]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/_cloth.js
copy old files for refactoring, update Three.js
[cloth_sim] / Scripts / _cloth.js
diff --git a/Scripts/_cloth.js b/Scripts/_cloth.js
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+/**\r
+ *  Convenience Function for calculating the distance between two vectors\r
+ *  because THREE JS Vector functions mutate variables\r
+ * @param {Vector3} a - Vector A\r
+ * @param {Vector3} b - Vector B\r
+ */\r
+function vectorLength(a, b) {\r
+  let v1 = new THREE.Vector3();\r
+  v1.copy(a);\r
+  let v2 = new THREE.Vector3();\r
+  v2.copy(b);\r
+\r
+  return v1.sub(v2).length();\r
+}\r
+\r
+/**\r
+ * Class representing a quad face\r
+ * Each face consists of two triangular mesh faces\r
+ * containts four indices for determining vertices\r
+ * and six springs, one between each of the vertices\r
+ */\r
+export class Face {\r
+  a;\r
+  b;\r
+  c;\r
+  d;\r
+\r
+  springs = [];\r
+\r
+  constructor(a, b, c, d) {\r
+    this.a = a;\r
+    this.b = b;\r
+    this.c = c;\r
+    this.d = d;\r
+  }\r
+}\r
+\r
+/**\r
+ * Class representing a single spring\r
+ * has a current and resting length\r
+ * and indices to the two connected vertices\r
+ */\r
+export class Spring {\r
+  restLength;\r
+  currentLength;\r
+  index1;\r
+  index2;\r
+\r
+\r
+  /**\r
+   * set vertex indices\r
+   * and calculate inital length based on the\r
+   * vertex positions\r
+   * @param {Array<Vector3>} vertices \r
+   * @param {number} index1 \r
+   * @param {number} index2 \r
+   */\r
+  constructor(vertices, index1, index2) {\r
+    this.index1 = index1;\r
+    this.index2 = index2;\r
+\r
+    let length = vectorLength(vertices[index1], vertices[index2]);\r
+    this.restLength = length;\r
+    this.currentLength = length;\r
+  }\r
+\r
+  getDirection(vertices) {\r
+    let direction = new THREE.Vector3();\r
+    direction.copy(vertices[this.index1]);\r
+\r
+    direction.sub(vertices[this.index2]);\r
+    direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2]));\r
+\r
+    return direction;\r
+  }\r
+\r
+  update(vertices) {\r
+    let length = vectorLength(vertices[this.index1], vertices[this.index2]);\r
+    this.currentLength = length;\r
+  }\r
+}\r
+\r
+/**\r
+ * Class representing a single piece of cloth\r
+ * contains THREE JS geometry,\r
+ * logically represented by an array of adjacent faces\r
+ * and vertex weights which are accessed by the same\r
+ * indices as the vertices in the Mesh\r
+ */\r
+export class Cloth {\r
+  VertexWeight = 1;\r
+\r
+  geometry = new THREE.Geometry();\r
+\r
+  faces = [];\r
+\r
+  vertexWeights = [];\r
+\r
+  vertexRigidness = [];\r
+\r
+  fixedPoints = [];\r
+\r
+  externalForces = [];\r
+  windForce = 50;\r
+\r
+  windFactor = new THREE.Vector3(0, 0, 0);\r
+\r
+  /**\r
+   * creates a rectangular piece of cloth\r
+   * takes the size of the cloth\r
+   * and the number of vertices it should be composed of\r
+   * @param {number} width - width of the cloth\r
+   * @param {number} height - height of the cloth\r
+   * @param {number} numPointsWidth - number of vertices in horizontal direction\r
+   * @param {number} numPointsHeight  - number of vertices in vertical direction\r
+   */\r
+  createBasic(width, height, numPointsWidth, numPointsHeight) {\r
+    /** resulting vertices and faces */\r
+    let vertices = [];\r
+    let faces = [];\r
+\r
+    this.width = width;\r
+    this.height = height;\r
+    this.numPointsWidth = numPointsWidth;\r
+    this.numPointsHeight = numPointsHeight;\r
+\r
+    /**\r
+     * distance between two vertices horizontally/vertically\r
+     * divide by the number of points minus one\r
+     * because there are (n - 1) lines between n vertices\r
+     */\r
+    let stepWidth = width / (numPointsWidth - 1);\r
+    let stepHeight = height / (numPointsHeight - 1);\r
+\r
+    /**\r
+     * iterate over the number of vertices in x/y axis\r
+     * and add a new Vector3 to "vertices"\r
+     */\r
