raze/source/core/rendering/hw_sections.cpp
Christoph Oelckers 37e49ed775 After this any old mesh has become invalid and needs to be rebuilt.
- use only one Section type.
2021-12-30 09:53:09 +01:00

749 lines
22 KiB
C++

/*
** hw_sectiona.cpp
** For decoupling the renderer from internal Build structures
**
**---------------------------------------------------------------------------
** Copyright 2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. 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.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** The sole reason for existence of this file is that Build's sector setup
** does not allow for easy splitting of sectors, either for having disjoint parts
** or requiring partial rendering. So we need to add a superstructure
** where we can shuffle around some content without disturbing the original
** order...
**
*/
#include "hw_sections.h"
#include "sectorgeometry.h"
#include "gamefuncs.h"
#include "earcut.hpp"
#include "nodebuilder/nodebuild.h"
FMemArena tempsectionArena(102400);
TArray<SectionLine> sectionLines;
TArray<Section> Sections;
TArray<TArray<int>> sectionspersector; // reverse map, mainly for the automap
int numsectionlines;
void hw_SplitSector(int sector, int startpos, int endpos);
TArray<int> splits;
void hw_BuildSections()
{
Sections.Resize(numsectors);
memset(Sections.Data(), 0, numsectors * sizeof(Section));
sectionspersector.Resize(numsectors);
sectionLines.Resize(numwalls * 5 / 4); // cannot reallocate, unfortunately.
numsectionlines = numwalls;
for (int i = 0; i < numsectors; i++)
{
Sections[i].sector = i;
auto lines = (int*)tempsectionArena.Alloc(sector[i].wallnum * sizeof(int));
Sections[i].lines.Set(lines, sector[i].wallnum);
for (int j = 0; j < sector[i].wallnum; j++) Sections[i].lines[j] = sector[i].wallptr + j;
sectionspersector[i].Resize(1);
sectionspersector[i][0] = i;
}
// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
numsectionlines = numwalls;
for (int i = 0; i < numwalls; i++)
{
auto& wal = wall[i];
sectionLines[i].startpoint = sectionLines[i].wall = i;
sectionLines[i].endpoint = wal.point2;
sectionLines[i].partner = wal.nextwall;
sectionLines[i].section = wal.sector;
sectionLines[i].partnersection = wal.nextsector;
sectionLines[i].point2index = 0;
if (wal.sector == -1)
Printf("Warning: Wall %d without a sector!\n", wall.IndexOf(&wal));
else
sectionLines[i].point2index = wal.point2 - wal.sectorp()->wallptr;
}
for (unsigned i = 0; i < splits.Size(); i += 3)
hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]);
}
static void SplitSection(int section, int start, int end)
{
#if 0 // disabled until refactoring. This code is a mess and needs to be redone.
// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
// This also can only apply a single split to a given sector.
