gridviz 2.0.38 → 2.0.39

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (58) hide show
  1. package/README.md +119 -119
  2. package/dist/gridviz.js +7488 -7530
  3. package/dist/gridviz.min.js +1 -1
  4. package/package.json +78 -78
  5. package/src/App.js +698 -698
  6. package/src/BackgroundLayer.js +182 -182
  7. package/src/BackgroundLayerWMS.js +131 -131
  8. package/src/Dataset.js +76 -76
  9. package/src/DatasetComponent.js +103 -103
  10. package/src/GeoCanvas.js +419 -419
  11. package/src/LabelLayer.js +190 -190
  12. package/src/Layer.js +92 -92
  13. package/src/Legend.js +86 -86
  14. package/src/LineLayer.js +150 -150
  15. package/src/Style.js +114 -114
  16. package/src/Tooltip.js +168 -168
  17. package/src/dataset/COGeo.js +24 -24
  18. package/src/dataset/CSVGrid.js +104 -104
  19. package/src/dataset/GeoTIFF.js +127 -127
  20. package/src/dataset/GridTile.js +41 -41
  21. package/src/dataset/ParquetGrid.js +122 -122
  22. package/src/dataset/TiledGrid.js +296 -296
  23. package/src/index.js +177 -177
  24. package/src/legend/ColorCategoryLegend.js +124 -124
  25. package/src/legend/ColorDiscreteLegend.js +105 -105
  26. package/src/legend/ColorLegend.js +125 -125
  27. package/src/legend/SegmentOrientationLegend.js +87 -87
  28. package/src/legend/SegmentWidthLegend.js +97 -97
  29. package/src/legend/SizeLegend.js +141 -141
  30. package/src/style/CompositionStyle.js +300 -300
  31. package/src/style/ContourStyle.js +54 -54
  32. package/src/style/DotDensityStyle.js +156 -156
  33. package/src/style/JoyPlotStyle.js +135 -135
  34. package/src/style/KernelSmoothingOldStyle.js +221 -221
  35. package/src/style/KernelSmoothingStyle.js +115 -115
  36. package/src/style/KernelSmoothingWGLStyle.js +130 -130
  37. package/src/style/LegoStyle.js +112 -112
  38. package/src/style/MosaicStyle.js +107 -107
  39. package/src/style/NinjaStarStyle.js +124 -124
  40. package/src/style/PillarStyle.js +230 -230
  41. package/src/style/SegmentStyle.js +142 -142
  42. package/src/style/ShapeColorSizeStyle.js +126 -126
  43. package/src/style/SideCatStyle.js +172 -172
  44. package/src/style/SideStyle.js +218 -218
  45. package/src/style/SquareColorCatWGLStyle.js +120 -120
  46. package/src/style/SquareColorWGLStyle.js +146 -146
  47. package/src/style/StrokeStyle.js +131 -131
  48. package/src/style/TanakaStyle.js +160 -160
  49. package/src/style/TextStyle.js +132 -132
  50. package/src/utils/Utils.js +35 -35
  51. package/src/utils/WebGLRectangleColoring.js +106 -106
  52. package/src/utils/WebGLSquareColoring.js +118 -118
  53. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  54. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  55. package/src/utils/WebGLSquareColoringKS.js +153 -153
  56. package/src/utils/stretching.js +131 -131
  57. package/src/utils/webGLUtils.js +71 -71
  58. package/src/utils/zoomUtils.js +142 -142
@@ -1,230 +1,230 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
5
- import { color } from 'd3-color'
6
-
7
- /**
8
- * Everything to easily draw colored squares with webGL.
9
- * All the same size, but different fill color.