+    for (let y = 0; y < numPointsHeight; y++) {\r
+      for (let x = 0; x < numPointsWidth; x++) {\r
+        vertices.push(\r
+          new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0)\r
+        );\r
+      }\r
+    }\r
+\r
+    /**\r
+     * helper function to calculate index of vertex\r
+     * in "vertices" array based on its x and y positions\r
+     * in the mesh\r
+     * @param {number} x - x index of vertex\r
+     * @param {number} y - y index of vertex\r
+     */\r
+    function getVertexIndex(x, y) {\r
+      return y * numPointsWidth + x;\r
+    }\r
+\r
+    /**\r
+     * generate faces based on 4 vertices\r
+     * and 6 springs each\r
+     */\r
+    for (let y = 0; y < numPointsHeight - 1; y++) {\r
+      for (let x = 0; x < numPointsWidth - 1; x++) {\r
+        let newFace = new Face(\r
+          getVertexIndex(x, y),\r
+          getVertexIndex(x, y + 1),\r
+          getVertexIndex(x + 1, y),\r
+          getVertexIndex(x + 1, y + 1),\r
+        );\r
+\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y)));         // oben\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1)));         // links\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1)));     // oben links  -> unten rechts diagonal\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1)));     // oben rechts -> unten links diagonal\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); // rechts\r
+        newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); // unten\r
+\r
+        faces.push(newFace);\r
+      }\r
+    }\r
+\r
+    /**\r
+     * call createExplicit\r
+     * with generated vertices and faces\r
+     */\r
+    this.createExplicit(vertices, faces);\r
+\r
+    /**\r
+     * hand cloth from left and right upper corners\r
+     */\r
+    this.fixedPoints.push(getVertexIndex(0, 0));\r
+    this.fixedPoints.push(getVertexIndex(0, 19));\r
+  }\r
+\r
+  /**\r
+   * Generate THREE JS Geometry\r
+   * (list of vertices and list of indices representing triangles)\r
+   * and calculate the weight of each face and split it between\r
+   * surrounding vertices\r
+   * @param {Array<Vector3>} vertices \r
+   * @param {Array<Face>} faces \r
+   */\r
+  createExplicit(vertices, faces) {\r
+\r
+    /**\r
+     * Copy vertices and initialize vertex weights to 0\r
+     */\r
+    for (let i in vertices) {\r
+      this.geometry.vertices.push(vertices[i].clone());\r
+      this.previousPositions.push(vertices[i].clone());\r
+      // this.geometry.vertices.push(vertices[i]);\r
+      // this.previousPositions.push(vertices[i]);\r
+      this.vertexWeights.push(0);\r
+      this.vertexRigidness.push(false);\r
+      this.externalForces.push(new THREE.Vector3(0,0,0));\r
+    }\r
+    /**\r
+     * copy faces,\r
+     * generate two triangles per face,\r
+     * calculate weight of face as its area\r
+     * and split between the 4 vertices\r
+     */\r
+    for (let i in faces) {\r
+      let face = faces[i];\r
+\r
+      /** copy faces to class member */\r
+      this.faces.push(face);\r
+\r
+      /** generate triangles */\r
+      this.geometry.faces.push(new THREE.Face3(\r
+        face.a, face.b, face.c\r
+      ));\r
+      this.geometry.faces.push(new THREE.Face3(\r
+        face.c, face.b, face.d\r
+      ));\r
+\r
+      /**\r
+       * calculate area of face as combined area of\r
+       * its two composing triangles\r
+       */\r
+      let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]);\r
+      let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]);\r
+      let weight = xLength * yLength / 2;\r
+\r
+      xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]);\r
+      yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\r
+      weight += xLength * yLength / 2;\r
+\r
+      weight *= 10;\r
+\r
+      /**\r
+       * split weight equally between four surrounding vertices\r
+       */\r
+      this.vertexWeights[face.a] += weight / 4;\r
+      this.vertexWeights[face.b] += weight / 4;\r
