* Rex merge, environment/types

afrisby-3
Adam Frisby 2008-02-23 03:50:35 +00:00
parent f62f24bb70
commit ed9a866906
2 changed files with 439 additions and 428 deletions

View File

@ -1,269 +1,269 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS 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 CONTRIBUTORS 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.
*
*/
using System.Collections.Generic;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Types
{
public class BasicQuadTreeNode
{
private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
private BasicQuadTreeNode[] m_childNodes = null;
private BasicQuadTreeNode m_parent = null;
private short m_leftX;
private short m_leftY;
private short m_width;
private short m_height;
//private int m_quadNumber;
private string m_quadID;
public BasicQuadTreeNode(BasicQuadTreeNode parent, string quadID, short leftX, short leftY, short width,
short height)
{
m_parent = parent;
m_quadID = quadID;
m_leftX = leftX;
m_leftY = leftY;
m_width = width;
m_height = height;
// Console.WriteLine("creating quadtree node " + m_quadID);
}
public void AddObject(SceneObjectGroup obj)
{
if (m_childNodes == null)
{
if (!m_objects.Contains(obj))
{
m_objects.Add(obj);
}
}
else
{
if (obj.AbsolutePosition.X < (m_leftX + (m_width/2)))
{
if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
{
m_childNodes[0].AddObject(obj);
}
else
{
m_childNodes[2].AddObject(obj);
}
}
else
{
if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
{
m_childNodes[1].AddObject(obj);
}
else
{
m_childNodes[3].AddObject(obj);
}
}
}
}
public void Subdivide()
{
if (m_childNodes == null)
{
m_childNodes = new BasicQuadTreeNode[4];
m_childNodes[0] =
new BasicQuadTreeNode(this, m_quadID + "1/", m_leftX, m_leftY, (short) (m_width/2),
(short) (m_height/2));
m_childNodes[1] =
new BasicQuadTreeNode(this, m_quadID + "2/", (short) (m_leftX + (m_width/2)), m_leftY,
(short) (m_width/2), (short) (m_height/2));
m_childNodes[2] =
new BasicQuadTreeNode(this, m_quadID + "3/", m_leftX, (short) (m_leftY + (m_height/2)),
(short) (m_width/2), (short) (m_height/2));
m_childNodes[3] =
new BasicQuadTreeNode(this, m_quadID + "4/", (short) (m_leftX + (m_width/2)),
(short) (m_height + (m_height/2)), (short) (m_width/2), (short) (m_height/2));
}
else
{
for (int i = 0; i < m_childNodes.Length; i++)
{
m_childNodes[i].Subdivide();
}
}
}
public List<SceneObjectGroup> GetObjectsFrom(float x, float y)
{
if (m_childNodes == null)
{
return new List<SceneObjectGroup>(m_objects);
}
else
{
if (x < m_leftX + (m_width/2))
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[0].GetObjectsFrom(x, y);
}
else
{
return m_childNodes[2].GetObjectsFrom(x, y);
}
}
else
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[1].GetObjectsFrom(x, y);
}
else
{
return m_childNodes[3].GetObjectsFrom(x, y);
}
}
}
}
public List<SceneObjectGroup> GetObjectsFrom(string nodeName)
{
if (nodeName == m_quadID)
{
return new List<SceneObjectGroup>(m_objects);
}
else if (m_childNodes != null)
{
for (int i = 0; i < 4; i++)
{
List<SceneObjectGroup> retVal;
retVal = m_childNodes[i].GetObjectsFrom(nodeName);
if (retVal != null)
{
return retVal;
}
}
}
return null;
}
public string GetNodeID(float x, float y)
{
if (m_childNodes == null)
{
return m_quadID;
}
else
{
if (x < m_leftX + (m_width/2))
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[0].GetNodeID(x, y);
}
else
{
return m_childNodes[2].GetNodeID(x, y);
}
}
else
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[1].GetNodeID(x, y);
}
else
{
return m_childNodes[3].GetNodeID(x, y);
}
}
}
}
public void Update()
{
if (m_childNodes != null)
{
for (int i = 0; i < 4; i++)
{
m_childNodes[i].Update();
}
}
else
{
List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
foreach (SceneObjectGroup group in m_objects)
{
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
{
//still in bounds
}
else
{
outBounds.Add(group);
}
}
foreach (SceneObjectGroup removee in outBounds)
{
m_objects.Remove(removee);
if (m_parent != null)
{
m_parent.PassUp(removee);
}
}
outBounds.Clear();
}
}
public void PassUp(SceneObjectGroup group)
{
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
{
AddObject(group);
}
else
{
if (m_parent != null)
{
m_parent.PassUp(group);
}
}
}
public string[] GetNeighbours(string nodeName)
{
string[] retVal = new string[1];
retVal[0] = "";
return retVal;
}
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``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 CONTRIBUTORS 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.
