Files
OpenSceneGraph/src/osgPlugins/vrml/ReaderWriterVRML2.cpp
Robert Osfield bdb2a6b9d7 From Jean-Sebastien Guay, "After a bit more testing, it was still not 100% robust, so this fix
will bring the change in line with what is done on other OSes (Linux)
and works in all tested cases.

For reference, this was tested with:

osgviewer <file>.wrl                (file in current directory)
osgviewer <dir>\<file>.wrl          (file in child directory, relative)
osgviewer .\<dir>\<file>.wrl        (file in child directory, specify current)
osgviewer <drive>:\<dir>\<file>.wrl (absolute path)
"
2007-08-22 19:31:58 +00:00

639 lines
28 KiB
C++

// -*-c++-*-
/*
*
* VRML2 file converter for OpenSceneGraph.
*
* authors : Jan Ciger (jan.ciger@gmail.com),
* Tolga Abaci (tolga.abaci@gmail.com),
* Bruno Herbelin (bruno.herbelin@gmail.com)
*
* (c) VRlab EPFL, Switzerland, 2004-2006
*/
#include <iostream>
#include <fstream>
#include <string>
#include <openvrml/vrml97node.h>
#include <openvrml/common.h>
#include <openvrml/browser.h>
#include <openvrml/node.h>
#include <openvrml/node_ptr.h>
#include <openvrml/field.h>
#include <osg/TexEnv>
#include <osg/CullFace>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/Group>
#include <osg/MatrixTransform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/Notify>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <assert.h>
#include <map>
/**
* OpenSceneGraph plugin wrapper/converter.
*/
class ReaderWriterVRML2 : public osgDB::ReaderWriter
{
public:
ReaderWriterVRML2() { }
virtual const char* className()
{
return "VRML2 Reader/Writer";
}
virtual bool acceptsExtension(const std::string& extension)
{
return osgDB::equalCaseInsensitive(extension, "wrl") ? true : false;
}
virtual ReadResult readNode(const std::string&, const osgDB::ReaderWriter::Options *options = NULL) const;
private:
osg::ref_ptr<osg::Node> convertFromVRML(openvrml::node *obj) const;
};
// Register with Registry to instantiate the above reader/writer.
REGISTER_OSGPLUGIN(vrml, ReaderWriterVRML2)
osgDB::ReaderWriter::ReadResult ReaderWriterVRML2::readNode(const std::string &fname, const Options* opt) const
{
std::string fileName = osgDB::findDataFile(fname, opt);
if (fileName.empty()) return ReadResult::FILE_NOT_FOUND;
// convert possible Windows backslashes to Unix slashes
// OpenVRML doesn't like backslashes, even on Windows
std::string unixFileName = osgDB::convertFileNameToUnixStyle(fileName);
#ifdef WIN32
if(unixFileName[1] == ':') // absolute path
#else
if(unixFileName[0] == '/') // absolute path
#endif
fileName = "file://" + unixFileName;
else // relative path
fileName = unixFileName;
std::fstream null;
openvrml::browser *browser = new openvrml::browser(null, null);
std::vector<std::string> parameter;
std::vector<std::string> vuri;
vuri.push_back(fileName);
browser->load_url(vuri, parameter);
std::vector< openvrml::node_ptr > mfn;
mfn = browser->root_nodes();
if (mfn.size() == 0) {
return ReadResult::FILE_NOT_HANDLED;
} else {
osg::ref_ptr<osg::MatrixTransform> osg_root = new osg::MatrixTransform(osg::Matrix(1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1));
for (unsigned i = 0; i < mfn.size(); i++) {
openvrml::node *vrml_node = mfn[i].get();
osg_root->addChild(convertFromVRML(vrml_node).get());
}
return osg_root.get();
}
}
osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj) const
{
std::string name = obj->id();
static int osgLightNum = 0; //light
// std::cout << obj->type.id << " Node " << " ["<< name <<']' << std::endl;
if (obj->type.id == "Group") // Group node
{
openvrml::vrml97_node::group_node *vrml_group;
vrml_group = dynamic_cast<openvrml::vrml97_node::group_node *>(obj);
osg::ref_ptr<osg::Group> osg_group = new osg::Group;
try
{
const openvrml::field_value &fv = obj->field("children");
if ( fv.type() == openvrml::field_value::mfnode_id ) {
const openvrml::mfnode &mfn = dynamic_cast<const openvrml::mfnode &>(fv);