10
- * The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
11
- */
12
- export class WebGLSquareColoringAdvanced {
13
- //see:
14
- //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
15
- //https://thebookofshaders.com/glossary/?search=mix
16
- //https://thebookofshaders.com/06/
17
- //https://thebookofshaders.com/glossary/
18
-
19
- /**
20
- *
21
- * @param {*} gl
22
- * @param {Array.<String>} colors
23
- * @param {{fun:string,alpha:number}} stretching
24
- * @param {number} sizePix
25
- * @param {number|undefined} globalOpacity
26
- */
27
- constructor(gl, colors, stretching, sizePix = 10, globalOpacity = undefined) {
28
- /** @type {WebGLRenderingContext} */
29
- this.gl = gl
30
- //gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
31
- //gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
32
- //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
33
-
34
- /** @type {WebGLShader} */
35
- const vShader = createShader(
36
- gl,
37
- gl.VERTEX_SHADER,
38
- `
39
- attribute vec2 pos;
40
- uniform float sizePix;
41
- uniform mat3 mat;
42
-
43
- attribute float t;
44
- varying float vt;
45
-
46
- void main() {
47
- gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
48
- gl_PointSize = sizePix;
49
- vt = t;
50
- }
51
- `
52
- )
53
-
54
- //prepare fragment shader code
55
- //declare the uniform and other variables
56
- let fshString =
57
- '' +
58
- 'precision mediump float;\n' +
59
- 'varying float vt;\n' +
60
- 'uniform float alpha;\n' +
61
- (() => {
62
- const out = []
63
- for (let i = 0; i < colors.length; i++) out.push('uniform vec4 c' + i + ';\n')
64
- return out.join('')
65
- })() +
66
- //start the main function, apply the stretching of t
67
- 'void main(void) {\n'
68
-
69
- if (stretching) {
70
- if (stretching.fun == 'pow')
71
- //sPow = (t, alpha = 3) => Math.pow(t, alpha);
72
- fshString += ' float t = pow(vt, alpha);\n'
73
- else if (stretching.fun == 'powRev')
74
- //sPowRev = (t, alpha = 3) => 1 - Math.pow(1 - t, 1 / alpha);
75
- fshString += ' float t = 1.0-pow(1.0-vt, 1.0/alpha);\n'
76
- else if (stretching.fun == 'exp')
77
- //sExp = (t, alpha = 3) => alpha == 0 ? t : (Math.exp(t * alpha) - 1) / (Math.exp(alpha) - 1);
78
- fshString +=
79
- stretching.alpha == 0
80
- ? `float t = vt;`
81
- : ' float t = (exp(vt * alpha) - 1.0) / (exp(alpha) - 1.0);\n'
82
- else if (stretching.fun == 'expRev')
83
- //sExpRev = (t, alpha = 3) => alpha == 0 ? t : 1 - (1 / alpha) * Math.log(Math.exp(alpha) * (1 - t) + t);
84
- fshString +=
85
- stretching.alpha == 0
86
- ? `float t = vt;`
87
- : ' float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);\n'
88
- else if (stretching.fun == 'circleLow') {
89
- if (stretching.alpha == 0)
90
- //if (alpha == 0) return t;
91
- fshString += ' float t = vt;\n'
92
- else if (stretching.alpha == 1)
93
- // if (alpha == 1) return Math.sqrt(2 * t - t * t);
94
- fshString += ' float t = sqrt(vt * (2.0 - vt));\n'
95
- else {
96
- //const a = alpha / (1 - alpha);
97
- //return Math.sqrt(1 / (a * a) + t * (2 / a + 2 - t)) - 1 / a;
98
- fshString +=
99
- ' float a = alpha / (1.0 - alpha);\n' +
100
- ' float t = sqrt(1.0 / (a * a) + vt * ( 2.0/a + 2.0 - vt )) - 1.0 / a;\n'
101
- }
102
- } else if (stretching.fun == 'circleHigh') {
103
- // 1 - sCircleLow(1 - t, alpha)
104
- if (stretching.alpha == 0)
105
- //if (alpha == 0) return t;
106
- fshString += ' float t = vt;\n'
107
- else if (stretching.alpha == 1)
108
- // if (alpha == 1) return Math.sqrt(2 * t - t * t);
109
- fshString += ' float t = 1.0 - sqrt((1.0 - vt) * (1.0 + vt));\n'
110
- else {
111
- //const a = alpha / (1 - alpha);
112
