598 lines
26 KiB
C++
598 lines
26 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/colmathaabox.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 10/31/02 11:27a $*
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* *
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* $Revision:: 24 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CollisionMath::Intersection_Test -- Test intersection between two AABoxes *
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a sphere *
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a triangle *
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a line segment *
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* CollisionMath::Collide -- Collision test for a moving AABox and a plane *
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* aab_separation_test -- tests two AAB's for separation on an axis *
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* CollisionMath::Collide -- Collision test for two moving AABoxes *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "colmath.h"
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#include "colmathinlines.h"
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#include "aaplane.h"
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#include "plane.h"
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#include "lineseg.h"
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#include "tri.h"
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#include "sphere.h"
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#include "aabox.h"
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#include "obbox.h"
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#include "wwdebug.h"
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/***********************************************************************************************
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* CollisionMath::Intersection_Test -- Test intersection between two AABoxes *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 11/19/99 gth : Created. *
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*=============================================================================================*/
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bool CollisionMath::Intersection_Test(const AABoxClass & box,const AABoxClass & box2)
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{
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Vector3 dc = box2.Center - box.Center;
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if (box.Extent.X + box2.Extent.X < WWMath::Fabs(dc.X)) return false;
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if (box.Extent.Y + box2.Extent.Y < WWMath::Fabs(dc.Y)) return false;
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if (box.Extent.Z + box2.Extent.Z < WWMath::Fabs(dc.Z)) return false;
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return true;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a sphere *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 11/19/99 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType CollisionMath::Overlap_Test(const AABoxClass & box,const SphereClass & sphere)
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{
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// TODO: this function seems incorrect. Not currently using it though
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Vector3 dist = sphere.Center - box.Center;
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Vector3 extent;
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extent.X = box.Extent.X + sphere.Radius;
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extent.Y = box.Extent.Y + sphere.Radius;
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extent.Z = box.Extent.Z + sphere.Radius;
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//
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// Check to see if the sphere is completely outside the box
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//
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if (WWMath::Fabs(dist.X) > extent.X) return OUTSIDE;
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if (WWMath::Fabs(dist.Y) > extent.Y) return OUTSIDE;
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if (WWMath::Fabs(dist.Z) > extent.Z) return OUTSIDE;
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return INSIDE;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a line segment *
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* *
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* This function uses separating axes to determine whether an AABox and a line segment overlap *
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* I wrote it when we found that ray-casting was taking a huge amount of time in Renegade. *
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* Here are some statistics comparing this function to the previous function which used the *
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* same algorithm that Collide(box,ray) uses. *
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* *
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* collide algorithm (Gems) separating axis (this one) *
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* ----------------------------------------------------------------------------------------- *
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* number of tests 10000 10000 *
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* avg cycles 641 464 *
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* outside cycles 652 390 *
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* overlap cycles 610 683 *
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* *
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* The idea for this test is that it will early-exit when it can while the old test can't. *
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* When we are passing a ray down our culling trees, it is common to encounter boxes that *
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* are not intersecting the ray. The faster we can reject these, the better! *
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* *
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* INPUT: *
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* box - box to test *
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* line - line to test *
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* *
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* OUTPUT: *
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* overlap status of the line with respect to the box, either INSIDE, OUTSIDE, or OVERLAPPED *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 11/19/99 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType CollisionMath::Overlap_Test(const AABoxClass & box,const LineSegClass & line)
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{
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// If both endpoints are in, return INSIDE
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// If either was inside, return OVERLAPPED
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int inside_point_count = 0;
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if (CollisionMath::Overlap_Test(box,line.Get_P0()) == INSIDE) inside_point_count++;
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if (CollisionMath::Overlap_Test(box,line.Get_P1()) == INSIDE) inside_point_count++;
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if (inside_point_count == 2) {
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return INSIDE;
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} else if (inside_point_count == 1) {
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return OVERLAPPED;
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} else {
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// Here I'm using the separating axis theorem to test if the line-segment
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// and the box can be separated by a plane. Any two convex objects that are
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// not intersecting can be separated by a plane defined by either a
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// face normal from one of the objects or the cross-product of an edge from
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// each object. In the case of an axis-aligned box and a line-segment, we
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// have to check the three coordinate axes and the cross product between
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// each and the direction vector of the line segment.
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//
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// Here is the general test for an arbitrary axis:
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// -----------------------------------------------
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// box_proj = fabs(extent.X*axis.X) + fabs(extent.Y*axis.Y) + fabs(extent.Z*axis.Z)
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// p0_proj = fabs(dot_product(dp0,axis))
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// dp_proj = fabs(dot_product(dp,axis))
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// if (p0_proj > 0) {
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// if (p0_proj > box_proj - WWMath::Min(dp_proj,0.0f)) return OUTSIDE;
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// } else {
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// if (-p0_proj > box_proj + WWMath::Max(dp_proj,0.0f)) return OUTSIDE;
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// }
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//
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// In practice, there are optimizations you can make on each of the axes that
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// we need to test (see below).