*
*/
using System.Collections.Generic;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Types
{
public class BasicQuadTreeNode
{
private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
private BasicQuadTreeNode[] m_childNodes = null;
private BasicQuadTreeNode m_parent = null;
private short m_leftX;
private short m_leftY;
private short m_width;
private short m_height;
//private int m_quadNumber;
private string m_quadID;
public BasicQuadTreeNode(BasicQuadTreeNode parent, string quadID, short leftX, short leftY, short width,
short height)
{
m_parent = parent;
m_quadID = quadID;
m_leftX = leftX;
m_leftY = leftY;
m_width = width;
m_height = height;
// Console.WriteLine("creating quadtree node " + m_quadID);
}
public void AddObject(SceneObjectGroup obj)
{
if (m_childNodes == null)
{
if (!m_objects.Contains(obj))
{
m_objects.Add(obj);
}
}
else
{
if (obj.AbsolutePosition.X < (m_leftX + (m_width/2)))
{
if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
{
m_childNodes[0].AddObject(obj);
}
else
{
m_childNodes[2].AddObject(obj);
}
}
else
{
if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
{
m_childNodes[1].AddObject(obj);
}
else
{
m_childNodes[3].AddObject(obj);
}
}
}
}
public void Subdivide()
{
if (m_childNodes == null)
{
m_childNodes = new BasicQuadTreeNode[4];
m_childNodes[0] =
new BasicQuadTreeNode(this, m_quadID + "1/", m_leftX, m_leftY, (short) (m_width/2),
(short) (m_height/2));
m_childNodes[1] =
new BasicQuadTreeNode(this, m_quadID + "2/", (short) (m_leftX + (m_width/2)), m_leftY,
(short) (m_width/2), (short) (m_height/2));
m_childNodes[2] =
new BasicQuadTreeNode(this, m_quadID + "3/", m_leftX, (short) (m_leftY + (m_height/2)),
(short) (m_width/2), (short) (m_height/2));
m_childNodes[3] =
new BasicQuadTreeNode(this, m_quadID + "4/", (short) (m_leftX + (m_width/2)),
(short) (m_height + (m_height/2)), (short) (m_width/2), (short) (m_height/2));
}
else
{
for (int i = 0; i < m_childNodes.Length; i++)
{
m_childNodes[i].Subdivide();
}
}
}
public List<SceneObjectGroup> GetObjectsFrom(float x, float y)
{
if (m_childNodes == null)
{
return new List<SceneObjectGroup>(m_objects);
}
else
{
if (x < m_leftX + (m_width/2))
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[0].GetObjectsFrom(x, y);
}
else
{
return m_childNodes[2].GetObjectsFrom(x, y);
}
}
else
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[1].GetObjectsFrom(x, y);
}
else
{
return m_childNodes[3].GetObjectsFrom(x, y);
}
}
}
}
public List<SceneObjectGroup> GetObjectsFrom(string nodeName)
{
if (nodeName == m_quadID)
{
return new List<SceneObjectGroup>(m_objects);
}
else if (m_childNodes != null)
{
for (int i = 0; i < 4; i++)
{
List<SceneObjectGroup> retVal;
retVal = m_childNodes[i].GetObjectsFrom(nodeName);
if (retVal != null)
{
return retVal;
}
}
}
return null;
}
public string GetNodeID(float x, float y)
{
if (m_childNodes == null)
{
return m_quadID;
}
else
{
if (x < m_leftX + (m_width/2))
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[0].GetNodeID(x, y);
}
else
{
return m_childNodes[2].GetNodeID(x, y);
}
}
else
{
if (y < m_leftY + (m_height/2))
{
return m_childNodes[1].GetNodeID(x, y);
}
else
{
return m_childNodes[3].GetNodeID(x, y);
}
}
}
}
public void Update()
{
if (m_childNodes != null)
{
for (int i = 0; i < 4; i++)
{
m_childNodes[i].Update();
}
}
else
{
List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
