/** * Copyright 2010-2023 JogAmp Community. 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. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``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 JogAmp Community OR * 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. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.math.geom; import com.jogamp.graph.geom.plane.AffineTransform; import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.Matrix4f; import com.jogamp.opengl.math.Quaternion; import com.jogamp.opengl.math.Ray; import com.jogamp.opengl.math.Vec3f; import com.jogamp.opengl.util.PMVMatrix; /** * Axis Aligned Bounding Box. Defined by two 3D coordinates (low and high) * The low being the the lower left corner of the box, and the high being the upper * right corner of the box. *

* A few references for collision detection, intersections: *

 * http://www.realtimerendering.com/intersections.html
 * http://www.codercorner.com/RayAABB.cpp
 * http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter0.htm
 * http://realtimecollisiondetection.net/files/levine_swept_sat.txt
 * 
*

* */ public class AABBox { private static final boolean DEBUG = FloatUtil.DEBUG; private final Vec3f low = new Vec3f(); private final Vec3f high = new Vec3f(); private final Vec3f center = new Vec3f(); /** * Create an Axis Aligned bounding box (AABBox) with the * inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit. *

* The dimension, i.e. {@link #getWidth()} abd {@link #getHeight()} is {@link Float#isInfinite()} thereafter. *

* @see #reset() */ public AABBox() { reset(); } /** * Create an AABBox copying all values from the given one * @param src the box value to be used for the new instance */ public AABBox(final AABBox src) { copy(src); } /** * Create an AABBox specifying the coordinates * of the low and high * @param lx min x-coordinate * @param ly min y-coordnate * @param lz min z-coordinate * @param hx max x-coordinate * @param hy max y-coordinate * @param hz max z-coordinate */ public AABBox(final float lx, final float ly, final float lz, final float hx, final float hy, final float hz) { setSize(lx, ly, lz, hx, hy, hz); } /** * Create a AABBox defining the low and high * @param low min xyz-coordinates * @param high max xyz-coordinates */ public AABBox(final float[] low, final float[] high) { setSize(low, high); } /** * Resets this box to the inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit. *

* The dimension, i.e. {@link #getWidth()} abd {@link #getHeight()} is {@link Float#isInfinite()} thereafter. *