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float box_proj,p0_proj,dp_proj;
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Vector3 dp0;
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Vector3::Subtract(line.Get_P0(),box.Center,&dp0);
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// Project box and line onto the x-axis
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// Since I know the axis is the x-axis, just take the x components of each
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// vector instead of doing the dot-product. The projection of 'dp' is only
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// counted if it points towards the center of the box (i.e. it decreases the
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// chances of them being separated...)
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box_proj = box.Extent.X;
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p0_proj = dp0.X;
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dp_proj = line.Get_DP().X;
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if (p0_proj > 0) {
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if (p0_proj > box_proj - WWMath::Min(dp_proj,0.0f)) return OUTSIDE;
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} else {
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if (-p0_proj > box_proj + WWMath::Max(dp_proj,0.0f)) return OUTSIDE;
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}
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// Project box and line onto the y-axis
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box_proj = box.Extent.Y;
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p0_proj = dp0.Y;
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dp_proj = line.Get_DP().Y;
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if (p0_proj > 0) {
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if (p0_proj > box_proj - WWMath::Min(dp_proj,0.0f)) return OUTSIDE;
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} else {
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if (-p0_proj > box_proj + WWMath::Max(dp_proj,0.0f)) return OUTSIDE;
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}
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// Project box and line onto the z-axis
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box_proj = box.Extent.Z;
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p0_proj = dp0.Z;
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dp_proj = line.Get_DP().Z;
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if (p0_proj > 0) {
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if (p0_proj > box_proj - WWMath::Min(dp_proj,0.0f)) return OUTSIDE;
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} else {
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if (-p0_proj > box_proj + WWMath::Max(dp_proj,0.0f)) return OUTSIDE;
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}
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// Project box and line onto (x cross line)
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// I'm manually optimizing the cross-product and taking advantage of the fact
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// that 'dp' will always project to zero for this axis.
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Vector3 axis;
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axis.Set(0,-line.Get_Dir().Z,line.Get_Dir().Y); // == (1,0,0) cross (x,y,z)
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box_proj = WWMath::Fabs(axis.Y*box.Extent.Y) + WWMath::Fabs(axis.Z*box.Extent.Z);
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p0_proj = Vector3::Dot_Product(axis,dp0);
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if (WWMath::Fabs(p0_proj) > box_proj) return OUTSIDE;
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// Project box and line onto (y cross line)
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axis.Set(line.Get_Dir().Z,0,-line.Get_Dir().X); // == (0,1,0) cross (x,y,z)
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box_proj = WWMath::Fabs(axis.X*box.Extent.X) + WWMath::Fabs(axis.Z*box.Extent.Z);
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p0_proj = Vector3::Dot_Product(axis,dp0);
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if (WWMath::Fabs(p0_proj) > box_proj) return OUTSIDE;
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// Project box and line onto (z cross line)
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axis.Set(-line.Get_Dir().Y,line.Get_Dir().X,0); // == (0,0,1) cross (x,y,z)
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box_proj = WWMath::Fabs(axis.X*box.Extent.X) + WWMath::Fabs(axis.Y*box.Extent.Y);
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p0_proj = Vector3::Dot_Product(axis,dp0);
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if (WWMath::Fabs(p0_proj) > box_proj) return OUTSIDE;
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}
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return OVERLAPPED;
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}
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#if 0 // Alternate Overlap Test for AABox-Ray
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CollisionMath::OverlapType CollisionMath::Overlap_Test(const AABoxClass & box,const LineSegClass & line)
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{
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// If both endpoints are in, return INSIDE
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// If either was inside, return OVERLAPPED
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int inside_point_count = 0;
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if (CollisionMath::Overlap_Test(box,line.Get_P0()) == INSIDE) inside_point_count++;
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if (CollisionMath::Overlap_Test(box,line.Get_P1()) == INSIDE) inside_point_count++;
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if (inside_point_count == 2) {
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return INSIDE;
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} else if (inside_point_count == 1) {
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return OVERLAPPED;
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} else {
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// Now we know that both points are outside of the box so we
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// have to detect if the ray penetrates the box.
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// I found this algorithm in one of the GEMS books...
