1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #include "OgreStableHeaders.h"
|
---|
26 | #include "OgreLight.h"
|
---|
27 |
|
---|
28 | #include "OgreException.h"
|
---|
29 | #include "OgreSceneNode.h"
|
---|
30 | #include "OgreCamera.h"
|
---|
31 |
|
---|
32 |
|
---|
33 | namespace Ogre {
|
---|
34 | String Light::msMovableType = "Light";
|
---|
35 |
|
---|
36 | //-----------------------------------------------------------------------
|
---|
37 | Light::Light()
|
---|
38 | {
|
---|
39 | // Default to point light, white diffuse light, linear attenuation, fair range
|
---|
40 | mLightType = LT_POINT;
|
---|
41 | mDiffuse = ColourValue::White;
|
---|
42 | mSpecular = ColourValue::Black;
|
---|
43 | mRange = 5000;
|
---|
44 | mAttenuationConst = 1.0f;
|
---|
45 | mAttenuationLinear = 0.0f;
|
---|
46 | mAttenuationQuad = 0.0f;
|
---|
47 |
|
---|
48 | // Center in world, direction irrelevant but set anyway
|
---|
49 | mPosition = mDerivedPosition = Vector3::ZERO;
|
---|
50 | mDirection = mDerivedPosition = Vector3::UNIT_Z;
|
---|
51 | mParentNode = NULL;
|
---|
52 |
|
---|
53 | mLocalTransformDirty = false;
|
---|
54 |
|
---|
55 | }
|
---|
56 | //-----------------------------------------------------------------------
|
---|
57 | Light::Light(const String& name)
|
---|
58 | {
|
---|
59 | mName = name;
|
---|
60 |
|
---|
61 | // Default to point light, white diffuse light, linear attenuation, fair range
|
---|
62 | mLightType = LT_POINT;
|
---|
63 | mDiffuse = ColourValue::White;
|
---|
64 | mSpecular = ColourValue::Black;
|
---|
65 | mRange = 100000;
|
---|
66 | mAttenuationConst = 1.0f;
|
---|
67 | mAttenuationLinear = 0.0f;
|
---|
68 | mAttenuationQuad = 0.0f;
|
---|
69 |
|
---|
70 | // Center in world, direction irrelevant but set anyway
|
---|
71 | mPosition = Vector3::ZERO;
|
---|
72 | mDirection = Vector3::UNIT_Z;
|
---|
73 |
|
---|
74 | // Default some spot values
|
---|
75 | mSpotInner = Degree(30.0f);
|
---|
76 | mSpotOuter = Degree(40.0f);
|
---|
77 | mSpotFalloff = 1.0f;
|
---|
78 | mParentNode = NULL;
|
---|
79 |
|
---|
80 |
|
---|
81 | }
|
---|
82 | //-----------------------------------------------------------------------
|
---|
83 | Light::~Light()
|
---|
84 | {
|
---|
85 | }
|
---|
86 | //-----------------------------------------------------------------------
|
---|
87 | const String& Light::getName(void) const
|
---|
88 | {
|
---|
89 | return mName;
|
---|
90 |
|
---|
91 | }
|
---|
92 | //-----------------------------------------------------------------------
|
---|
93 | void Light::setType(LightTypes type)
|
---|
94 | {
|
---|
95 | mLightType = type;
|
---|
96 | }
|
---|
97 | //-----------------------------------------------------------------------
|
---|
98 | Light::LightTypes Light::getType(void) const
|
---|
99 | {
|
---|
100 | return mLightType;
|
---|
101 | }
|
---|
102 | //-----------------------------------------------------------------------
|
---|
103 | void Light::setPosition(Real x, Real y, Real z)
|
---|
104 | {
|
---|
105 | mPosition.x = x;
|
---|
106 | mPosition.y = y;
|
---|
107 | mPosition.z = z;
|
---|
108 | mLocalTransformDirty = true;
|
---|
109 |
|
---|
110 | }
|
---|
111 | //-----------------------------------------------------------------------
|
---|
112 | void Light::setPosition(const Vector3& vec)
|
---|
113 | {
|
---|
114 | mPosition = vec;
|
---|
115 | mLocalTransformDirty = true;
|
---|
116 | }
|
---|
117 | //-----------------------------------------------------------------------
|
---|
118 | const Vector3& Light::getPosition(void) const
|
---|
119 | {
|
---|
120 | return mPosition;
|
---|
121 | }
|
---|
122 | //-----------------------------------------------------------------------
|
---|
123 | void Light::setDirection(Real x, Real y, Real z)
|
---|
124 | {
|
---|
125 | mDirection.x = x;
|
---|
126 | mDirection.y = y;
|
---|
127 | mDirection.z = z;
|
---|
128 | mLocalTransformDirty = true;
|
---|
129 | }
|
---|