for (unsigned i = 0; i < mfn.value.size(); i++) {
openvrml::node *node = mfn.value[i].get();
osg_group->addChild(convertFromVRML(node).get());
}
}
} catch (openvrml::unsupported_interface &e)
{
// no children
}
return osg_group.get();
} else if (obj->type.id == "Transform") // Handle transforms
{
openvrml::vrml97_node::transform_node *vrml_transform;
vrml_transform = dynamic_cast<openvrml::vrml97_node::transform_node *>(obj);
openvrml::mat4f vrml_m = vrml_transform->transform();
osg::ref_ptr<osg::MatrixTransform> osg_m = new osg::MatrixTransform(osg::Matrix(vrml_m[0][0], vrml_m[0][1], vrml_m[0][2], vrml_m[0][3], vrml_m[1][0], vrml_m[1][1], vrml_m[1][2], vrml_m[1][3], vrml_m[2][0], vrml_m[2][1], vrml_m[2][2], vrml_m[2][3], vrml_m[3][0], vrml_m[3][1], vrml_m[3][2], vrml_m[3][3]));
try
{
const openvrml::field_value &fv = obj->field("children");
if ( fv.type() == openvrml::field_value::mfnode_id ) {
const openvrml::mfnode &mfn = dynamic_cast<const openvrml::mfnode &>(fv);
for (unsigned i = 0; i < mfn.value.size(); i++) {
openvrml::node *node = mfn.value[i].get();
osg_m->addChild(convertFromVRML(node).get());
}
}
} catch (openvrml::unsupported_interface &e)
{
// no children
}
return osg_m.get();
} else if (obj->type.id == "Shape") // Handle Shape node
{
osg::ref_ptr<osg::Geode> osg_geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> osg_geom = new osg::Geometry();
osg_geode->addDrawable(osg_geom.get());
osg::StateSet *osg_stateset = osg_geom->getOrCreateStateSet();
osg::ref_ptr<osg::Material> osg_mat = new osg::Material();
osg_stateset->setAttributeAndModes(osg_mat.get());
osg_mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
osg_geom->addPrimitiveSet(new osg::DrawArrayLengths(osg::PrimitiveSet::POLYGON));
// parse the geometry
{
const openvrml::field_value &fv = obj->field("geometry");
if (fv.type() == openvrml::field_value::sfnode_id)
{
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
// is it indexed_face_set_node ?
if (openvrml::vrml97_node::indexed_face_set_node *vrml_ifs =
dynamic_cast<openvrml::vrml97_node::indexed_face_set_node *>(sfn.value.get())) {
// get array of vertex coordinate_nodes
{
const openvrml::field_value & fv = vrml_ifs->field("coord");
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
openvrml::vrml97_node::coordinate_node *vrml_coord_node =
dynamic_cast<openvrml::vrml97_node::coordinate_node *>(sfn.value.get());
const std::vector<openvrml::vec3f> &vrml_coord = vrml_coord_node->point();
osg::ref_ptr<osg::Vec3Array> osg_vertices = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_coord.size(); i++)
{
openvrml::vec3f vec = vrml_coord[i];
osg_vertices->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
}
osg_geom->setVertexArray(osg_vertices.get());
// get array of vertex indices
const openvrml::field_value &fv2 = vrml_ifs->field("coordIndex");
const openvrml::mfint32 &vrml_coord_index = dynamic_cast<const openvrml::mfint32 &>(fv2);
osg::ref_ptr<osg::IntArray> osg_vert_index = new osg::IntArray();
int num_vert = 0;
for (i = 0; i < vrml_coord_index.value.size(); i++)
{
int index = vrml_coord_index.value[i];
if (index == -1) {
((osg::DrawArrayLengths*) osg_geom->getPrimitiveSet(0))->push_back(num_vert);
num_vert = 0;
} else {
osg_vert_index->push_back(index);
num_vert ++;
}
}
osg_geom->setVertexIndices(osg_vert_index.get());
}
{
// get texture coordinate_nodes
const openvrml::field_value &fv = vrml_ifs->field("texCoord");
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
openvrml::vrml97_node::texture_coordinate_node *vrml_tex_coord_node =
dynamic_cast<openvrml::vrml97_node::texture_coordinate_node *>(sfn.value.get());
if (vrml_tex_coord_node != 0) // if no texture, node is NULL pointer
{
const std::vector<openvrml::vec2f> &vrml_tex_coord = vrml_tex_coord_node->point();
osg::ref_ptr<osg::Vec2Array> osg_texcoords = new osg::Vec2Array();
unsigned i;
for (i = 0; i < vrml_tex_coord.size(); i++)