+      this.vertexWeights[face.c] += weight / 4;\r
+      this.vertexWeights[face.d] += weight / 4;\r
+    }\r
+\r
+    /**\r
+     * let THREE JS compute bounding sphere around generated mesh\r
+     * needed for View Frustum Culling internally\r
+     */\r
+    this.geometry.computeBoundingSphere();\r
+    this.geometry.computeFaceNormals();\r
+    this.geometry.computeVertexNormals();\r
+  }\r
+\r
+  /**\r
+   * generate a debug mesh for visualizing\r
+   * vertices and springs of the cloth\r
+   * and add it to scene for rendering\r
+   * @param {Scene} scene - Scene to add Debug Mesh to\r
+   */\r
+  createDebugMesh(scene) {\r
+    /**\r
+     * helper function to generate a single line\r
+     * between two Vertices with a given color\r
+     * @param {Vector3} from \r
+     * @param {Vector3} to \r
+     * @param {number} color \r
+     */\r
+    function addLine(from, to, color) {\r
+      let geometry = new THREE.Geometry();\r
+      geometry.vertices.push(from);\r
+      geometry.vertices.push(to);\r
+      let material = new THREE.LineBasicMaterial({ color: color, linewidth: 10 });\r
+      let line = new THREE.Line(geometry, material);\r
+      line.renderOrder = 1;\r
+      scene.add(line);\r
+    }\r
+    /**\r
+     * helper function to generate a small sphere\r
+     * at a given Vertex Position with color\r
+     * @param {Vector3} point \r
+     * @param {number} color \r
+     */\r
+    function addPoint(point, color) {\r
+      const geometry = new THREE.SphereGeometry(0.05, 32, 32);\r
+      const material = new THREE.MeshBasicMaterial({ color: color });\r
+      const sphere = new THREE.Mesh(geometry, material);\r
+      sphere.position.set(point.x, point.y, point.z);\r
+      scene.add(sphere);\r
+    }\r
+\r
+    let lineColor = 0x000000;\r
+    let pointColor = 0xff00000;\r
+\r
+    /**\r
+     * generate one line for each of the 6 springs\r
+     * and one point for each of the 4 vertices\r
+     * for all of the faces\r
+     */\r
+    for (let i in this.faces) {\r
+      let face = this.faces[i];\r
+      addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor);\r
+      addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor);\r
+      addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor);\r
+      addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor);\r
+      addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor);\r
+      addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor);\r
+\r
+      addPoint(this.geometry.vertices[face.a], pointColor);\r
+      addPoint(this.geometry.vertices[face.b], pointColor);\r
+      addPoint(this.geometry.vertices[face.c], pointColor);\r
+      addPoint(this.geometry.vertices[face.d], pointColor);\r
+    }\r
+  }\r
+\r
+  previousPositions = [];\r
+  time = 0;\r
+  /**\r
+   * \r
+   * @param {number} dt time in seconds since last frame\r
+   */\r
+  simulate(dt) {\r
+    for (let i in this.geometry.vertices) {\r
+      let acceleration = this.getAcceleration(i, dt);\r
+\r
+      //acceleration.clampLength(0, 10);\r
+\r
+      if (Math.abs(acceleration.length()) <= 10e-4) {\r
+        acceleration.set(0, 0, 0);\r
+      }\r
\r
+      let currentPosition = this.verlet(this.geometry.vertices[i].clone(), this.previousPositions[i].clone(), acceleration, dt);\r
+      //let currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt);\r
+     \r
+      this.previousPositions[i].copy(this.geometry.vertices[i]);\r
+      this.geometry.vertices[i].copy(currentPosition);\r
+    }\r
+    \r
+    this.checkIntersect();\r
+    \r
+    this.time += dt;\r
+\r
+    for (let face of this.faces) {\r
+      for (let spring of face.springs) {\r
+        spring.update(this.geometry.vertices);\r
+      }\r
+    }\r
+\r
+    /**\r
+     * let THREE JS compute bounding sphere around generated mesh\r
+     * needed for View Frustum Culling internally\r
+     */\r
+\r
+    this.geometry.verticesNeedUpdate = true;\r
+    this.geometry.elementsNeedUpdate = true;\r
