertexMap, output);
u32 vi6 = smSubdivideEdge(vi3, vi1, v3, v1, edgeVertexMap, output);
output.AddTriangle(vi1, vi4, vi6);
output.AddTriangle(vi4, vi2, vi5);
output.AddTriangle(vi5, vi3, vi6);
output.AddTriangle(vi4, vi5, vi6);
}
}
//
void smCreateMesh(smMesh& output, u32 subdivisions)
{
B3_ASSERT(output.vertices.Count() == 0);
B3_ASSERT(output.triangleIndices.Count() == 0);
smMesh input;
input.SetAsIcosahedron();
for (u32 i = 0; i < subdivisions; ++i)
{
smMesh subOutput;
smSubdivideMesh(subOutput, input);
input = subOutput;
}
output = input;
}

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@ -0,0 +1,113 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SPHERE_MESH_H
#define SPHERE_MESH_H
#include <bounce/bounce.h>
//
struct smMesh
{
smMesh() { }
smMesh& operator=(const smMesh& other)
{
Copy(other);
return *this;
}
void Copy(const smMesh& other)
{
vertices = other.vertices;
triangleIndices = other.triangleIndices;
}
void AddVertex(float32 x, float32 y, float32 z)
{
vertices.PushBack(b3Vec3(x, y, z));
}
void AddTriangle(u32 v1, u32 v2, u32 v3)
{
triangleIndices.PushBack(v1);
triangleIndices.PushBack(v2);
triangleIndices.PushBack(v3);
}
void SetAsIcosahedron()
{
assert(vertices.Count() == 0);
float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
AddVertex(-1.0f, t, 0.0f);
AddVertex(1.0f, t, 0.0f);
AddVertex(-1.0f, -t, 0.0f);
AddVertex(1.0f, -t, 0.0f);
AddVertex(0.0f, -1.0f, t);
AddVertex(0.0f, 1.0f, t);
AddVertex(0.0f, -1.0f, -t);
AddVertex(0.0f, 1.0f, -t);
AddVertex(t, 0.0f, -1.0f);
AddVertex(t, 0.0f, 1.0f);
AddVertex(-t, 0.0f, -1.0f);
AddVertex(-t, 0.0f, 1.0f);
for (u32 i = 0; i < vertices.Count(); ++i)
{
vertices[i].Normalize();
}
assert(triangleIndices.Count() == 0);
AddTriangle(0, 11, 5);
AddTriangle(0, 5, 1);
AddTriangle(0, 1, 7);
AddTriangle(0, 7, 10);
AddTriangle(0, 10, 11);
AddTriangle(1, 5, 9);
AddTriangle(5, 11, 4);
AddTriangle(11, 10, 2);
AddTriangle(10, 7, 6);
AddTriangle(7, 1, 8);
AddTriangle(3, 9, 4);
AddTriangle(3, 4, 2);
AddTriangle(3, 2, 6);
AddTriangle(3, 6, 8);
AddTriangle(3, 8, 9);
AddTriangle(4, 9, 5);
AddTriangle(2, 4, 11);
AddTriangle(6, 2, 10);
AddTriangle(8, 6, 7);
AddTriangle(9, 8, 1);
}
b3StackArray<b3Vec3, 256> vertices;
b3StackArray<u32, 256> triangleIndices;
};
// Generate an icosphere given the number of subdivisions.
void smCreateMesh(smMesh& output, u32 subdivisions);
#endif SPHERE_MESH_H

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@ -62,13 +62,11 @@
#include <testbed/tests/multiple_pendulum.h>
#include <testbed/tests/table_cloth.h>
#include <testbed/tests/pinned_cloth.h>
#include <testbed/tests/shirt.h>
#include <testbed/tests/particle_types.h>
#include <testbed/tests/tension_mapping.h>
#include <testbed/tests/self_collision.h>
#include <testbed/tests/single_pendulum.h>
#include <testbed/tests/soft_body.h>
#include <testbed/tests/rope_test.h>
#include <testbed/tests/mass_spring.h>
TestEntry g_tests[] =
{
@ -116,12 +114,10 @@ TestEntry g_tests[] =
{ "Multiple Pendulum", &MultiplePendulum::Create },
{ "Table Cloth", &TableCloth::Create },
{ "Pinned Cloth", &PinnedCloth::Create },
{ "Shirt", &Shirt::Create },
{ "Particle Types", &ParticleTypes::Create },
{ "Tension Mapping", &TensionMapping::Create },
{ "Self-Collision", &SelfCollision::Create },
{ "Mass-Spring System", &MassSpring::Create },
{ "Single Pendulum", &SinglePendulum::Create },
{ "Soft Body", &SoftBody::Create },
{ "Rope", &Rope::Create },
{ NULL, NULL }
};