{
openvrml::vec2f vec = vrml_tex_coord[i];
osg_texcoords->push_back(osg::Vec2(vec[0], vec[1]));
}
osg_geom->setTexCoordArray(0, osg_texcoords.get());
// get array of texture indices
const openvrml::field_value &fv2 = vrml_ifs->field("texCoordIndex");
const openvrml::mfint32 &vrml_tex_coord_index = dynamic_cast<const openvrml::mfint32 &>(fv2);
osg::ref_ptr<osg::IntArray> osg_tex_coord_index = new osg::IntArray();
if(vrml_tex_coord_index.value.size() > 0)
{
for (i = 0; i < vrml_tex_coord_index.value.size(); i++)
{
int index = vrml_tex_coord_index.value[i];
if (index != -1) {
osg_tex_coord_index->push_back(index);
}
}
osg_geom->setTexCoordIndices(0, osg_tex_coord_index.get());
} else
// no indices defined, use coordIndex
osg_geom->setTexCoordIndices(0, osg_geom->getVertexIndices());
}
}
// get array of normals per vertex (if specified)
{
const openvrml::field_value &fv = vrml_ifs->field("normal");
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
openvrml::vrml97_node::normal_node *vrml_normal_node =
dynamic_cast<openvrml::vrml97_node::normal_node *>(sfn.value.get());
if (vrml_normal_node != 0) // if no normals, node is NULL pointer
{
const std::vector<openvrml::vec3f> &vrml_normal_coord = vrml_normal_node->vector();
osg::ref_ptr<osg::Vec3Array> osg_normalcoords = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_normal_coord.size(); i++)
{
const openvrml::vec3f vec = vrml_normal_coord[i];
osg_normalcoords->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
}
osg_geom->setNormalArray(osg_normalcoords.get());
// get array of normal indices
const openvrml::field_value &fv2 = vrml_ifs->field("normalIndex");
const openvrml::mfint32 &vrml_normal_index = dynamic_cast<const openvrml::mfint32 &>(fv2);
osg::ref_ptr<osg::IntArray> osg_normal_index = new osg::IntArray();
if(vrml_normal_index.value.size() > 0)
{
for (i = 0; i < vrml_normal_index.value.size(); i++)
{
int index = vrml_normal_index.value[i];
if (index != -1) {
osg_normal_index->push_back(index);
}
}
osg_geom->setNormalIndices(osg_normal_index.get());
} else
// unspecified, use the coordIndex field
osg_geom->setNormalIndices(osg_geom->getVertexIndices());
// get normal binding
const openvrml::field_value &fv3 = vrml_ifs->field("normalPerVertex");
const openvrml::sfbool &vrml_norm_per_vertex = dynamic_cast<const openvrml::sfbool &>(fv3);
if (vrml_norm_per_vertex.value)
{
osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
} else
{
osg_geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
}
}
}
// get array of colours per vertex (if specified)
{
const openvrml::field_value &fv = vrml_ifs->field("color");
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
openvrml::vrml97_node::color_node *vrml_color_node =
dynamic_cast<openvrml::vrml97_node::color_node *>(sfn.value.get());
if (vrml_color_node != 0) // if no colors, node is NULL pointer
{
const std::vector<openvrml::color> &vrml_colors = vrml_color_node->color();
osg::ref_ptr<osg::Vec3Array> osg_colors = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_colors.size(); i++)
{
const openvrml::color color = vrml_colors[i];
osg_colors->push_back(osg::Vec3(color.r(), color.g(), color.b()));
}
osg_geom->setColorArray(osg_colors.get());
// get array of color indices
const openvrml::field_value &fv2 = vrml_ifs->field("colorIndex");
const openvrml::mfint32 &vrml_color_index = dynamic_cast<const openvrml::mfint32 &>(fv2);
osg::ref_ptr<osg::IntArray> osg_color_index = new osg::IntArray();
if(vrml_color_index.value.size() > 0)
{
for (i = 0; i < vrml_color_index.value.size(); i++)
{
int index = vrml_color_index.value[i];
if (index != -1) {
osg_color_index->push_back(index);
}
}
osg_geom->setColorIndices(osg_color_index.get());
} else
// unspecified, use coordIndices field
osg_geom->setColorIndices(osg_geom->getVertexIndices());
// get color binding
const openvrml::field_value &fv3 = vrml_ifs->field("colorPerVertex");