+    this.geometry.computeBoundingSphere();\r
+    this.geometry.computeFaceNormals();\r
+    this.geometry.computeVertexNormals();\r
+\r
+  }\r
+\r
+checkIntersect() {\r
+  let npw = this.numPointsWidth;\r
+  function getX(i, ) { return i % npw; }\r
+  function getY(i) { return Math.floor(i / npw); }\r
+  for (let i in this.geometry.vertices) {\r
+    for (let j in this.geometry.vertices) {\r
+      this.vertexRigidness[i] = false;\r
+      this.vertexRigidness[j] = false;\r
+      if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))\r
+        continue;\r
+      let posI = this.geometry.vertices[i];\r
+      let posJ = this.geometry.vertices[j];\r
+      let dist = posI.distanceTo(posJ);\r
+      const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+      if (dist < collisionDistance) {\r
+        this.vertexRigidness[i] = true;\r
+        this.vertexRigidness[j] = true;\r
+        let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+        if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) {\r
+          this.geometry.vertices[i].add(diff);\r
+          this.geometry.vertices[j].sub(diff);\r
+        }\r
+      }\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * Equation of motion for each vertex which represents the acceleration \r
+ * @param {number} vertexIndex The index of the current vertex whose acceleration should be calculated\r
+ *  @param {number} dt The time passed since last frame\r
+ */\r
+getAcceleration(vertexIndex, dt) {\r
+  if (this.fixedPoints.includes(parseInt(vertexIndex)) ||\r
+      this.vertexRigidness[vertexIndex]) {\r
+    return new THREE.Vector3(0, 0, 0);\r
+  }\r
+\r
+  let externalForce = this.externalForces[vertexIndex];\r
+  let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
+\r
+  // Mass of vertex\r
+  let M = this.vertexWeights[vertexIndex];\r
+  // constant gravity\r
+  let g = new THREE.Vector3(0, -9.8, 0);\r
+  // stiffness\r
+  let k = 1000;\r
+\r
+  // Wind vector\r
+  let fWind = new THREE.Vector3(\r
+    this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1),\r
+    this.windFactor.y * Math.cos(vertex.z * this.time),\r
+    this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
+  );\r
+  //console.log(fWind);\r
+\r
+  /**\r
+   * constant determined by the properties of the surrounding fluids (air)\r
+   * achievement of cloth effects through try out\r
+   * */\r
+  let a = 0.1;\r
+  \r
+  let velocity = new THREE.Vector3(\r
+    (this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
+    (this.previousPositions[vertexIndex].y - vertex.y) / dt,\r
+    (this.previousPositions[vertexIndex].z - vertex.z) / dt\r
+  );\r
+\r
+  //console.log(velocity, vertex, this.previousPositions[vertexIndex]);\r
+\r
+  let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
+  \r
+  let springSum = new THREE.Vector3(0, 0, 0);\r
+\r
+  // Get the bounding springs and add them to the needed springs\r
+  // TODO: optimize\r
+\r
+  const numPointsX = this.numPointsWidth;\r
+  const numPointsY = this.numPointsHeight;\r
+  const numFacesX = numPointsX - 1;\r
+  const numFacesY = numPointsY - 1;\r
+\r
+  function getFaceIndex(x, y) {\r
+    return y * numFacesX + x;\r
+  }\r
+\r
+  let indexX = vertexIndex % numPointsX;\r
+  let indexY = Math.floor(vertexIndex / numPointsX);\r
+\r
+  let springs = [];\r
+\r
+  // 0  oben\r
+  // 1  links\r
+  // 2  oben links  -> unten rechts diagonal\r
+  // 3  oben rechts -> unten links diagonal\r
+  // 4  rechts\r
+  // 5  unten\r
+\r
+  let ul = indexX > 0 && indexY < numPointsY - 1;\r
+  let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;\r
+  let ol = indexX > 0 && indexY > 0;\r
+  let or = indexX < numPointsX - 1 && indexY > 0;\r
+\r
+  if (ul) {\r
+    let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];\r
+    springs.push(faceUL.springs[3]);\r
+    if (!ol)\r
+      springs.push(faceUL.springs[0]);\r
+    springs.push(faceUL.springs[4]);\r
+  }\r
+  if (ur) {\r
