I'm trying to prevent a rotated Label from being dragged off the screen, but I cannot figure out how to get MinX, MaxX, MinY, and MaxY of the object in its rotated state. getHeight & getWidth only return the values prior to the rotation.
Here is an example illustrating the problem:
var stage = new Kinetic.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
var layer = new Kinetic.Layer();
var labelLeft = new Kinetic.Label({
x: 95,
y: 180,
opacity: 1.0,
listening: true,
draggable: true,
rotationDeg: -45,
text: {
text: 'Pointing Arrow',
fontFamily: 'Calibri',
fontSize: 20,
padding: 5,
fill: 'white'
},
rect: {
fill: 'blue',
pointerDirection: 'left',
pointerWidth: 20,
pointerHeight: 38,
stroke: 'black',
strokeWidth: 2
},
dragBoundFunc: function (pos) {
var newY = pos.y < 50 ? 50 : pos.y;
return {
x: pos.x,
y: newY
};
}
});
layer.add(labelLeft);
// add the layer to the stage
stage.add(layer);
http://jsfiddle.net/fSNnA/4/
In this example, I use dragBoundFunc to prevent the label from being dragged above y=50. but since the label is rotated, its actual highest point (MinY) has changed, and therefore you can drag it up and partially out of view.
What I really need is a function that will return the absolute current MinX, MaxX, MinY, and MaxY - taking into account the angle of rotation and length of text will not always be the same.
Can anyone help?
Here's how to calculate the bounding-box size of a rotated rectangle (label).
var w = label.getWidth();
var h = label.getHeight();
var rads = label.getRotation();
var c = Math.abs(Math.cos(rads));
var s = Math.abs(Math.sin(rads));
var newWidth = h * s + w * c;
var newHeight = h * c + w * s;
Then assuming you'll always rotate around the center, the left/top boundaries are:
var centerX = label.getX()+label.getWidth()/2;
var centerY = label.getY()+label.getHeight()/2;
var MinX = centerX - newWidth/2;
var MinY = centerY - newHeight/2;
[ Disclaimer: This is just off the top of my head--review it accordingly! ]
Related
I have two objects a parent (red) and a child (blue). The parent object is fixed and can't be moved, only the child object is movable and the child is always bigger than the parent. In whatever way the child object is moved it should always be contained inside the child, which means we should never see the red rectangle.
Demo: https://codesandbox.io/s/force-contain-of-object-inside-another-object-fabric-js-7nt7q
I know there are solutions to contain an object within the canvas or other object boundaries (ex. Move object within canvas boundary limit) which mainly force the top/right/bottom/left values to not exceed the parent values, but here we have the case of two rotated objects by the same degree.
I have a real-life scenario when a user uploads a photo to a frame container. The photo is normally always bigger than the frame container. The user can move the photo inside the frame, but he should not be allowed to create any empty spaces, the photo should always be contained inside the photo frame.
I would go with a pure canvas (no fabricjs), do it from scratch that way you understand well the problem you are facing, then if you need it that same logic should be easily portable to any library.
You have some rules:
The parent object is fixed and can't be moved,
The child object is movable.
The child is always bigger than the parent.
The child object is always constrained by the parent.
So my idea is to get all four corners, that way on the move we can use those coordinates to determine if it can be moved to the new location or not, the code should be easy to follow, but ask if you have any concerns.
I'm using the ray-casting algorithm:
https://github.com/substack/point-in-polygon/blob/master/index.js
With that, all we need to do is check that the corners of the child are not inside the parent and that the parent is inside the child, that is all.
I'm no expert with FabricJS so my best might not be much...
but below is my attempt to get your code going.