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Vector3 boxmin,boxmax;
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Vector3::Subtract(box.Center,box.Extent,&boxmin);
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Vector3::Add(box.Center,box.Extent,&boxmax);
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float candidateplane[3]; // candidate intersection plane distance for each axis
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float maxt[3]; // t value along the ray for each axis
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Vector3 coord; // intersection point
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const int BOX_SIDE_NEGATIVE = -1;
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const int BOX_SIDE_MIDDLE = 0;
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const int BOX_SIDE_POSITIVE = 1;
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int quadrant[3];
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for (int i=0; i<3; i++) {
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if (line.Get_P0()[i] < boxmin[i]) {
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quadrant[i] = BOX_SIDE_NEGATIVE;
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candidateplane[i] = boxmin[i];
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} else if (line.Get_P0()[i] > boxmax[i]) {
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quadrant[i] = BOX_SIDE_POSITIVE;
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candidateplane[i] = boxmax[i];
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} else {
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quadrant[i] = BOX_SIDE_MIDDLE;
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}
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}
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// Calculate the 3 distances to the candidate planes
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for (i=0; i<3; i++) {
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if (quadrant[i] != BOX_SIDE_MIDDLE && line.Get_DP()[i] != 0.0f) {
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maxt[i] = (candidateplane[i] - line.Get_P0()[i]) / line.Get_DP()[i];
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} else {
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maxt[i] = -1.0f;
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}
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}
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// Get the largest of the maxt's for the final choice of intersection
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int intersection_plane = 0;
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for (i=1; i<3; i++) {
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if (maxt[i] > maxt[intersection_plane]) {
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intersection_plane = i;
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}
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}
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// If the ray is "in front" of all of the planes, return
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if (maxt[intersection_plane] < 0.0f) {
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return OUTSIDE;
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}
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// If the intersection is beyond the end of the ray, return
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if (maxt[intersection_plane] > 1.0f) {
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return OUTSIDE;
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}
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// Check if the ray is inside the box, i.e. on the two planes which
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// are not the intersection planes, the intersection point should
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// be between the min and max of the box.
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for (i=0; i<3; i++) {
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if (intersection_plane != i) {
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coord[i] = line.Get_P0()[i] + maxt[intersection_plane] * line.Get_DP()[i];
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if ((coord[i] < boxmin[i]) || (coord[i] > boxmax[i])) {
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return OUTSIDE; // ray is outside the box
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}
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} else {
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coord[i] = candidateplane[i];
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}
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}
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}
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return OVERLAPPED;
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}
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#endif // Alternate Overlap Test for AABox-Ray
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Tests overlap between an AABox and a triangle *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 11/19/99 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType CollisionMath::Overlap_Test(const AABoxClass & box,const TriClass & tri)
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{
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CastResultStruct res;
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CollisionMath::Collide(box,Vector3(0,0,0),tri,&res);
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return eval_overlap_collision(res);
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}
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/***********************************************************************************************
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* CollisionMath::Collide -- Collision test for a moving AABox and a plane *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 11/19/99 gth : Created. *
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*=============================================================================================*/
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bool CollisionMath::Collide
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(
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const AABoxClass & box,
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const Vector3 & move_vector,
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const PlaneClass & plane,
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CastResultStruct * result
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)
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{
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float frac;
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float extent = box.Project_To_Axis(plane.N);
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float dist = Vector3::Dot_Product(plane.N,box.Center) + plane.D;
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float move = Vector3::Dot_Product(plane.N,move_vector);
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if (dist > extent) {
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if (dist + move > extent) {
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// entire move ok!
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frac = 1.0f;
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} else {
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// partial move allowed
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frac = (extent - dist) / move;
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}
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} else if (dist < -extent) {
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if (dist + move < -extent) {
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// entire move ok!
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frac = 1.0f;
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} else {
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// partial move allowed
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frac = (-extent - dist) / move;
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}
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} else {
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result->StartBad = true;
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result->Normal = plane.N;
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return true;
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}
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if (frac < result->Fraction) {
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result->Fraction = frac;
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result->Normal = plane.N;
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if (result->ComputeContactPoint) {
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Vector3 move_dir(move_vector);
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move_dir.Normalize();
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float move_extent = Vector3::Dot_Product(box.Extent,move_dir);
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result->ContactPoint = box.Center + result->Fraction * move_vector + move_extent * move_dir;
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}
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return true;
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}
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return false;
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}
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/*
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** AABCollisionStruct
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** Contains all of the intermediate and temporary values used by
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** the set of functions used in detecting collisions for aab's
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*/
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struct AABCollisionStruct
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{
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AABCollisionStruct(const AABoxClass &box0,const Vector3 &move0,const AABoxClass & box1,const Vector3 &move1) :
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StartBad(true), // Startbad is true until one of the axes clears it
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AxisId(-1), // AxisId will be the axis that allowed the longest move
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MaxFrac(0.0f), // MaxFrac is the longest allowed move so far
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Box0(box0),
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Box1(box1)
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{
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Vector3::Subtract(box1.Center,box0.Center,&C); // vector from center of box0 to center of box1
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Vector3::Subtract(move1,move0,&M); // move vector relative to stationary box0
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}
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bool StartBad; // Inital configuration is intersecting?