+    let faceUR = this.faces[getFaceIndex(indexX, indexY)];\r
+    springs.push(faceUR.springs[2]);\r
+    if (!or)\r
+      springs.push(faceUR.springs[0]);\r
+    if (!ul)\r
+      springs.push(faceUR.springs[1]);\r
+  }\r
+  if (ol) {\r
+    let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];\r
+    springs.push(faceOL.springs[2]);\r
+    springs.push(faceOL.springs[4]);\r
+    springs.push(faceOL.springs[5]);\r
+  }\r
+  if (or) {\r
+    let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];\r
+    springs.push(faceOR.springs[3]);\r
+    if (!ol)\r
+      springs.push(faceOR.springs[1]);\r
+    springs.push(faceOR.springs[5]);\r
+  }\r
+\r
+  for (let spring of springs) {\r
+    let springDirection = spring.getDirection(this.geometry.vertices);\r
+\r
+    if (spring.index1 == vertexIndex)\r
+      springDirection.multiplyScalar(-1);\r
+\r
+    springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));\r
+  }\r
+  \r
+  let result = new THREE.Vector3(1, 1, 1);\r
+  result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);\r
+\r
+  document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);\r
+\r
+  let threshold = 1;\r
+  let forceReduktion = 0.8;\r
+  if(Math.abs(externalForce.z) > threshold){\r
+    externalForce.z *= forceReduktion;\r
+  } else {\r
+    externalForce.z = 0;\r
+  }\r
+\r
+  if(Math.abs(externalForce.y) > threshold){\r
+    externalForce.y *= forceReduktion;\r
+  } else {\r
+    externalForce.y = 0;\r
+  }\r
+\r
+  if(Math.abs(externalForce.x) > threshold){\r
+    externalForce.x *= forceReduktion;\r
+  } else {\r
+    externalForce.x = 0;\r
+  }\r
+    \r
+  \r
+\r
+  return result;\r
+}\r
+\r
+/**\r
+ * The Verlet algorithm as an integrator \r
+ * to get the next position of a vertex  \r
+ * @param {Vector3} currentPosition \r
+ * @param {Vector3} previousPosition \r
+ * @param {Vector3} acceleration \r
+ * @param {number} passedTime The delta time since last frame\r
+ */\r
+verlet(currentPosition, previousPosition, acceleration, passedTime) {\r
+  // verlet algorithm\r
+  // next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
+  // acceleration (dv/dt) = F(net)\r
+  // Dependency for one vertex: gravity, fluids/air, springs\r
+  const DRAG = 0.97;\r
+  let nextPosition = new THREE.Vector3(\r
+    (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
+    (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r
+    (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),\r
+  );\r
+\r
+  // let nextPosition = new THREE.Vector3(\r
+  //   (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
+  //   (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
+  //   (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\r
+  // );\r
+\r
+  return nextPosition;\r
+}\r
+\r
+euler(currentPosition, acceleration, passedTime) {\r
+  let nextPosition = new THREE.Vector3(\r
+    currentPosition.x + acceleration.x * passedTime,\r
+    currentPosition.y + acceleration.y * passedTime,\r
+    currentPosition.z + acceleration.z * passedTime,\r
+  );\r
+\r
+  return nextPosition;\r
+}\r
+\r
+wind(intersects) {\r
+  let intersect = intersects[0];\r
+  this.externalForces[intersect.face.a].z -= this.windForce;\r
+  this.externalForces[intersect.face.b].z -= this.windForce;\r
+  this.externalForces[intersect.face.c].z -= this.windForce;\r
+}\r
+\r
+mousePressed = false;\r
+mouseMoved = false;\r
+intersects;\r
+\r
+mousePress(intersects){\r
+  this.mousePressed = true;\r
+  this.intersects = intersects;\r
+\r
+}\r
+\r
+mouseMove(mousePos){\r
+  this.mouseMoved = true;\r
+  if(this.mousePressed){\r
+    let intersect = this.intersects[0];\r
+    this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));\r
+    /*\r
+    this.geometry.vertices[intersect.face.a].x = mousePos.x;\r
+    this.geometry.vertices[intersect.face.a].y = mousePos.y;\r
+    this.geometry.vertices[intersect.face.a].z = mousePos.z;\r
+  */  \r
+  }\r
+}\r
+\r
+mouseRelease(){\r
+  this.mousePressed = false;\r
+}\r
+\r
+}\r
+\r