<canvas id="canvas" width="500" height="350"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.2/fabric.min.js"></script>
<script>
var canvas = new fabric.Canvas("canvas");
canvas.stateful = true;
function getCoords(rect) {
var x = rect.left;
var y = rect.top;
var angle = (rect.angle * Math.PI) / 180;
var coords = [{ x, y }];
x += rect.width * Math.cos(angle);
y += rect.width * Math.sin(angle);
coords.push({ x, y });
angle += Math.PI / 2;
x += rect.height * Math.cos(angle);
y += rect.height * Math.sin(angle);
coords.push({ x, y });
angle += Math.PI / 2;
x += rect.width * Math.cos(angle);
y += rect.width * Math.sin(angle);
coords.push({ x, y });
return coords;
}
function inside(p, vs) {
var inside = false;
for (var i = 0, j = vs.length - 1; i < vs.length; j = i++) {
var xi = vs[i].x, yi = vs[i].y;
var xj = vs[j].x, yj = vs[j].y;
var intersect =
yi > p.y !== yj > p.y && p.x < ((xj - xi) * (p.y - yi)) / (yj - yi) + xi;
if (intersect) inside = !inside;
}
return inside;
}
var parent = new fabric.Rect({
width: 150, height: 100, left: 200, top: 50, angle: 25, selectable: false, fill: "red"
});
var pCoords = getCoords(parent);
var child = new fabric.Rect({
width: 250, height: 175, left: 180, top: 10, angle: 25, hasControls: false, fill: "rgba(0,0,255,0.9)"
});
canvas.add(parent);
canvas.add(child);
canvas.on("object:moving", function (e) {
var cCoords = getCoords(e.target);
var inBounds = true;
cCoords.forEach(c => { if (inside(c, pCoords)) inBounds = false; });
pCoords.forEach(c => { if (!inside(c, cCoords)) inBounds = false; });
if (inBounds) {
e.target.setCoords();
e.target.saveState();
e.target.set("fill", "rgba(0,0,255,0.9)");
} else {
e.target.set("fill", "black");
e.target.animate({
left: e.target._stateProperties.left,
top: e.target._stateProperties.top
},{
duration: 500,
onChange: canvas.renderAll.bind(canvas),
easing: fabric.util.ease["easeInBounce"],
onComplete: function() {
e.target.set("fill", "rgba(0,0,255,0.9)");
}
});
}
});
</script>
That code is on sandbox as well:
https://codesandbox.io/s/force-contain-of-object-inside-another-object-fabric-js-dnvb5
It certainly is nice not to worry about coding all the click/hold/drag fabric makes that real easy...
I was experimenting with FabricJS and there a nice property of the canvas
(canvas.stateful = true;)
that allows us to keep track of where we've been, and if we go out of bounds we can revert that movement, also playing with animate that gives the user visual feedback that the movement is not allowed.
Here is another version without animation:
<canvas id="canvas" width="500" height="350"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.2/fabric.min.js"></script>
<script>
var canvas = new fabric.Canvas("canvas");
canvas.stateful = true;
function getCoords(rect) {
var x = rect.left;
var y = rect.top;
var angle = (rect.angle * Math.PI) / 180;
var coords = [{ x, y }];
x += rect.width * Math.cos(angle);
y += rect.width * Math.sin(angle);
coords.push({ x, y });
angle += Math.PI / 2;
x += rect.height * Math.cos(angle);
y += rect.height * Math.sin(angle);
coords.push({ x, y });
angle += Math.PI / 2;
x += rect.width * Math.cos(angle);
y += rect.width * Math.sin(angle);
coords.push({ x, y });
return coords;
}
function inside(p, vs) {
var inside = false;
for (var i = 0, j = vs.length - 1; i < vs.length; j = i++) {
var xi = vs[i].x, yi = vs[i].y;
var xj = vs[j].x, yj = vs[j].y;
var intersect =
yi > p.y !== yj > p.y && p.x < ((xj - xi) * (p.y - yi)) / (yj - yi) + xi;
if (intersect) inside = !inside;
}
return inside;
}
var parent = new fabric.Rect({
width: 150, height: 100, left: 200, top: 50, angle: 25, selectable: false, fill: "red"
});
var pCoords = getCoords(parent);
var child = new fabric.Rect({
width: 250, height: 175, left: 180, top: 10, angle: 25, hasControls: false, fill: "rgba(0,0,255,0.9)"
});
canvas.add(parent);
canvas.add(child);