int firstsection = Sections.Reserve(2);
int secondsection = firstsection+1;
auto& sect = Sections[section];
Section* sect1 = &Sections[firstsection];
Section* sect2 = &Sections[secondsection];
sect1->sector = sect.sector;
sect2->sector = sect.sector;
sect1->lines.Clear();
sect2->lines.Clear();
for (int aline : sect.lines)
{
int line = sectionLines[aline].wall;
if (line < start || line >= end)
{
sect1->lines.Push(aline);
}
if (line == start)
{
sect1->lines.Push(-1);
sect2->lines.Push(-1);
}
if (line >= start && line < end)
{
sect2->lines.Push(aline);
}
}
int firstnewline = numsectionlines;
int thisline = numsectionlines;
int splitline1 = 0, splitline2 = 0;
//numsectionlines += sect1->lines.Size() + 1;
for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect1->lines[i];
sect1->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = Sections.IndexOf(sect1);
if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
if (newline.partner >= 0)
{
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
}
thisline++;
}
else
{
splitline1 = thisline++;
sectionLines[splitline1].wall = -1;
sectionLines[splitline1].section = Sections.IndexOf(sect1);
sectionLines[splitline1].partnersection = Sections.IndexOf(sect2);
sectionLines[splitline1].startpoint = start;
sectionLines[splitline1].endpoint = end;
sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
}
}
firstnewline = thisline;
for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect2->lines[i];
sect2->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = Sections.IndexOf(sect1);
if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
if (newline.partner >= 0)
{
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
}
thisline++;
}
else
{
splitline2 = thisline++;
sectionLines[splitline2].wall = -1;
sectionLines[splitline2].section = Sections.IndexOf(sect2);
sectionLines[splitline2].partnersection = Sections.IndexOf(sect1);
sectionLines[splitline2].startpoint = end;
sectionLines[splitline2].endpoint = start;
sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
}
}
sectionLines[splitline1].partner = splitline2;
sectionLines[splitline2].partner = splitline1;
sectionspersector[sect.sector].Resize(2);
sectionspersector[sect.sector][0] = Sections.IndexOf(sect1);
sectionspersector[sect.sector][1] = Sections.IndexOf(sect2);
#endif
}
void hw_SplitSector(int sectnum, int start, int end)
{
int wallstart = sector[sectnum].wallptr;
int wallend = wallstart + sector[sectnum].wallnum;
if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return;
for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++)
{
int sect = sectionspersector[sectnum][i];
bool foundstart = false, foundend = false;
for (int aline : Sections[sect].lines)
{
int line = sectionLines[aline].wall;
if (line == start) foundstart = true;
if (line == end) foundend = true;
}
if (foundstart && foundend)
{
sectionspersector[sectnum].Delete(i);
SplitSection(sect, start, end);
return;
}
}
}
void hw_SetSplitSector(int sectnum, int start, int end)
{
splits.Push(sectnum);
splits.Push(start);
splits.Push(end);
}
void hw_ClearSplitSector()
{
splits.Clear();
}
// this got dumped here to move it out of the way.
static FVector3 CalcNormal(sectortype* sector, int plane)
{
return { 0,0,0 };
}
class UVCalculator1
{
sectortype* sect;
int myplane;
int stat;
float z1;
int ix1;
int iy1;
int ix2;
int iy2;
float sinalign, cosalign;
FGameTexture* tex;
float xpanning, ypanning;
float xscaled, yscaled;
FVector2 offset;
public:
UVCalculator1(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
{
float xpan, ypan;
sect = sec;
tex = tx;
myplane = plane;
offset = off;
auto firstwall = sec->firstWall();
ix1 = firstwall->x;
iy1 = firstwall->y;
ix2 = firstwall->point2Wall()->x;
iy2 = firstwall->point2Wall()->y;
if (plane == 0)
{
stat = sec->floorstat;
xpan = sec->floorxpan_;
ypan = sec->floorypan_;
PlanesAtPoint(sec, ix1, iy1, nullptr, &z1);
}
else
{
stat = sec->ceilingstat;
xpan = sec->ceilingxpan_;
ypan = sec->ceilingypan_;
PlanesAtPoint(sec, ix1, iy1, &z1, nullptr);
}
DVector2 dv = { double(ix2 - ix1), -double(iy2 - iy1) };
auto vang = dv.Angle() - 90.;
cosalign = float(vang.Cos());
sinalign = float(vang.Sin());
int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
xpanning = xpan / 256.f;
ypanning = ypan / 256.f;
float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN))
{
// This is necessary to adjust for some imprecisions in the math.
// To calculate the inverse Build performs an integer division with significant loss of precision
// that can cause the texture to be shifted by multiple pixels.