130 | //-----------------------------------------------------------------------
|
---|
131 | void Light::setDirection(const Vector3& vec)
|
---|
132 | {
|
---|
133 | mDirection = vec;
|
---|
134 | mLocalTransformDirty = true;
|
---|
135 | }
|
---|
136 | //-----------------------------------------------------------------------
|
---|
137 | const Vector3& Light::getDirection(void) const
|
---|
138 | {
|
---|
139 | return mDirection;
|
---|
140 | }
|
---|
141 | //-----------------------------------------------------------------------
|
---|
142 | void Light::setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff)
|
---|
143 | {
|
---|
144 |
|
---|
145 | if (mLightType != LT_SPOTLIGHT)
|
---|
146 | OGRE_EXCEPT(9999,
|
---|
147 | "setSpotlightRange is only valid for spotlights.",
|
---|
148 | "Light::setSpotlightRange");
|
---|
149 |
|
---|
150 | mSpotInner =innerAngle;
|
---|
151 | mSpotOuter = outerAngle;
|
---|
152 | mSpotFalloff = falloff;
|
---|
153 | }
|
---|
154 | //-----------------------------------------------------------------------
|
---|
155 | const Radian& Light::getSpotlightInnerAngle(void) const
|
---|
156 | {
|
---|
157 | return mSpotInner;
|
---|
158 | }
|
---|
159 | //-----------------------------------------------------------------------
|
---|
160 | const Radian& Light::getSpotlightOuterAngle(void) const
|
---|
161 | {
|
---|
162 | return mSpotOuter;
|
---|
163 | }
|
---|
164 | //-----------------------------------------------------------------------
|
---|
165 | Real Light::getSpotlightFalloff(void) const
|
---|
166 | {
|
---|
167 | return mSpotFalloff;
|
---|
168 | }
|
---|
169 | //-----------------------------------------------------------------------
|
---|
170 | void Light::setDiffuseColour(Real red, Real green, Real blue)
|
---|
171 | {
|
---|
172 | mDiffuse.r = red;
|
---|
173 | mDiffuse.b = blue;
|
---|
174 | mDiffuse.g = green;
|
---|
175 | }
|
---|
176 | //-----------------------------------------------------------------------
|
---|
177 | void Light::setDiffuseColour(const ColourValue& colour)
|
---|
178 | {
|
---|
179 | mDiffuse = colour;
|
---|
180 | }
|
---|
181 | //-----------------------------------------------------------------------
|
---|
182 | const ColourValue& Light::getDiffuseColour(void) const
|
---|
183 | {
|
---|
184 | return mDiffuse;
|
---|
185 | }
|
---|
186 | //-----------------------------------------------------------------------
|
---|
187 | void Light::setSpecularColour(Real red, Real green, Real blue)
|
---|
188 | {
|
---|
189 | mSpecular.r = red;
|
---|
190 | mSpecular.b = blue;
|
---|
191 | mSpecular.g = green;
|
---|
192 | }
|
---|
193 | //-----------------------------------------------------------------------
|
---|
194 | void Light::setSpecularColour(const ColourValue& colour)
|
---|
195 | {
|
---|
196 | mSpecular = colour;
|
---|
197 | }
|
---|
198 | //-----------------------------------------------------------------------
|
---|
199 | const ColourValue& Light::getSpecularColour(void) const
|
---|
200 | {
|
---|
201 | return mSpecular;
|
---|
202 | }
|
---|
203 | //-----------------------------------------------------------------------
|
---|
204 | void Light::setAttenuation(Real range, Real constant,
|
---|
205 | Real linear, Real quadratic)
|
---|
206 | {
|
---|
207 | mRange = range;
|
---|
208 | mAttenuationConst = constant;
|
---|
209 | mAttenuationLinear = linear;
|
---|
210 | mAttenuationQuad = quadratic;
|
---|
211 | }
|
---|
212 | //-----------------------------------------------------------------------
|
---|
213 | Real Light::getAttenuationRange(void) const
|
---|
214 | {
|
---|
215 | return mRange;
|
---|
216 | }
|
---|
217 | //-----------------------------------------------------------------------
|
---|
218 | Real Light::getAttenuationConstant(void) const
|
---|
219 | {
|
---|
220 | return mAttenuationConst;
|
---|
221 | }
|
---|
222 | //-----------------------------------------------------------------------