foreach (SceneObjectGroup group in m_objects)
{
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
{
//still in bounds
}
else
{
outBounds.Add(group);
}
}
foreach (SceneObjectGroup removee in outBounds)
{
m_objects.Remove(removee);
if (m_parent != null)
{
m_parent.PassUp(removee);
}
}
outBounds.Clear();
}
}
public void PassUp(SceneObjectGroup group)
{
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
{
AddObject(group);
}
else
{
if (m_parent != null)
{
m_parent.PassUp(group);
}
}
}
public string[] GetNeighbours(string nodeName)
{
string[] retVal = new string[1];
retVal[0] = System.String.Empty;
return retVal;
}
}
}

View File

@ -1,159 +1,170 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS 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 CONTRIBUTORS 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.
*
*/
using System.Collections.Generic;
using System;
using libsecondlife;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Types
{
public class UpdateQueue
{
class SceneObject
{
//The distance after to include object size as a priority factor
static float m_maxSortDistance = 90 * 90;
public SceneObjectPart m_part;
public float m_priority;
public SceneObject(SceneObjectPart part)
{
m_part = part;
}
public void DeterminePriority(LLVector3 pos)
{
m_priority = LLVector3.MagSquared(pos - m_part.AbsolutePosition);
m_priority -= LLVector3.MagSquared(m_part.Scale) * 12;
if (m_priority < 0)
{
m_priority = 0;
}
else if (m_priority > m_maxSortDistance)
{
m_priority = m_maxSortDistance;
}
}
}
class SceneObjectComparer : IComparer<SceneObject>
{
int IComparer<SceneObject>.Compare(SceneObject a, SceneObject b)
{
if (a.m_priority > b.m_priority)
return 1;
if (a.m_priority < b.m_priority)
return -1;
return 0;
}
}
private List<SceneObject> m_queue;
private Dictionary<LLUUID, LinkedListNode<SceneObjectPart>> m_ids;
float m_objectResortDistance = 15 * 15;
LLVector3 m_playerSpherePos = LLVector3.Zero;
DateTime m_forceRefreshTime;
bool m_forceRefreshTimeSet = false;
public UpdateQueue()
{
m_queue = new List<SceneObject>();
m_ids = new Dictionary<LLUUID, LinkedListNode<SceneObjectPart>>();
}
public bool HasUpdates()
{
if (m_queue.Count > 0)
return true;
return false;
}
public void ObjectUpdated(SceneObjectPart part)
{
lock (m_ids)
{
if (!m_ids.ContainsKey(part.UUID))
{
m_queue.Add(new SceneObject(part));
m_ids[part.UUID] = null;
}
else if (!m_forceRefreshTimeSet)
{
m_forceRefreshTime = DateTime.Now;
m_forceRefreshTime.AddSeconds(1);
m_forceRefreshTimeSet = true;
}
}
}
public void UpdateAvatarPosition(LLVector3 avatarPosition)
{
if (LLVector3.MagSquared(m_playerSpherePos - avatarPosition) > m_objectResortDistance)
{
m_playerSpherePos = avatarPosition;
CollectNearestItems();
}
else if (m_forceRefreshTimeSet && m_forceRefreshTime < DateTime.Now)
{
m_playerSpherePos = avatarPosition;
CollectNearestItems();
}
}
public SceneObjectPart GetClosestUpdate()
{
SceneObjectPart part = m_queue[0].m_part;
lock (m_ids)
{
m_queue.RemoveAt(0);
m_ids.Remove(part.UUID);
}
return part;
}
protected void CollectNearestItems()
{
m_queue.ForEach(delegate(SceneObject obj) { obj.DeterminePriority(m_playerSpherePos); });
m_queue.Sort(new SceneObjectComparer());
m_forceRefreshTimeSet = false;
}
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``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 CONTRIBUTORS 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.