canvas.on("object:moving", function (e) {
var cCoords = getCoords(e.target);
var inBounds = true;
cCoords.forEach(c => { if (inside(c, pCoords)) inBounds = false; });
pCoords.forEach(c => { if (!inside(c, cCoords)) inBounds = false; });
if (inBounds) {
e.target.setCoords();
e.target.saveState();
} else {
e.target.left = e.target._stateProperties.left;
e.target.top = e.target._stateProperties.top;
}
});
</script>
This algorithm also opens the door for other shapes as well, here is a hexagon version:
https://raw.githack.com/heldersepu/hs-scripts/master/HTML/canvas_contained2.html
you can just create the new Class, with your object inside, and do all actions only with parent of the children, something like this:
fabric.RectWithRect = fabric.util.createClass(fabric.Rect, {
type: 'rectWithRect',
textOffsetLeft: 0,
textOffsetTop: 0,
_prevObjectStacking: null,
_prevAngle: 0,
minWidth: 50,
minHeight: 50,
_currentScaleFactorX: 1,
_currentScaleFactorY: 1,
_lastLeft: 0,
_lastTop: 0,
recalcTextPosition: function () {
//this.insideRect.setCoords();
const sin = Math.sin(fabric.util.degreesToRadians(this.angle))
const cos = Math.cos(fabric.util.degreesToRadians(this.angle))
const newTop = sin * this.insideRectOffsetLeft + cos * this.insideRectOffsetTop
const newLeft = cos * this.insideRectOffsetLeft - sin * this.insideRectOffsetTop
const rectLeftTop = this.getPointByOrigin('left', 'top')
this.insideRect.set('left', rectLeftTop.x + newLeft)
this.insideRect.set('top', rectLeftTop.y + newTop)
this.insideRect.set('width', this.width - 40)
this.insideRect.set('height', this.height - 40)
this.insideRect.set('scaleX', this.scaleX)
this.insideRect.set('scaleY', this.scaleY)
},
initialize: function (textOptions, rectOptions) {
this.callSuper('initialize', rectOptions)
this.insideRect = new fabric.Rect({
...textOptions,
dirty: false,
objectCaching: false,
selectable: false,
evented: false,
fragmentType: 'rectWidthRect'
});
canvas.bringToFront(this.insideRect);
this.insideRect.width = this.width - 40;
this.insideRect.height = this.height - 40;
this.insideRect.left = this.left + 20;
this.insideRect.top = this.top + 20;
this.insideRectOffsetLeft = this.insideRect.left - this.left
this.insideRectOffsetTop = this.insideRect.top - this.top
this.on('moving', function(e){
this.recalcTextPosition();
})
this.on('rotating',function(){
this.insideRect.rotate(this.insideRect.angle + this.angle - this._prevAngle)
this.recalcTextPosition()
this._prevAngle = this.angle
})
this.on('scaling', function(fEvent){
this.recalcTextPosition();
});
this.on('added', function(){
this.canvas.add(this.insideRect)
});
this.on('removed', function(){
this.canvas.remove(this.insideRect)
});
this.on('mousedown:before', function(){
this._prevObjectStacking = this.canvas.preserveObjectStacking
this.canvas.preserveObjectStacking = true
});
this.on('deselected', function(){
this.canvas.preserveObjectStacking = this._prevObjectStacking
});
}
});
and then just add your element to your canvas as usual:
var rectWithRect = new fabric.RectWithRect(
{
fill: "red",
}, // children rect options
{
left:100,
top:100,
width: 300,
height: 100,
dirty: false,
objectCaching: false,
strokeWidth: 0,
fill: 'blue'
} // parent rect options
);
canvas.add(rectWithRect);
by the way, you can use method like this to create nested elements, text with background and other.
Codesandbox DEMO
I am trying to do circle approximation that is a regular polygon with N corners using d3.js.
My idea was to always have a circle in the background and use the "transform" function to slide around the circle and obtain a position (x,y), which I would pass to a polygon.
For example, if I must have the circle divided in 3 parts, it would become a triangle. With that, I would rotate within the circle 3 times starting at (0,0) and return the position of the two other points within the circumference of the circle.