|
---|
223 | Real Light::getAttenuationLinear(void) const
|
---|
224 | {
|
---|
225 | return mAttenuationLinear;
|
---|
226 | }
|
---|
227 | //-----------------------------------------------------------------------
|
---|
228 | Real Light::getAttenuationQuadric(void) const
|
---|
229 | {
|
---|
230 | return mAttenuationQuad;
|
---|
231 | }
|
---|
232 | //-----------------------------------------------------------------------
|
---|
233 | void Light::update(void) const
|
---|
234 | {
|
---|
235 | if (mParentNode)
|
---|
236 | {
|
---|
237 | if (!(mParentNode->_getDerivedOrientation() == mLastParentOrientation &&
|
---|
238 | mParentNode->_getDerivedPosition() == mLastParentPosition)
|
---|
239 | || mLocalTransformDirty)
|
---|
240 | {
|
---|
241 | // Ok, we're out of date with SceneNode we're attached to
|
---|
242 | mLastParentOrientation = mParentNode->_getDerivedOrientation();
|
---|
243 | mLastParentPosition = mParentNode->_getDerivedPosition();
|
---|
244 | mDerivedDirection = mLastParentOrientation * mDirection;
|
---|
245 | mDerivedPosition = (mLastParentOrientation * mPosition) + mLastParentPosition;
|
---|
246 | }
|
---|
247 | }
|
---|
248 | else
|
---|
249 | {
|
---|
250 | mDerivedPosition = mPosition;
|
---|
251 | mDerivedDirection = mDirection;
|
---|
252 | }
|
---|
253 |
|
---|
254 | mLocalTransformDirty = false;
|
---|
255 |
|
---|
256 | }
|
---|
257 | //-----------------------------------------------------------------------
|
---|
258 | void Light::_notifyCurrentCamera(Camera* cam)
|
---|
259 | {
|
---|
260 | // Do nothing
|
---|
261 | }
|
---|
262 | //-----------------------------------------------------------------------
|
---|
263 | const AxisAlignedBox& Light::getBoundingBox(void) const
|
---|
264 | {
|
---|
265 | // Null, lights are not visible
|
---|
266 | static AxisAlignedBox box;
|
---|
267 | return box;
|
---|
268 | }
|
---|
269 | //-----------------------------------------------------------------------
|
---|
270 | void Light::_updateRenderQueue(RenderQueue* queue)
|
---|
271 | {
|
---|
272 | // Do nothing
|
---|
273 | }
|
---|
274 | //-----------------------------------------------------------------------
|
---|
275 | const String& Light::getMovableType(void) const
|
---|
276 | {
|
---|
277 | return msMovableType;
|
---|
278 | }
|
---|
279 | //-----------------------------------------------------------------------
|
---|
280 | const Vector3& Light::getDerivedPosition(void) const
|
---|
281 | {
|
---|
282 | update();
|
---|
283 | return mDerivedPosition;
|
---|
284 | }
|
---|
285 | //-----------------------------------------------------------------------
|
---|
286 | const Vector3& Light::getDerivedDirection(void) const
|
---|
287 | {
|
---|
288 | update();
|
---|
289 | return mDerivedDirection;
|
---|
290 | }
|
---|
291 | //-----------------------------------------------------------------------
|
---|
292 | void Light::setVisible(bool visible)
|
---|
293 | {
|
---|
294 | MovableObject::setVisible(visible);
|
---|
295 | }
|
---|
296 | //-----------------------------------------------------------------------
|
---|
297 | Vector4 Light::getAs4DVector(void) const
|
---|
298 | {
|
---|
299 | Vector4 ret;
|
---|
300 | if (mLightType == Light::LT_DIRECTIONAL)
|
---|
301 | {
|
---|
302 | ret = -(getDerivedDirection()); // negate direction as 'position'
|
---|
303 | ret.w = 0.0; // infinite distance
|
---|
304 | }
|
---|
305 | else
|
---|
306 | {
|
---|
307 | ret = getDerivedPosition();
|
---|
308 | ret.w = 1.0;
|
---|
309 | }
|
---|
310 | return ret;
|
---|
311 | }
|
---|
312 | //-----------------------------------------------------------------------
|
---|
313 | const PlaneBoundedVolume& Light::_getNearClipVolume(const Camera* const cam) const
|
---|
314 | {
|
---|
315 | // First check if the light is close to the near plane, since
|
---|
316 | // in this case we have to build a degenerate clip volume
|
---|
317 | mNearClipVolume.planes.clear();