// The code below calculates the amount of this deviation so that it can be added back to the formula.
int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1));
if (len != 0)
{
int i = 1048576 / len;
scalefactor *= 1048576.f / (i * len);
}
}
xscaled = scalefactor * pow2width;
yscaled = scalefactor * pow2height;
}
FVector2 GetUV(int x, int y, float z)
{
float tv, tu;
if (stat & CSTAT_SECTOR_ALIGN)
{
float dx = (float)(x - ix1);
float dy = (float)(y - iy1);
tu = -(dx * sinalign + dy * cosalign);
tv = (dx * cosalign - dy * sinalign);
if (stat & CSTAT_SECTOR_SLOPE)
{
float dz = (z - z1) * 16;
float newtv = sqrt(tv * tv + dz * dz);
tv = tv < 0 ? -newtv : newtv;
}
}
else
{
tu = x - offset.X;
tv = -y - offset.Y;
}
if (stat & CSTAT_SECTOR_SWAPXY)
std::swap(tu, tv);
if (stat & CSTAT_SECTOR_XFLIP) tu = -tu;
if (stat & CSTAT_SECTOR_YFLIP) tv = -tv;
return { tu / xscaled + xpanning, tv / yscaled + ypanning };
}
};
// moved out of the way
//==========================================================================
//
//
//
//==========================================================================
bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2& offset)
{
auto sec = &Sections[secnum];
auto sectorp = &sector[sec->sector];
int numvertices = sec->lines.Size();
TArray<FVector3> points(numvertices, true);
using Point = std::pair<float, float>;
std::vector<std::vector<Point>> polygon;
std::vector<Point>* curPoly;
polygon.resize(1);
curPoly = &polygon.back();
FixedBitArray<MAXWALLSB> done;
int fz = sectorp->floorz, cz = sectorp->ceilingz;
int vertstoadd = numvertices;
done.Zero();
while (vertstoadd > 0)
{
int start = 0;
while (done[start] && start < numvertices) start++;
int s = start;
if (start >= 0 && start < numvertices)
{
while (start >= 0 && start < numvertices && !done[start])
{
auto sline = &sectionLines[sec->lines[start]];
auto wallp = &wall[sline->startpoint];
float X = float(WallStartX(wallp));
float Y = float(WallStartY(wallp));
if (fabs(X) > 32768.f || fabs(Y) > 32768.f)
{
// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
// Do not try alternative methods if this happens.
return true;
}
curPoly->push_back(std::make_pair(X, Y));
done.Set(start);
vertstoadd--;
start = sline->point2index;
}
polygon.resize(polygon.size() + 1);
curPoly = &polygon.back();
if (start != s) return false; // means the sector is badly defined. RRRA'S E1L3 triggers this.
}
}
// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
int outer = 0;
float minx = FLT_MAX;
float miny = FLT_MAX;
for (size_t a = 0; a < polygon.size(); a++)
{
for (auto& pt : polygon[a])
{
if (pt.first < minx || (pt.first == minx && pt.second < miny))
{
minx = pt.first;
miny = pt.second;
outer = int(a);
}
}
}
if (outer != 0) std::swap(polygon[0], polygon[outer]);
auto indices = mapbox::earcut(polygon);
if (indices.size() < 3 * (sec->lines.Size() - 2))
{
// this means that full triangulation failed.
return false;
}
sectorp->floorz = sectorp->ceilingz = 0;
int p = 0;
for (size_t a = 0; a < polygon.size(); a++)
{
for (auto& pt : polygon[a])
{
float planez = 0;
PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
FVector3 point = { pt.first, pt.second, planez };
points[p++] = point;
}
}
auto& entry = data[secnum].planes[plane];
entry.vertices.Resize((unsigned)indices.size());
entry.texcoords.Resize((unsigned)indices.size());
entry.normal = CalcNormal(sectorp, plane);
auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum);
UVCalculator1 uvcalc(sectorp, plane, texture, offset);
for(unsigned i = 0; i < entry.vertices.Size(); i++)
{
auto& pt = points[indices[i]];
entry.vertices[i] = pt;
entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16), int(pt.Y * -16), pt.Z);
}
sectorp->floorz = fz;
sectorp->ceilingz = cz;
return true;
}
//==========================================================================
//
// Use ZDoom's node builder if the simple approach fails.
// This will create something usable in the vast majority of cases,
// even if the result is less efficient.