My problem is that the "transform" function does not return me a x,y coordinate.
var svg = d3.select('svg');
var originX = 200;
var originY = 200;
var outerCircleRadius = 60;
var outerCircle = svg.append("circle").attr({
cx: originX,
cy: originY,
r: outerCircleRadius,
fill: "none",
stroke: "black"
});
var chairOriginX = originX + ((outerCircleRadius) * Math.sin(0));
var chairOriginY = originY - ((outerCircleRadius) * Math.cos(0));
var chairWidth = 20;
console.log(chairOriginX);
console.log(chairOriginY);
var chair = svg.append("rect").attr({
x: chairOriginX - (chairWidth / 2),
y: chairOriginY - (chairWidth / 2),
width: chairWidth,
opacity: 1,
height: 20,
fill: "none",
stroke: "blue"
});
var chairOriginX2 = originX + ((outerCircleRadius) * Math.sin(0));
var chairOriginY2 = originY - ((outerCircleRadius) * Math.cos(0));
console.log(chairOriginX2);
console.log(chairOriginY2);
var chair2 = svg.append("rect").attr({
x: chairOriginX2 - (chairWidth / 2),
y: chairOriginY2 - (chairWidth / 2),
width: chairWidth,
opacity: 1,
height: 50,
fill: "none",
stroke: "red"
});
var n_number = 5
var n_angles = 360/n_number
var angle_start=0;
var angle_next;
chair2.attr("transform", "rotate(" + (angle_start+n_angles+n_angles) + ", 200, 200)");
console.log(chair2.attr("transform", "rotate(" + (angle_start+n_angles+n_angles) + ", 200, 200)"));
var chairOriginX3 = originX + ((outerCircleRadius) * Math.sin(0));
var chairOriginY3 = originY - ((outerCircleRadius) * Math.cos(0));
console.log(chairOriginX3);
console.log(chairOriginY3);
var chair3 = svg.append("rect").attr({
x: chairOriginX3 - (chairWidth / 2),
y: chairOriginY3 - (chairWidth / 2),
width: chairWidth,
opacity: 1,
height: 50,
fill: "none",
stroke: "black"
});
var n_number = 5
var n_angles = 360/n_number
var angle_start=0;
var angle_next;
chair3.attr("transform", "rotate(" + (angle_start+n_angles+n_angles+n_angles) + ", 200, 200)");
console.log(chair3.attr("transform", "rotate(" + (angle_start+n_angles+n_angles+n_angles) + ", 200, 200)"));
I am using KineticJS in my project. I need to connect two shapes using a curved line. One of the shapes can be dragged. I am able to put the curved line between shapes. The problem arises when user starts dragging the shapes. The requirement is that it should be properly curved (please refer to screen shots), irrespective of distance between them and their position with respect to each other. I am doing this:
var utils = {
_getCenter: function(x1, y1, x2, y2) {
return {
x: (x1 + x2) / 2,
y: (y1 + y2) / 2
}
},
// Converts from degrees to radians.
_radians: function(degrees) {
return degrees * Math.PI / 180;
},
// Converts from radians to degrees.
_degrees: function(radians) {
return radians * 180 / Math.PI;
}
};
function amplitude(point) {
var rad_90 = utils._radians(90);
var rad_45 = utils._radians(45);
var rad_60 = utils._radians(60);
console.log(rad_90);
return {
x: point.x * Math.cos(rad_60),
y: point.y * Math.sin(rad_60)
};
}
var width = window.innerWidth;
var height = window.innerHeight;
var stage = new Kinetic.Stage({
container: 'container',
width: width,
height: height
});
var layer = new Kinetic.Layer();
var circle = new Kinetic.Circle({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
radius: 20,
fill: 'red',
stroke: 'black',
strokeWidth: 2
});
var attachedCircle = new Kinetic.Circle({
x: stage.getWidth() / 4,
y: stage.getHeight() / 4,
radius: 20,
fill: 'red',
stroke: 'black',
strokeWidth: 2,
draggable: true
});
var center = amplitude(utils._getCenter(circle.getX(), circle.getY(), attachedCircle.getX(), attachedCircle.getY()));
var line = new Kinetic.Line({
points: [circle.getX(), circle.getY(), center.x, center.y, attachedCircle.getX(), attachedCircle.getY()],
fill: 'black',
stroke: 'green',
strokeWidth: 3,
/*
* line segments with a length of 33px
* with a gap of 10px
*/
dash: [33, 10],
id: 'line',
tension: 0.5
});
attachedCircle.on('dragmove', function(e) {
var targetCircle = e.target;
var tempCenter = amplitude(utils._getCenter(circle.getX(), circle.getY(), targetCircle.getX(), targetCircle.getY()));
console.log(tempCenter);
line.setPoints([circle.getX(), circle.getY(), tempCenter.x, tempCenter.y, targetCircle.getX(), targetCircle.getY()]);
});
// add the shape to the layer
layer.add(line);
layer.add(attachedCircle);
layer.add(circle);
// add the layer to the stage
stage.add(layer);
I don't know what I am missing. I have created the plunkr for this.