*
*/
using System.Collections.Generic;
using System;
using libsecondlife;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Types
{
public class UpdateQueue
{
class SceneObject
{
//The distance after to include object size as a priority factor
static float m_maxSortDistance = 90 * 90;
public SceneObjectPart m_part;
public float m_priority;
public SceneObject(SceneObjectPart part)
{
m_part = part;
}
public void DeterminePriority(LLVector3 pos)
{
m_priority = LLVector3.MagSquared(pos - m_part.AbsolutePosition);
m_priority -= LLVector3.MagSquared(m_part.Scale) * 12;
if (m_priority < 0)
{
m_priority = 0;
}
else if (m_priority > m_maxSortDistance)
{
m_priority = m_maxSortDistance;
}
}
}
class SceneObjectComparer : IComparer<SceneObject>
{
int IComparer<SceneObject>.Compare(SceneObject a, SceneObject b)
{
if (a.m_priority > b.m_priority)
return 1;
if (a.m_priority < b.m_priority)
return -1;
return 0;
}
}
private List<SceneObject> m_queue;
private Dictionary<LLUUID, LinkedListNode<SceneObjectPart>> m_ids;
float m_objectResortDistance = 15 * 15;
LLVector3 m_playerSpherePos = LLVector3.Zero;
DateTime m_forceRefreshTime;
bool m_forceRefreshTimeSet = false;
public UpdateQueue()
{
m_queue = new List<SceneObject>();
m_ids = new Dictionary<LLUUID, LinkedListNode<SceneObjectPart>>();
}
public void Clear()
{
lock (m_ids)
{
m_ids.Clear();
}
lock (m_queue)
{
m_queue.Clear();
}
}
public bool HasUpdates()
{
if (m_queue.Count > 0)
return true;
return false;
}
public void ObjectUpdated(SceneObjectPart part)
{
lock (m_ids)
{
if (!m_ids.ContainsKey(part.UUID))
{
m_queue.Add(new SceneObject(part));
m_ids[part.UUID] = null;
}
else if (!m_forceRefreshTimeSet)
{
m_forceRefreshTime = DateTime.Now;
m_forceRefreshTime.AddSeconds(1);
m_forceRefreshTimeSet = true;
}
}
}
public void UpdateAvatarPosition(LLVector3 avatarPosition)
{
if (LLVector3.MagSquared(m_playerSpherePos - avatarPosition) > m_objectResortDistance)
{
m_playerSpherePos = avatarPosition;
CollectNearestItems();
}
else if (m_forceRefreshTimeSet && m_forceRefreshTime < DateTime.Now)
{
m_playerSpherePos = avatarPosition;
CollectNearestItems();
}
}
public SceneObjectPart GetClosestUpdate()
{
SceneObjectPart part = m_queue[0].m_part;
lock (m_ids)
{
m_queue.RemoveAt(0);
m_ids.Remove(part.UUID);
}
return part;
}
protected void CollectNearestItems()
{
m_queue.ForEach(delegate(SceneObject obj) { obj.DeterminePriority(m_playerSpherePos); });
m_queue.Sort(new SceneObjectComparer());
m_forceRefreshTimeSet = false;
}
}
}