const openvrml::sfbool &vrml_color_per_vertex = dynamic_cast<const openvrml::sfbool &>(fv3);
if (vrml_color_per_vertex.value)
{
osg_geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
} else
{
osg_geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
}
}
}
} else {
// other geometry types not handled yet
}
}
}
// parse the appearance
{
const openvrml::field_value &fv = obj->field("appearance");
if (fv.type() == openvrml::field_value::sfnode_id)
{
const openvrml::sfnode &sfn = dynamic_cast<const openvrml::sfnode &>(fv);
// std::cerr << "FV->sfnode OK" << std::endl << std::flush;
openvrml::vrml97_node::appearance_node *vrml_app =
dynamic_cast<openvrml::vrml97_node::appearance_node *>(sfn.value.get());
// std::cerr << "sfnode->appearance_node OK" << std::endl << std::flush;
const openvrml::node_ptr &vrml_material_node = vrml_app->material();
const openvrml::node_ptr &vrml_texture_node = vrml_app->texture();
const openvrml::vrml97_node::material_node *vrml_material =
dynamic_cast<const openvrml::vrml97_node::material_node *>(vrml_material_node.get());
// std::cerr << "sfnode->Material OK" << std::endl << std::flush;
if (vrml_material != NULL) {
osg_mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->ambient_intensity(),
vrml_material->ambient_intensity(),
vrml_material->ambient_intensity(),
1.0));
osg_mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->diffuse_color().r(),
vrml_material->diffuse_color().g(),
vrml_material->diffuse_color().b(),
1.0));
osg_mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->emissive_color().r(),
vrml_material->emissive_color().g(),
vrml_material->emissive_color().b(),
1.0));
osg_mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->specular_color().r(),
vrml_material->specular_color().g(),
vrml_material->specular_color().b(),
1.0));
osg_mat->setTransparency(osg::Material::FRONT_AND_BACK, vrml_material->transparency() );
//osg_stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg_mat->setShininess(osg::Material::FRONT_AND_BACK, vrml_material->shininess() );
//osg_mat->setColorMode(osg::Material::OFF);
osg_stateset->setAttributeAndModes(osg_mat.get());
osg_stateset->setMode(GL_BLEND, osg::StateAttribute::ON); //bhbn
}
const openvrml::vrml97_node::image_texture_node *vrml_texture =
dynamic_cast<const openvrml::vrml97_node::image_texture_node *>(vrml_texture_node.get());
// std::cerr << "TextureNode -> ImageTexture OK" << std::endl << std::flush;
// if texture is provided
if (vrml_texture != 0) {
const openvrml::field_value &texture_url_fv = vrml_texture->field("url");
const openvrml::mfstring &mfs = dynamic_cast<const openvrml::mfstring &>(texture_url_fv);
// std::cerr << "Texture URL FV -> mfstring OK" << std::endl << std::flush;
const std::string &url = mfs.value[0];
osg::ref_ptr<osg::Image> image = osgDB::readImageFile(url);
if (image != 0) {
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(image.get());
// defaults
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
texture->setWrap(osg::Texture::WRAP_R, osg::Texture::REPEAT);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
// get the real texture wrapping parameters (if any)
try {
const openvrml::field_value &wrap_fv = vrml_texture->field("repeatS");
const openvrml::sfbool &sfb = dynamic_cast<const openvrml::sfbool &>(wrap_fv);
if (!sfb.value) {
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
}
} catch (...) {
// nothing specified
}
try {
const openvrml::field_value &wrap_fv = vrml_texture->field("repeatT");
const openvrml::sfbool &sfb = dynamic_cast<const openvrml::sfbool &>(wrap_fv);
if (!sfb.value) {
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
}
} catch (...) {
// nothing specified
}
osg_stateset->setTextureAttributeAndModes(0, texture.get());
//osg_stateset->setMode(GL_BLEND,osg::StateAttribute::ON); //bhbn
} else {
std::cerr << "texture file " << url << " not found !" << std::endl << std::flush;