* @return this AABBox for chaining */ public final AABBox reset() { setLow(Float.MAX_VALUE,Float.MAX_VALUE,Float.MAX_VALUE); setHigh(-1*Float.MAX_VALUE,-1*Float.MAX_VALUE,-1*Float.MAX_VALUE); center.set( 0f, 0f, 0f); return this; } /** Get the max xyz-coordinates * @return max xyz coordinates */ public final Vec3f getHigh() { return high; } private final void setHigh(final float hx, final float hy, final float hz) { this.high.set(hx, hy, hz); } /** Get the min xyz-coordinates * @return min xyz coordinates */ public final Vec3f getLow() { return low; } private final void setLow(final float lx, final float ly, final float lz) { this.low.set(lx, ly, lz); } private final void computeCenter() { center.set(high).add(low).scale(1f/2f); } /** * Copy given AABBox 'src' values to this AABBox. * * @param src source AABBox * @return this AABBox for chaining */ public final AABBox copy(final AABBox src) { low.set(src.low); high.set(src.high); center.set(src.center); return this; } /** * Set size of the AABBox specifying the coordinates * of the low and high. * * @param low min xyz-coordinates * @param high max xyz-coordinates * @return this AABBox for chaining */ public final AABBox setSize(final float[] low, final float[] high) { return setSize(low[0],low[1],low[2], high[0],high[1],high[2]); } /** * Set size of the AABBox specifying the coordinates * of the low and high. * * @param lx min x-coordinate * @param ly min y-coordnate * @param lz min z-coordinate * @param hx max x-coordinate * @param hy max y-coordinate * @param hz max z-coordinate * @return this AABBox for chaining */ public final AABBox setSize(final float lx, final float ly, final float lz, final float hx, final float hy, final float hz) { this.low.set(lx, ly, lz); this.high.set(hx, hy, hz); computeCenter(); return this; } /** * Set size of the AABBox specifying the coordinates * of the low and high. * * @param low min xyz-coordinates * @param high max xyz-coordinates * @return this AABBox for chaining */ public final AABBox setSize(final Vec3f low, final Vec3f high) { this.low.set(low); this.high.set(high); computeCenter(); return this; } /** * Resize the AABBox to encapsulate another AABox * @param newBox AABBox to be encapsulated in * @return this AABBox for chaining */ public final AABBox resize(final AABBox newBox) { final Vec3f newLow = newBox.getLow(); final Vec3f newHigh = newBox.getHigh(); /** test low */ if (newLow.x() < low.x()) { low.setX( newLow.x() ); } if (newLow.y() < low.y()) { low.setY( newLow.y() ); } if (newLow.z() < low.z()) { low.setZ( newLow.z() ); } /** test high */ if (newHigh.x() > high.x()) { high.setX( newHigh.x() ); } if (newHigh.y() > high.y()) { high.setY( newHigh.y() ); } if (newHigh.z() > high.z()) { high.setZ( newHigh.z() ); } computeCenter(); return this; } /** * Resize the AABBox to encapsulate another AABox, which will be transformed on the fly first. * @param newBox AABBox to be encapsulated in * @param t the {@link AffineTransform} applied on newBox on the fly * @param tmpV3 temporary storage * @return this AABBox for chaining */ public final AABBox resize(final AABBox newBox, final AffineTransform t, final Vec3f tmpV3) { /** test low */ { final Vec3f newBoxLow = newBox.getLow(); t.transform(newBoxLow, tmpV3); if (tmpV3.x() < low.x()) low.setX( tmpV3.x() ); if (tmpV3.y() < low.y()) low.setY( tmpV3.y() ); if (tmpV3.z() < low.z()) low.setZ( tmpV3.z() ); } /** test high */ { final Vec3f newBoxHigh = newBox.getHigh(); t.transform(newBoxHigh, tmpV3); if (tmpV3.x() > high.x()) high.setX( tmpV3.x() ); if (tmpV3.y() > high.y()) high.setY( tmpV3.y() ); if (tmpV3.z() > high.z()) high.setZ( tmpV3.z() ); } computeCenter(); return this; } /** * Resize the AABBox to encapsulate the passed * xyz-coordinates. * @param x x-axis coordinate value * @param y y-axis coordinate value * @param z z-axis coordinate value * @return this AABBox for chaining */ public final AABBox resize(final float x, final float y, final float z) { /** test low */ if (x < low.x()) { low.setX( x ); } if (y < low.y()) { low.setY( y ); } if (z < low.z()) { low.setZ( z ); } /** test high */ if (x > high.x()) { high.setX( x ); } if (y > high.y()) { high.setY( y ); } if (z > high.z()) { high.setZ( z ); } computeCenter(); return this; } /** * Resize the AABBox to encapsulate the passed * xyz-coordinates. * @param xyz xyz-axis coordinate values * @param offset of the array * @return this AABBox for chaining */ public final AABBox resize(final float[] xyz, final int offset) { return resize(xyz[0+offset], xyz[1+offset], xyz[2+offset]); } /** * Resize the AABBox to encapsulate the passed * xyz-coordinates. * @param xyz xyz-axis coordinate values * @return this AABBox for chaining */ public final AABBox resize(final float[] xyz) { return resize(xyz[0], xyz[1], xyz[2]); } /** * Resize the AABBox to encapsulate the passed * xyz-coordinates. * @param xyz xyz-axis coordinate values * @return this AABBox for chaining */ public final AABBox resize(final Vec3f xyz) { return resize(xyz.x(), xyz.y(), xyz.z()); } /** * Check if the x & y coordinates are bounded/contained * by this AABBox * @param x x-axis coordinate value * @param y y-axis coordinate value * @return true if x belong to (low.x, high.x) and * y belong to (low.y, high.y) */ public final boolean contains(final float x, final float y) { if(xhigh.x()){ return false; } if(yhigh.y()){ return false; } return true; } /** * Check if the xyz coordinates are bounded/contained * by this AABBox. * @param x x-axis coordinate value * @param y y-axis coordinate value * @param z z-axis coordinate value * @return true if x belong to (low.x, high.x) and * y belong to (low.y, high.y) and z belong to (low.z, high.z) */ public final boolean contains(final float x, final float y, final float z) { if(xhigh.x()){ return false; } if(yhigh.y()){ return false; } if(zhigh.z()){ return false; } return true; } /** * Check if there is a common region between this AABBox and the passed * 2D region irrespective of z range * @param x lower left x-coord * @param y lower left y-coord * @param w width * @param h hight * @return true if this AABBox might have a common region with this 2D region */ public final boolean intersects2DRegion(final float x, final float y, final float w, final float h) { if (w <= 0 || h <= 0) { return false; } final float _w = getWidth(); final float _h = getHeight(); if (_w <= 0 || _h <= 0) { return false; } final float x0 = getMinX(); final float y0 = getMinY(); return (x + w > x0 && y + h > y0 && x < x0 + _w && y < y0 + _h); } /** * Check if {@link Ray} intersects this bounding box. *