//
//==========================================================================
bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector2& offset)
{
auto sec = &Sections[secnum];
auto sectorp = &sector[sec->sector];
int numvertices = sec->lines.Size();
// Convert our sector into something the node builder understands
TArray<vertex_t> vertexes(sectorp->wallnum, true);
TArray<line_t> lines(numvertices, true);
TArray<side_t> sides(numvertices, true);
int j = 0;
for (int i = 0; i < numvertices; i++)
{
auto sline = &sectionLines[sec->lines[i]];
if (sline->point2index < 0) continue; // Exhumed LEV14 triggers this on sector 169.
auto wallp = &wall[sline->startpoint];
vertexes[j].p = { wallp->x * (1 / 16.), wallp->y * (1 / -16.) };
if (fabs(vertexes[j].p.X) > 32768.f || fabs(vertexes[j].p.Y) > 32768.f)
{
// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
return true;
}
lines[j].backsector = nullptr;
lines[j].frontsector = sectorp;
lines[j].linenum = j;
lines[j].wallnum = sline->wall;
lines[j].sidedef[0] = &sides[j];
lines[j].sidedef[1] = nullptr;
lines[j].v1 = &vertexes[j];
lines[j].v2 = &vertexes[sline->point2index + j - i];
sides[j].sidenum = j;
sides[j].sector = sectorp;
j++;
}
vertexes.Clamp(j);
lines.Clamp(j);
sides.Clamp(j);
// Weed out any overlaps. These often happen with door setups and can lead to bad subsectors
for (unsigned i = 0; i < lines.Size(); i++)
{
auto p1 = lines[i].v1->p, p2 = lines[i].v2->p;
// Throw out any line with zero length.
if (p1 == p2)
{
lines.Delete(i);
i--;
continue;
}
for (unsigned j = i + 1; j < lines.Size(); j++)
{
auto pp1 = lines[j].v1->p, pp2 = lines[j].v2->p;
if (pp1 == p2 && pp2 == p1)
{
// handle the simple case first, i.e. line j is the inverse of line i.
// in this case both lines need to be deleted.
lines.Delete(j);
lines.Delete(i);
i--;
goto nexti;
}
else if (pp1 == p2)
{
// only the second line's start point matches.
// In this case we have to delete the shorter line and truncate the other one.
// check if the second line's end point is on the line we are checking
double d1 = PointOnLineSide(pp2, p1, p2);
if (fabs(d1) > FLT_EPSILON) continue; // not colinear
bool vert = p1.X == p2.X;
double p1x = vert ? p1.X : p1.Y;
double p2x = vert ? p2.X : p2.Y;
double pp1x = vert ? pp1.X : pp1.Y;
double pp2x = vert ? pp2.X : pp2.Y;
if (pp2x > min(p1x, p2x) && pp2x < max(p1x, p2x))
{
// pp2 is on line i.
lines[i].v2 = lines[j].v2;
lines.Delete(j);
continue;
}
else if (p1x > min(pp1x, pp2x) && p1x < max(pp1x, pp2x))
{
// p1 is on line j
lines[j].v1 = lines[j].v2;
lines.Delete(i);
goto nexti;
}
}
else if (pp2 == p1)
{
// only the second line's start point matches.
// In this case we have to delete the shorter line and truncate the other one.
// check if the second line's end point is on the line we are checking
double d1 = PointOnLineSide(pp1, p1, p2);
if (fabs(d1) > FLT_EPSILON) continue; // not colinear
bool vert = p1.X == p2.X;
double p1x = vert ? p1.X : p1.Y;
double p2x = vert ? p2.X : p2.Y;
double pp1x = vert ? pp1.X : pp1.Y;
double pp2x = vert ? pp2.X : pp2.Y;
if (pp1x > min(p1x, p2x) && pp1x < max(p1x, p2x))
{
// pp1 is on line i.
lines[i].v1 = lines[j].v1;
lines.Delete(j);
continue;
}
else if (p2x > min(pp1x, pp2x) && p2x < max(pp1x, pp2x))
{
// p2 is on line j
lines[j].v2 = lines[j].v1;
lines.Delete(i);
goto nexti;
}
}
else
{
// no idea if we should do further checks here. Blood's doors do not need them. We'll see.