- //return Math.sqrt(1 / (a * a) + (2 * t) / a + 2 * t - t * t) - 1 / a;
113
- fshString +=
114
- ' float a = alpha / (1.0 - alpha);\n' +
115
- ' float t = 1.0 - sqrt(1.0 / (a * a) + (1.0-vt) * ( 2.0/a + 1.0 + vt )) + 1.0 / a;\n'
116
- }
117
- } else {
118
- console.error('Unexpected stretching function code: ' + stretching.fun)
119
- fshString += ' float t = vt;\n'
120
- }
121
- } else {
122
- fshString += ' float t = vt;\n'
123
- }
124
-
125
- //choose initial and final colors, and adjust t value
126
- if (colors.length == 1) fshString += ' vec4 cI=c0;\n vec4 cF=c0;\n'
127
- else if (colors.length == 2) fshString += ' vec4 cI=c0;\n vec4 cF=c1;\n'
128
- else {
129
- const nb = colors.length - 1
130
- const nbs = nb + '.0'
131
- fshString += ' vec4 cI;\n'
132
- fshString += ' vec4 cF;\n'
133
- fshString += ' if(t<1.0/' + nbs + ') { cI=c0; cF=c1; t=t*' + nbs + '; }\n'
134
- for (let i = 2; i < nb; i++)
135
- fshString +=
136
- ' else if(t<' +
137
- i +
138
- '.0/' +
139
- nbs +
140
- ') { cI=c' +
141
- (i - 1) +
142
- '; cF=c' +
143
- i +
144
- '; t=' +
145
- nbs +
146
- '*t-' +
147
- (i - 1) +
148
- '.0; }\n'
149
- fshString +=
150
- ' else { cI=c' + (nb - 1) + '; cF=c' + nb + '; t=' + nbs + '*t-' + (nb - 1) + '.0; }\n'
151
- }
152
-
153
- //one single color
154
- if (colors.length == 1) fshString += ' gl_FragColor = vec4(c0[0], c0[1], c0[2], c0[3]);}\n'
155
- //set interpolated color, between initial and final one
156
- else fshString += ' gl_FragColor = mix(cI, cF, t);}\n'
157
-
158
- //console.log(fshString)
159
-
160
- /** @type {WebGLShader} */
161
- const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
162
-
163
- /** @type {WebGLProgram} */
164
- this.program = initShaderProgram(gl, vShader, fShader)
165
- gl.useProgram(this.program)
166
-
167
- //set uniforms
168
-
169
- //sizePix
170
- //TODO: bug here. Seems to be limited to some threshold value (around 250).
171
- gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
172
-
173
- //stretching alpha factor
174
- gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
175
-
176
- //colors
177
- for (let i = 0; i < colors.length; i++) {
178
- const c = color(colors[i])
179
-
180
- let opacity = c.opacity
181
- if (c.opacity == 1 && globalOpacity != undefined) opacity = globalOpacity
182
-
183
- gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
184
- +c.r / 255.0,
185
- +c.g / 255.0,
186
- +c.b / 255.0,
187
- +opacity,
188
- ])
189
- }
190
- }
191
-
192
- /** */
193
- draw(verticesBuffer, tBuffer, transfoMat) {
194
- const gl = this.gl
195
- const program = this.program
196
-
197
- //vertice data
198
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
199
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
200
- const position = gl.getAttribLocation(program, 'pos')
201
- gl.vertexAttribPointer(
202
- position,
203
- 2, //numComponents
204
- gl.FLOAT, //type
205
- false, //normalise
206
- 0, //stride
207
- 0 //offset
208
- )
209
- gl.enableVertexAttribArray(position)
210
-
211
- //t data
212
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
213
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW)
214
- const t = gl.getAttribLocation(program, 't')
215
- gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0)
216
- gl.enableVertexAttribArray(t)
217
-
218
- //transformation
219
- gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
220
-
221
- // Enable the depth test
222
- //gl.enable(gl.DEPTH_TEST);
223
- // Clear the color buffer bit
224
- gl.clear(gl.COLOR_BUFFER_BIT)
225
- // Set the view port
226
- //gl.viewport(0, 0, cg.w, cg.h);
227
-
228
- gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
229
- }
230