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float MaxFrac; // Longest move allowed so far
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int AxisId; // Last separating axis
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int Side; // which side of the interval
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Vector3 C; // Vector from the center0 to center1
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Vector3 M; // Move vector relative to stationary box0
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const AABoxClass & Box0;
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const AABoxClass & Box1;
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private:
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//not implemented
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AABCollisionStruct(const AABCollisionStruct&);
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AABCollisionStruct & operator = (const AABCollisionStruct&);
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};
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/***********************************************************************************************
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* aab_separation_test -- tests two AAB's for separation on an axis *
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* *
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* This function is very similar to the obb_separation_test. If a flaw is found in either, *
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* we should update the other... *
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* *
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* INPUT: *
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|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/19/99 gth : Created. *
|
|
*=============================================================================================*/
|
|
static inline bool aab_separation_test
|
|
(
|
|
AABCollisionStruct & context,
|
|
int axis
|
|
)
|
|
{
|
|
// ra = box0 projection onto the axis
|
|
// rb = box1 projection onto the axis
|
|
// u0 = projected distance between the box centers at t0
|
|
// u1 = projected distance between the box centers at t1
|
|
float ra = context.Box0.Extent[axis];
|
|
float rb = context.Box1.Extent[axis];
|
|
float u0 = context.C[axis];
|
|
float u1 = u0 + context.M[axis];
|
|
|
|
float tmp;
|
|
float rsum = ra+rb;
|
|
|
|
if ( u0 + WWMATH_EPSILON > rsum ) {
|
|
context.StartBad = false;
|
|
if ( u1 > rsum ) {
|
|
context.MaxFrac = 1.0f;
|
|
return true;
|
|
} else {
|
|
tmp = (rsum-u0)/(u1-u0);
|
|
if ( tmp > context.MaxFrac ) {
|
|
context.MaxFrac = tmp;
|
|
context.AxisId = axis;
|
|
context.Side = +1;
|
|
}
|
|
}
|
|
} else if ( u0 - WWMATH_EPSILON < -rsum ) {
|
|
context.StartBad = false;
|
|
if ( u1 < -rsum ) {
|
|
context.MaxFrac = 1.0f;
|
|
return true;
|
|
} else {
|
|
tmp = (-rsum-u0)/(u1-u0);
|
|
if ( tmp > context.MaxFrac ) {
|
|
context.MaxFrac = tmp;
|
|
context.AxisId = axis;
|
|
context.Side = -1;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* CollisionMath::Collide -- Collision test for two moving AABoxes *
|
|
* *
|
|
* this function sweeps two AABoxes and finds the first time of collision. *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* currently there is no parateter for the movement of the second box. the internal code *
|
|
* can handle it though. *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/19/99 gth : Created. *
|
|
*=============================================================================================*/
|
|
bool CollisionMath::Collide(const AABoxClass & box,const Vector3 & move,const AABoxClass & box2,CastResultStruct * result)
|
|
{
|
|
/*
|
|
** Test the X-axis
|
|
** ra = box projection onto the axis
|
|
** rb = box2 projection onto the axis
|
|
** u0 = projected distance between the box centers at t0
|
|
** u1 = projected distance between the box centers at t1
|
|
*/
|
|
AABCollisionStruct context(box,move,box2,Vector3(0,0,0));
|
|
|
|
if (aab_separation_test(context,0)) {
|
|
goto exit;
|
|
}
|
|
|
|
if (aab_separation_test(context,1)) {
|
|
goto exit;
|
|
}
|
|
|
|
if (aab_separation_test(context,2)) {
|
|
goto exit;
|
|
}
|
|
|
|
exit:
|
|
|
|
if (context.StartBad) {
|
|
result->StartBad = true;
|
|
result->Fraction = 0.0f;
|
|
return true;
|
|
}
|
|
|
|
if (context.MaxFrac < result->Fraction) {
|
|
|
|
result->Fraction = context.MaxFrac;
|
|
result->Normal.Set(0,0,0);
|
|
result->Normal[context.AxisId] = -context.Side;
|
|
|
|
if (result->ComputeContactPoint) {
|
|
//WWASSERT(0); // TODO
|
|
WWDEBUG_SAY(("AABox-AABox collision does not currently support contact point computation\r\n"));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|