* Versions uses the SAT[1], testing 6 axes. * Original code for OBBs from MAGIC. * Rewritten for AABBs and reorganized for early exits[2]. *

*
     * [1] SAT = Separating Axis Theorem
     * [2] http://www.codercorner.com/RayAABB.cpp
     * 
* @param ray * @return */ public final boolean intersectsRay(final Ray ray) { // diff[XYZ] -> VectorUtil.subVec3(diff, ray.orig, center); // ext[XYZ] -> extend VectorUtil.subVec3(ext, high, center); final float dirX = ray.dir.x(); final float diffX = ray.orig.x() - center.x(); final float extX = high.x() - center.x(); if( Math.abs(diffX) > extX && diffX*dirX >= 0f ) return false; final float dirY = ray.dir.y(); final float diffY = ray.orig.y() - center.y(); final float extY = high.y() - center.y(); if( Math.abs(diffY) > extY && diffY*dirY >= 0f ) return false; final float dirZ = ray.dir.z(); final float diffZ = ray.orig.z() - center.z(); final float extZ = high.z() - center.z(); if( Math.abs(diffZ) > extZ && diffZ*dirZ >= 0f ) return false; final float absDirY = Math.abs(dirY); final float absDirZ = Math.abs(dirZ); float f = dirY * diffZ - dirZ * diffY; if( Math.abs(f) > extY*absDirZ + extZ*absDirY ) return false; final float absDirX = Math.abs(dirX); f = dirZ * diffX - dirX * diffZ; if( Math.abs(f) > extX*absDirZ + extZ*absDirX ) return false; f = dirX * diffY - dirY * diffX; if( Math.abs(f) > extX*absDirY + extY*absDirX ) return false; return true; } /** * Return intersection of a {@link Ray} with this bounding box, * or null if none exist. *

*

    *
  • Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990 [2]
  • *
  • Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
  • *
  • Epsilon value added by Klaus Hartmann.
  • *
*

*

* Method is based on the requirements: *

    *
  • the integer representation of 0.0f is 0x00000000
  • *
  • the sign bit of the float is the most significant one
  • *
*