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ * The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
11
+ */
12
+ export class WebGLSquareColoringAdvanced {
13
+ //see:
14
+ //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
15
+ //https://thebookofshaders.com/glossary/?search=mix
16
+ //https://thebookofshaders.com/06/
17
+ //https://thebookofshaders.com/glossary/
18
+
19
+ /**
20
+ *
21
+ * @param {*} gl
22
+ * @param {Array.<String>} colors
23
+ * @param {{fun:string,alpha:number}} stretching
24
+ * @param {number} sizePix
25
+ * @param {number|undefined} globalOpacity
26
+ */
27
+ constructor(gl, colors, stretching, sizePix = 10, globalOpacity = undefined) {
28
+ /** @type {WebGLRenderingContext} */
29
+ this.gl = gl
30
+ //gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
31
+ //gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
32
+ //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
33
+
34
+ /** @type {WebGLShader} */
35
+ const vShader = createShader(
36
+ gl,
37
+ gl.VERTEX_SHADER,
38
+ `
39
+ attribute vec2 pos;
40
+ uniform float sizePix;
41
+ uniform mat3 mat;
42
+
43
+ attribute float t;
44
+ varying float vt;
45
+
46
+ void main() {
47
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
48
+ gl_PointSize = sizePix;
49
+ vt = t;
50
+ }
51
+ `
52
+ )
53
+
54
+ //prepare fragment shader code
55
+ //declare the uniform and other variables
56
+ let fshString =
57
+ '' +
58
+ 'precision mediump float;\n' +
59
+ 'varying float vt;\n' +
60
+ 'uniform float alpha;\n' +
61
+ (() => {
62
+ const out = []
63
+ for (let i = 0; i < colors.length; i++) out.push('uniform vec4 c' + i + ';\n')
64
+ return out.join('')
65
+ })() +
66
+ //start the main function, apply the stretching of t
67
+ 'void main(void) {\n'
68
+
69
+ if (stretching) {
70
+ if (stretching.fun == 'pow')
71
+ //sPow = (t, alpha = 3) => Math.pow(t, alpha);
72
+ fshString += ' float t = pow(vt, alpha);\n'
73
+ else if (stretching.fun == 'powRev')
74
+ //sPowRev = (t, alpha = 3) => 1 - Math.pow(1 - t, 1 / alpha);
75
+ fshString += ' float t = 1.0-pow(1.0-vt, 1.0/alpha);\n'
76
+ else if (stretching.fun == 'exp')
77
+ //sExp = (t, alpha = 3) => alpha == 0 ? t : (Math.exp(t * alpha) - 1) / (Math.exp(alpha) - 1);
78
+ fshString +=
79
+ stretching.alpha == 0
80
+ ? `float t = vt;`
81
+ : ' float t = (exp(vt * alpha) - 1.0) / (exp(alpha) - 1.0);\n'
82
+ else if (stretching.fun == 'expRev')
83
+ //sExpRev = (t, alpha = 3) => alpha == 0 ? t : 1 - (1 / alpha) * Math.log(Math.exp(alpha) * (1 - t) + t);
84
+ fshString +=
85
+ stretching.alpha == 0
86
+ ? `float t = vt;`
87
+ : ' float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);\n'
88
+ else if (stretching.fun == 'circleLow') {
89
+ if (stretching.alpha == 0)
90
+ //if (alpha == 0) return t;
91
+ fshString += ' float t = vt;\n'
92
+ else if (stretching.alpha == 1)
93
+ // if (alpha == 1) return Math.sqrt(2 * t - t * t);
94
+ fshString += ' float t = sqrt(vt * (2.0 - vt));\n'
95
+ else {
96
+ //const a = alpha / (1 - alpha);
97
+ //return Math.sqrt(1 / (a * a) + t * (2 / a + 2 - t)) - 1 / a;
98
+ fshString +=
99
+ ' float a = alpha / (1.0 - alpha);\n' +
100
+ ' float t = sqrt(1.0 / (a * a) + vt * ( 2.0/a + 2.0 - vt )) - 1.0 / a;\n'
101
+ }
102
+ } else if (stretching.fun == 'circleHigh') {
103
+ // 1 - sCircleLow(1 - t, alpha)
104
+ if (stretching.alpha == 0)
105
+ //if (alpha == 0) return t;
106
+ fshString += ' float t = vt;\n'
107
+ else if (stretching.alpha == 1)
108
+ // if (alpha == 1) return Math.sqrt(2 * t - t * t);
109
+ fshString += ' float t = 1.0 - sqrt((1.0 - vt) * (1.0 + vt));\n'
110
+ else {
111
+ //const a = alpha / (1 - alpha);
112