To define you amplitude function you need to use two input points:
function amplidure2(p1, p2) {
var alpha = Math.atan((p1.x - p2.x) / (p1.y - p2.y)) + Math.PI / 2;
if (p1.y < p2.y) {
alpha += Math.PI;
}
var center = utils._getCenter(p1.x, p1.y, p2.x, p2.y);
var r = 50;
return {
x: center.x + r * Math.sin(alpha),
y: center.y + r * Math.cos(alpha)
}
}
DEMO
I have this fiddle:
http://jsfiddle.net/WDjpx/2/
The image is not rotating correctly.
The code that i used was:
var stage = new Kinetic.Stage({
container: 'd',
width: 300,
height: 300
});
var layer = new Kinetic.Layer();
var isDragging = false;
var refRotation = null;
var rect = new Kinetic.Rect({
x: 150,
y: 150,
width: 100,
height: 100,
fill: 'green',
stroke: 'black',
strokeWidth: 4,
offset: [50, 50],
dragOnTop: true,
draggable: true,
dragBoundFunc: function (pos) {
var xd = 150 - pos.x ;
var yd = 150 - pos.y ;
var theta = Math.atan2(yd, xd);
var deg = theta * 180 / Math.PI;
if (!isDragging) {
isDragging = true;
refRotation = deg;
} else {
var rotate = deg - refRotation;
rect.setRotationDeg(deg);
}
return {
x: this.getAbsolutePosition().x,
y: this.getAbsolutePosition().y
}
}
});
layer.add(rect);
stage.add(layer);
Anyone know what is wrong with my Math???
--- EDIT ---
New feddle with what i wanted:
http://jsfiddle.net/zk9cn/
Don't know about Math.atan2, but it seems calculation of x and y is not right to me. I would deduct position from center, not center from position. http://jsfiddle.net/bighostkim/qZDcg/
var x = 150 - pos.x;
var y = 150 - pos.y;
var radian = Math.PI + Math.atan(y/x);
this.setRotation(radian);
Other thing, I also see your variables are not in use; isDragging, refRotate, and rotate.
----- Edit ----
If you want to rotate rectangle by picking up the corner, you can use the following code.
When you pick up the corner, degree calculated by center positon is already 45. That's why you cannot pick up the corner properly. By adjusting 45 makes it seem right, but when you pick up the straight line, it will go wrong again. It seems your requirement has a flaw in it unless it's intentional. http://jsfiddle.net/bighostkim/7Q5Hd/
var pos = stage.getMousePosition();
var xd = 150 - pos.x ;
var yd = 150 - pos.y ;
var theta = Math.atan2(yd, xd);
var degree = theta / (Math.PI / 180) - 45;
this.setRotationDeg(degree);
I'm having some problems with scaling a container to a fixed point.
In my case I'm trying to scale (zoom) a stage to the mouse cursor.
Here is a way to do with pure canvas:
http://phrogz.net/tmp/canvas_zoom_to_cursor.html (as discussed at Zoom Canvas to Mouse Cursor)
I just can't get figure out how to apply the same logic while using the KineticJS API.
Sample code:
var position = this.stage.getUserPosition();
var scale = Math.max(this.stage.getScale().x + (0.05 * (scaleUp ? 1 : -1)), 0);
this.stage.setScale(scale);
// Adjust scale to position...?
this.stage.draw();
After a lot of struggling and searching and trying, using the tip provided by #Eric Rowell and the code posted in the SO question Zoom in on a point (using scale and translate) I finally got the zooming in and out of a fixed point working using KineticJS.
Here's a working DEMO.