*

* Report bugs: p.terdiman@codercorner.com (original author) *

*
     * [1] http://www.codercorner.com/RayAABB.cpp
     * [2] http://tog.acm.org/resources/GraphicsGems/gems/RayBox.c
     * 
* @param result vec3 * @param ray * @param epsilon * @param assumeIntersection if true, method assumes an intersection, i.e. by pre-checking via {@link #intersectsRay(Ray)}. * In this case method will not validate a possible non-intersection and just computes * coordinates. * @return float[3] result of intersection coordinates, or null if none exists */ public final Vec3f getRayIntersection(final Vec3f result, final Ray ray, final float epsilon, final boolean assumeIntersection) { final float[] maxT = { -1f, -1f, -1f }; final Vec3f origin = ray.orig; final Vec3f dir = ray.dir; boolean inside = true; // Find candidate planes. for(int i=0; i<3; i++) { final float origin_i = origin.get(i); final float dir_i = dir.get(i); final float low_i = low.get(i); final float high_i = high.get(i); if(origin_i < low_i) { result.set(i, low_i); inside = false; // Calculate T distances to candidate planes if( 0 != Float.floatToIntBits(dir_i) ) { maxT[i] = (low_i - origin_i) / dir_i; } } else if(origin_i > high_i) { result.set(i, high_i); inside = false; // Calculate T distances to candidate planes if( 0 != Float.floatToIntBits(dir_i) ) { maxT[i] = (high_i - origin_i) / dir_i; } } } // Ray origin inside bounding box if(inside) { result.set(origin); return result; } // Get largest of the maxT's for final choice of intersection int whichPlane = 0; if(maxT[1] > maxT[whichPlane]) { whichPlane = 1; } if(maxT[2] > maxT[whichPlane]) { whichPlane = 2; } if( !assumeIntersection ) { // Check final candidate actually inside box if( 0 != ( Float.floatToIntBits(maxT[whichPlane]) & 0x80000000 ) ) { return null; } /** Use unrolled version below .. for(int i=0; i<3; i++) { if( i!=whichPlane ) { result[i] = origin[i] + maxT[whichPlane] * dir[i]; if(result[i] < minB[i] - epsilon || result[i] > maxB[i] + epsilon) { return null; } // if(result[i] < minB[i] || result[i] > maxB[i] ) { return null; } } } */ switch( whichPlane ) { case 0: result.setY( origin.y() + maxT[whichPlane] * dir.y() ); if(result.y() < low.y() - epsilon || result.y() > high.y() + epsilon) { return null; } result.setZ( origin.z() + maxT[whichPlane] * dir.z() ); if(result.z() < low.z() - epsilon || result.z() > high.z() + epsilon) { return null; } break; case 1: result.setX( origin.x() + maxT[whichPlane] * dir.x() ); if(result.x() < low.x() - epsilon || result.x() > high.x() + epsilon) { return null; } result.setZ( origin.z() + maxT[whichPlane] * dir.z() ); if(result.z() < low.z() - epsilon || result.z() > high.z() + epsilon) { return null; } break; case 2: result.setX( origin.x() + maxT[whichPlane] * dir.x() ); if(result.x() < low.x() - epsilon || result.x() > high.x() + epsilon) { return null; } result.setY( origin.y() + maxT[whichPlane] * dir.y() ); if(result.y() < low.y() - epsilon || result.y() > high.y() + epsilon) { return null; } break; default: throw new InternalError("XXX"); } } else { switch( whichPlane ) { case 0: result.setY( origin.y() + maxT[whichPlane] * dir.y() ); result.setZ( origin.z() + maxT[whichPlane] * dir.z() ); break; case 1: result.setX( origin.x() + maxT[whichPlane] * dir.x() ); result.setZ( origin.z() + maxT[whichPlane] * dir.z() ); break; case 2: result.setX( origin.x() + maxT[whichPlane] * dir.x() ); result.setY( origin.y() + maxT[whichPlane] * dir.y() ); break; default: throw new InternalError("XXX"); } } return result; // ray hits box } /** * Get the size of this AABBox where the size is represented by the * length of the vector between low and high. * @return a float representing the size of the AABBox */ public final float getSize() { return low.dist(high); } /** * Get the Center of this AABBox * @return the xyz-coordinates of the center of the AABBox */ public final Vec3f getCenter() { return center; } /** * Scale this AABBox by a constant around fixed center *

* high and low is recomputed by scaling its distance to fixed center. *

* @param size a constant float value * @return this AABBox for chaining * @see #scale2(float, float[]) */ public final AABBox scale(final float size) { final Vec3f tmp = new Vec3f(); tmp.set(high).sub(center).scale(size); high.set(center).add(tmp); tmp.set(low).sub(center).scale(size); low.set(center).add(tmp); return this; } /** * Scale this AABBox by a constant, recomputing center *