}
}
nexti:;
}
if (lines.Size() < 4)
{
// nothing to generate. If line count is < 4 this sector is degenerate and should not be processed further.
auto& entry = data[secnum].planes[plane];
entry.vertices.Clear();
entry.texcoords.Clear();
return true;
}
FNodeBuilder::FLevel leveldata =
{
&vertexes[0], (int)vertexes.Size(),
&sides[0], (int)sides.Size(),
&lines[0], (int)lines.Size(),
0, 0, 0, 0
};
leveldata.FindMapBounds();
FNodeBuilder builder(leveldata);
FLevelLocals Level;
builder.Extract(Level);
// Now turn the generated subsectors into triangle meshes
auto& entry = data[secnum].planes[plane];
entry.vertices.Clear();
entry.texcoords.Clear();
int fz = sectorp->floorz, cz = sectorp->ceilingz;
sectorp->floorz = sectorp->ceilingz = 0;
for (auto& sub : Level.subsectors)
{
if (sub.numlines <= 2) continue;
auto v0 = sub.firstline->v1;
for (unsigned i = 1; i < sub.numlines - 1; i++)
{
auto v1 = sub.firstline[i].v1;
auto v2 = sub.firstline[i].v2;
entry.vertices.Push({ (float)v0->fX(), (float)v0->fY(), 0 });
entry.vertices.Push({ (float)v1->fX(), (float)v1->fY(), 0 });
entry.vertices.Push({ (float)v2->fX(), (float)v2->fY(), 0 });
}
}
// calculate the rest.
auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum);
UVCalculator1 uvcalc(sectorp, plane, texture, offset);
entry.texcoords.Resize(entry.vertices.Size());
for (unsigned i = 0; i < entry.vertices.Size(); i++)
{
auto& pt = entry.vertices[i];
float planez = 0;
PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
entry.vertices[i].Z = planez;
entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z);
}
entry.normal = CalcNormal(sectorp, plane);
sectorp->floorz = fz;
sectorp->ceilingz = cz;
return true;
}
//==========================================================================
//
//
//
//==========================================================================
void SectorGeometry::ValidateSector(unsigned int secnum, int plane, const FVector2& offset)
{
auto sec = &sector[Sections[secnum].sector];
auto compare = &data[secnum].compare[plane];
if (plane == 0)
{
if (sec->floorheinum == compare->floorheinum &&
sec->floorpicnum == compare->floorpicnum &&
((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
sec->floorxpan_ == compare->floorxpan_ &&
sec->floorypan_ == compare->floorypan_ &&
sec->firstWall()->pos == data[secnum].poscompare[0] &&
sec->firstWall()->point2Wall()->pos == data[secnum].poscompare2[0] &&
!(sec->dirty & 1) && data[secnum].planes[plane].vertices.Size() ) return;
sec->dirty &= ~1;
}
else
{
if (sec->ceilingheinum == compare->ceilingheinum &&
sec->ceilingpicnum == compare->ceilingpicnum &&
((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
sec->ceilingxpan_ == compare->ceilingxpan_ &&
sec->ceilingypan_ == compare->ceilingypan_ &&
sec->firstWall()->pos == data[secnum].poscompare[1] &&
sec->firstWall()->point2Wall()->pos == data[secnum].poscompare2[1] &&
!(sec->dirty & 2) && data[secnum].planes[1].vertices.Size()) return;
sec->dirty &= ~2;
}
*compare = *sec;
data[secnum].poscompare[plane] = sec->firstWall()->pos;
data[secnum].poscompare2[plane] = sec->firstWall()->point2Wall()->pos;
if (data[secnum].degenerate || !MakeVertices(secnum, plane, offset))
{
data[secnum].degenerate = true;
//Printf(TEXTCOLOR_YELLOW "Normal triangulation failed for sector %d. Retrying with alternative approach\n", secnum);
MakeVertices2(secnum, plane, offset);
}
}