And here's the code:
var ui = {
stage: null,
scale: 1,
zoomFactor: 1.1,
origin: {
x: 0,
y: 0
},
zoom: function(event) {
event.preventDefault();
var evt = event.originalEvent,
mx = evt.clientX /* - canvas.offsetLeft */,
my = evt.clientY /* - canvas.offsetTop */,
wheel = evt.wheelDelta / 120;
var zoom = (ui.zoomFactor - (evt.wheelDelta < 0 ? 0.2 : 0));
var newscale = ui.scale * zoom;
ui.origin.x = mx / ui.scale + ui.origin.x - mx / newscale;
ui.origin.y = my / ui.scale + ui.origin.y - my / newscale;
ui.stage.setOffset(ui.origin.x, ui.origin.y);
ui.stage.setScale(newscale);
ui.stage.draw();
ui.scale *= zoom;
}
};
$(function() {
var width = $(document).width() - 2,
height = $(document).height() - 5;
var stage = ui.stage = new Kinetic.Stage({
container: 'container',
width: width,
height: height
});
var layer = new Kinetic.Layer({
draggable: true
});
var rectX = stage.getWidth() / 2 - 50;
var rectY = stage.getHeight() / 2 - 25;
var box = new Kinetic.Circle({
x: 100,
y: 100,
radius: 50,
fill: '#00D200',
stroke: 'black',
strokeWidth: 2,
});
// add cursor styling
box.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function() {
document.body.style.cursor = 'default';
});
layer.add(box);
stage.add(layer);
$(stage.content).on('mousewheel', ui.zoom);
});
You need to offset the stage such that it's center point is positioned at the fixed point. Here's an example, because the center point of the stage is defaulted to the upper left corner of the canvas. Let's say that your stage is 600px wide and 400px tall, and you want the stage to zoom from the center. You would need to do this:
var stage = new Kinetic.Stage({
container: 'container',
width: 600,
height: 400,
offset: [300, 200]
};
updated #juan.facorro's demo to scale shape instead of stage
jsFiddle
var ui = {
stage: null,
box: null,
scale: 1,
zoomFactor: 1.1,
zoom: function(event) {
event.preventDefault();
var evt = event.originalEvent,
mx = evt.offsetX,
my = evt.offsetY,
wheel = evt.wheelDelta / 120; //n or -n
var zoom = (ui.zoomFactor - (evt.wheelDelta < 0 ? 0.2 : 0));
var newscale = ui.scale * zoom;
var origin = ui.box.getPosition();
origin.x = mx - (mx - origin.x) * zoom;
origin.y = my - (my - origin.y) * zoom;
ui.box.setPosition(origin.x, origin.y);
ui.box.setScale(newscale);
ui.stage.draw();
ui.scale *= zoom;
}
};
$(function() {
var width = $(document).width() - 2,
height = $(document).height() - 5;
var stage = ui.stage = new Kinetic.Stage({
container: 'container',
width: width,
height: height
});
var layer = new Kinetic.Layer();
var rectX = stage.getWidth() / 2 - 50;
var rectY = stage.getHeight() / 2 - 25;
var box = ui.box = new Kinetic.Circle({
x: 100,
y: 100,
radius: 50,
fill: '#00D200',
stroke: 'black',
strokeWidth: 2,
draggable: true
});
// add cursor styling
box.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function() {
document.body.style.cursor = 'default';
});
layer.add(box);
stage.add(layer);
$(stage.content).on('mousewheel', ui.zoom);
});
The demo above only works if the x and y coordinates of the stage are 0. If e.g. the stage is draggable it will change these coordinates while dragging so they need to be included in the offset calculation. This can be achieved by subtracting them from the canvas offsets:
jsfiddle
zoom: function(event) {
event.preventDefault();
var evt = event.originalEvent,
mx = evt.offsetX - ui.scale.getX(),
my = evt.offsetY - ui.scale.getY(),
var zoom = (ui.zoomFactor - (evt.wheelDelta < 0 ? 0.2 : 0));
var newscale = ui.scale * zoom;
var origin = ui.box.getPosition();
origin.x = mx - (mx - origin.x) * zoom;
origin.y = my - (my - origin.y) * zoom;
ui.box.setPosition(origin.x, origin.y);
ui.box.setScale(newscale);
ui.stage.draw();
ui.scale *= zoom;
}