* high and low is scaled and center recomputed. *

* @param size a constant float value * @return this AABBox for chaining * @see #scale(float, float[]) */ public final AABBox scale2(final float size) { high.scale(size); low.scale(size); computeCenter(); return this; } /** * Translate this AABBox by a float[3] vector * @param t the float[3] translation vector * @return this AABBox for chaining */ public final AABBox translate(final Vec3f t) { low.add(t); high.add(t); computeCenter(); return this; } /** * Rotate this AABBox by a float[3] vector * @param quat the {@link Quaternion} used for rotation * @return this AABBox for chaining */ public final AABBox rotate(final Quaternion quat) { quat.rotateVector(low, low); quat.rotateVector(high, high); computeCenter(); return this; } public final float getMinX() { return low.x(); } public final float getMinY() { return low.y(); } public final float getMinZ() { return low.z(); } public final float getMaxX() { return high.x(); } public final float getMaxY() { return high.y(); } public final float getMaxZ() { return high.z(); } public final float getWidth(){ return high.x() - low.x(); } public final float getHeight() { return high.y() - low.y(); } public final float getDepth() { return high.z() - low.z(); } @Override public final boolean equals(final Object obj) { if( obj == this ) { return true; } if( null == obj || !(obj instanceof AABBox) ) { return false; } final AABBox other = (AABBox) obj; return low.isEqual(other.low) && high.isEqual(other.high); } @Override public final int hashCode() { throw new InternalError("hashCode not designed"); } public AABBox transform(final AABBox result, final float[/*16*/] mat4, final int mat4_off, final float[] vec3Tmp0, final float[] vec3Tmp1) { result.reset(); FloatUtil.multMatrixVec3(mat4, mat4_off, low.get(vec3Tmp0), vec3Tmp1); result.resize(vec3Tmp1); FloatUtil.multMatrixVec3(mat4, mat4_off, high.get(vec3Tmp0), vec3Tmp1); result.resize(vec3Tmp1); result.computeCenter(); return result; } public AABBox transformMv(final AABBox result, final PMVMatrix pmv, final float[] vec3Tmp0, final float[] vec3Tmp1) { result.reset(); pmv.multMvMatVec3f(low.get(vec3Tmp0), vec3Tmp1); result.resize(vec3Tmp1); pmv.multMvMatVec3f(high.get(vec3Tmp0), vec3Tmp1); result.resize(vec3Tmp1); result.computeCenter(); return result; } public AABBox transform(final AABBox result, final Matrix4f mat, final Vec3f vec3Tmp) { result.reset(); result.resize( mat.mulVec3f(low, vec3Tmp) ); result.resize( mat.mulVec3f(high, vec3Tmp) ); result.computeCenter(); return result; } /** * Assume this bounding box as being in object space and * compute the window bounding box. *

* If useCenterZ is true, * only 4 {@link FloatUtil#mapObjToWin(float, float, float, float[], int[], float[], float[], float[]) mapObjToWinCoords} * operations are made on points [1..4] using {@link #getCenter()}'s z-value. * Otherwise 8 {@link FloatUtil#mapObjToWin(float, float, float, float[], int[], float[], float[], float[]) mapObjToWinCoords} * operation on all 8 points are performed. *

*
     *  .z() ------ [4]
     *   |          |
     *   |          |
     *  .y() ------ [3]
     * 
* @param mat4PMv P x Mv matrix * @param view * @param useCenterZ * @param vec3Tmp0 3 component vector for temp storage * @param vec4Tmp1 4 component vector for temp storage * @param vec4Tmp2 4 component vector for temp storage * @return */ public AABBox mapToWindow(final AABBox result, final float[/*16*/] mat4PMv, final int[] view, final boolean useCenterZ, final float[] vec3Tmp0, final float[] vec4Tmp1, final float[] vec4Tmp2) { { // System.err.printf("AABBox.mapToWindow.0: view[%d, %d, %d, %d], this %s%n", view.x(), view.y(), view.z(), view[3], toString()); final float objZ = useCenterZ ? center.z() : getMinZ(); FloatUtil.mapObjToWin(getMinX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); // System.err.printf("AABBox.mapToWindow.p1: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMinY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); // System.err.println("AABBox.mapToWindow.p1:"); // System.err.println(FloatUtil.matrixToString(null, " mat4PMv", "%10.5f", mat4PMv, 0, 4, 4, false /* rowMajorOrder */)); result.reset(); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMinX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); // System.err.printf("AABBox.mapToWindow.p2: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMaxY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMaxX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); // System.err.printf("AABBox.mapToWindow.p3: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMinY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMaxX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); // System.err.printf("AABBox.mapToWindow.p4: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMaxY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); result.resize(vec3Tmp0); } if( !useCenterZ ) { final float objZ = getMaxZ(); FloatUtil.mapObjToWin(getMinX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMinX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMaxX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); result.resize(vec3Tmp0); FloatUtil.mapObjToWin(getMaxX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); result.resize(vec3Tmp0); } if( DEBUG ) { System.err.printf("AABBox.mapToWindow: view[%d, %d], this %s -> %s%n", view[0], view[1], toString(), result.toString()); } return result; } @Override public final String toString() { return "[ dim "+getWidth()+" x "+getHeight()+" x "+getDepth()+ ", box "+low+" .. "+high+", ctr "+center+" ]"; } }