+ //return Math.sqrt(1 / (a * a) + (2 * t) / a + 2 * t - t * t) - 1 / a;
113
+ fshString +=
114
+ ' float a = alpha / (1.0 - alpha);\n' +
115
+ ' float t = 1.0 - sqrt(1.0 / (a * a) + (1.0-vt) * ( 2.0/a + 1.0 + vt )) + 1.0 / a;\n'
116
+ }
117
+ } else {
118
+ console.error('Unexpected stretching function code: ' + stretching.fun)
119
+ fshString += ' float t = vt;\n'
120
+ }
121
+ } else {
122
+ fshString += ' float t = vt;\n'
123
+ }
124
+
125
+ //choose initial and final colors, and adjust t value
126
+ if (colors.length == 1) fshString += ' vec4 cI=c0;\n vec4 cF=c0;\n'
127
+ else if (colors.length == 2) fshString += ' vec4 cI=c0;\n vec4 cF=c1;\n'
128
+ else {
129
+ const nb = colors.length - 1
130
+ const nbs = nb + '.0'
131
+ fshString += ' vec4 cI;\n'
132
+ fshString += ' vec4 cF;\n'
133
+ fshString += ' if(t<1.0/' + nbs + ') { cI=c0; cF=c1; t=t*' + nbs + '; }\n'
134
+ for (let i = 2; i < nb; i++)
135
+ fshString +=
136
+ ' else if(t<' +
137
+ i +
138
+ '.0/' +
139
+ nbs +
140
+ ') { cI=c' +
141
+ (i - 1) +
142
+ '; cF=c' +
143
+ i +
144
+ '; t=' +
145
+ nbs +
146
+ '*t-' +
147
+ (i - 1) +
148
+ '.0; }\n'
149
+ fshString +=
150
+ ' else { cI=c' + (nb - 1) + '; cF=c' + nb + '; t=' + nbs + '*t-' + (nb - 1) + '.0; }\n'
151
+ }
152
+
153
+ //one single color
154
+ if (colors.length == 1) fshString += ' gl_FragColor = vec4(c0[0], c0[1], c0[2], c0[3]);}\n'
155
+ //set interpolated color, between initial and final one
156
+ else fshString += ' gl_FragColor = mix(cI, cF, t);}\n'
157
+
158
+ //console.log(fshString)
159
+
160
+ /** @type {WebGLShader} */
161
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
162
+
163
+ /** @type {WebGLProgram} */
164
+ this.program = initShaderProgram(gl, vShader, fShader)
165
+ gl.useProgram(this.program)
166
+
167
+ //set uniforms
168
+
169
+ //sizePix
170
+ //TODO: bug here. Seems to be limited to some threshold value (around 250).
171
+ gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
172
+
173
+ //stretching alpha factor
174
+ gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
175
+
176
+ //colors
177
+ for (let i = 0; i < colors.length; i++) {
178
+ const c = color(colors[i])
179
+
180
+ let opacity = c.opacity
181
+ if (c.opacity == 1 && globalOpacity != undefined) opacity = globalOpacity
182
+
183
+ gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
184
+ +c.r / 255.0,
185
+ +c.g / 255.0,
186
+ +c.b / 255.0,
187
+ +opacity,
188
+ ])
189
+ }
190
+ }
191
+
192
+ /** */
193
+ draw(verticesBuffer, tBuffer, transfoMat) {
194
+ const gl = this.gl
195
+ const program = this.program
196
+
197
+ //vertice data
198
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
199
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
200
+ const position = gl.getAttribLocation(program, 'pos')
201
+ gl.vertexAttribPointer(
202
+ position,
203
+ 2, //numComponents
204
+ gl.FLOAT, //type
205
+ false, //normalise
206
+ 0, //stride
207
+ 0 //offset
208
+ )
209
+ gl.enableVertexAttribArray(position)
210
+
211
+ //t data
212
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
213
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW)
214
+ const t = gl.getAttribLocation(program, 't')
215
+ gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0)
216
+ gl.enableVertexAttribArray(t)
217
+
218
+ //transformation
219
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
220
+
221
+ // Enable the depth test
222
+ //gl.enable(gl.DEPTH_TEST);
223
+ // Clear the color buffer bit
224
+ gl.clear(gl.COLOR_BUFFER_BIT)
225
+ // Set the view port
226
+ //gl.viewport(0, 0, cg.w, cg.h);
227
+
228
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
229
+ }
230
+ }