}
}
}
}
return osg_geode.get();
} else {
return 0;
}
/*
} else if(obj->type.id == "DirectionalLight") // Handle lights
{
osg::Group* lightGroup = new osg::Group;
openvrml::vrml97_node::directional_light_node *vrml_light;
vrml_light = dynamic_cast<openvrml::vrml97_node::directional_light_node *>(obj);
// create light with global params
osg::Light* myLight = new osg::Light;
myLight->setLightNum(osgLightNum);
myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
float osgR = vrml_light->color().r()*vrml_light->intensity();
float osgG = vrml_light->color().g()*vrml_light->intensity();
float osgB = vrml_light->color().b()*vrml_light->intensity();
myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
// configure light as DIRECTIONAL
openvrml::sfvec3f &dir = vrml_light->direction_;
myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2]));
myLight->setPosition(osg::Vec4(dir.value[0],dir.value[1],dir.value[2], 0.0f));
// add the light in the scenegraph
osg::LightSource* lightS = new osg::LightSource;
lightS->setLight(myLight);
if (vrml_light->on()) {
lightS->setLocalStateSetModes(osg::StateAttribute::ON);
//lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
}
lightGroup->addChild(lightS);
osgLightNum++;
return lightGroup;
} else if(obj->type.id == "PointLight") // Handle lights
{
osg::Group* lightGroup = new osg::Group;
openvrml::vrml97_node::point_light_node *vrml_light;
vrml_light = dynamic_cast<openvrml::vrml97_node::point_light_node *>(obj);
// create light with global params
osg::Light* myLight = new osg::Light;
myLight->setLightNum(osgLightNum);
//std::cout<<"lightnum = "<<osgLightNum;
openvrml::sfvec3f &pos = vrml_light->location_;
myLight->setPosition(osg::Vec4(pos.value[0], pos.value[1], pos.value[2], 1.0f));
myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
float osgR = vrml_light->color().r()*vrml_light->intensity();
float osgG = vrml_light->color().g()*vrml_light->intensity();
float osgB = vrml_light->color().b()*vrml_light->intensity();
myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
// configure light as POINT
myLight->setDirection(osg::Vec3(0.f,0.f,0.f));
// add the light in the scenegraph
osg::LightSource* lightS = new osg::LightSource;
lightS->setLight(myLight);
if (vrml_light->on()) {
lightS->setLocalStateSetModes(osg::StateAttribute::ON);
//lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
}
lightGroup->addChild(lightS);
osgLightNum++;
return lightGroup;
} else if(obj->type.id == "SpotLight") // Handle lights
{
osg::Group* lightGroup = new osg::Group;
openvrml::vrml97_node::spot_light_node *vrml_light;
vrml_light = dynamic_cast<openvrml::vrml97_node::spot_light_node *>(obj);
// create light with global params
osg::Light* myLight = new osg::Light;
myLight->setLightNum(osgLightNum);
myLight->setPosition(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
float osgR = vrml_light->color().r()*vrml_light->intensity();
float osgG = vrml_light->color().g()*vrml_light->intensity();
float osgB = vrml_light->color().b()*vrml_light->intensity();
myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
// configure light as SPOT
openvrml::sfvec3f &dir = vrml_light->direction_;
myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2]));
// The cutOff value in osg ranges from 0 to 90, we need
// to divide by 2 to avoid openGL error.
// myLight->setSpotCutoff(ls.fallsize/2.0f);
// The bigger the differens is between fallsize and hotsize
// the bigger the exponent should be.
// float diff = ls.fallsize - ls.hotsize;
// myLight->setSpotExponent(diff);
// add the light in the scenegraph
osg::LightSource* lightS = new osg::LightSource;
lightS->setLight(myLight);
if (vrml_light->on()) {
lightS->setLocalStateSetModes(osg::StateAttribute::ON);
//lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
}
lightGroup->addChild(lightS);
osgLightNum++;
return lightGroup;
} else {
return NULL;
}
*/
}