|
---|
318 | mNearClipVolume.outside = Plane::NEGATIVE_SIDE;
|
---|
319 |
|
---|
320 | Real n = cam->getNearClipDistance();
|
---|
321 | // Homogenous position
|
---|
322 | Vector4 lightPos = getAs4DVector();
|
---|
323 | // 3D version (not the same as _getDerivedPosition, is -direction for
|
---|
324 | // directional lights)
|
---|
325 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
|
---|
326 |
|
---|
327 | // Get eye-space light position
|
---|
328 | // use 4D vector so directional lights still work
|
---|
329 | Vector4 eyeSpaceLight = cam->getViewMatrix() * lightPos;
|
---|
330 | // Find distance to light, project onto -Z axis
|
---|
331 | Real d = eyeSpaceLight.dotProduct(
|
---|
332 | Vector4(0, 0, -1, -n) );
|
---|
333 | #define THRESHOLD 1e-6
|
---|
334 | if (d > THRESHOLD || d < -THRESHOLD)
|
---|
335 | {
|
---|
336 | // light is not too close to the near plane
|
---|
337 | // First find the worldspace positions of the corners of the viewport
|
---|
338 | const Vector3 *corner = cam->getWorldSpaceCorners();
|
---|
339 | int winding = (d < 0) ^ cam->isReflected() ? +1 : -1;
|
---|
340 | // Iterate over world points and form side planes
|
---|
341 | Vector3 normal;
|
---|
342 | Vector3 lightDir;
|
---|
343 | for (unsigned int i = 0; i < 4; ++i)
|
---|
344 | {
|
---|
345 | // Figure out light dir
|
---|
346 | lightDir = lightPos3 - (corner[i] * lightPos.w);
|
---|
347 | // Cross with anticlockwise corner, therefore normal points in
|
---|
348 | normal = (corner[i] - corner[(i+winding)%4])
|
---|
349 | .crossProduct(lightDir);
|
---|
350 | normal.normalise();
|
---|
351 | mNearClipVolume.planes.push_back(Plane(normal, corner[i]));
|
---|
352 | }
|
---|
353 |
|
---|
354 | // Now do the near plane plane
|
---|
355 | normal = cam->getFrustumPlane(FRUSTUM_PLANE_NEAR).normal;
|
---|
356 | if (d < 0)
|
---|
357 | {
|
---|
358 | // Behind near plane
|
---|
359 | normal = -normal;
|
---|
360 | }
|
---|
361 | // HACK: There bug in Camera::getDerivedPosition() which should be
|
---|
362 | // take reflection into account.
|
---|
363 | Vector3 cameraPos = cam->getDerivedPosition();
|
---|
364 | if (cam->isReflected())
|
---|
365 | {
|
---|
366 | // Camera is reflected, used the reflect of
|
---|
367 | // derived position as world position
|
---|
368 | cameraPos = cam->getReflectionMatrix() * cameraPos;
|
---|
369 | }
|
---|
370 | mNearClipVolume.planes.push_back(Plane(normal, cameraPos));
|
---|
371 |
|
---|
372 | // Finally, for a point/spot light we can add a sixth plane
|
---|
373 | // This prevents false positives from behind the light
|
---|
374 | if (mLightType != LT_DIRECTIONAL)
|
---|
375 | {
|
---|
376 | // Direction from light perpendicular to near plane
|
---|
377 | mNearClipVolume.planes.push_back(Plane(-normal, lightPos3));
|
---|
378 | }
|
---|
379 | }
|
---|
380 | else
|
---|
381 | {
|
---|
382 | // light is close to being on the near plane
|
---|
383 | // degenerate volume including the entire scene
|
---|
384 | // we will always require light / dark caps
|
---|
385 | mNearClipVolume.planes.push_back(Plane(Vector3::UNIT_Z, -n));
|
---|
386 | mNearClipVolume.planes.push_back(Plane(-Vector3::UNIT_Z, n));
|
---|
387 | }
|
---|
388 |
|
---|
389 | return mNearClipVolume;
|
---|
390 | }
|
---|
391 | //-----------------------------------------------------------------------
|
---|
392 | const PlaneBoundedVolumeList& Light::_getFrustumClipVolumes(const Camera* const cam) const
|
---|
393 | {
|
---|
394 |
|
---|
395 | // Homogenous light position
|
---|
396 | Vector4 lightPos = getAs4DVector();
|
---|
397 | // 3D version (not the same as _getDerivedPosition, is -direction for
|
---|
398 | // directional lights)
|
---|
399 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
|
---|
400 |
|
---|
401 | const Vector3 *clockwiseVerts[4];
|
---|
402 |
|
---|
403 | // Get worldspace frustum corners
|
---|
404 | const Vector3* corners = cam->getWorldSpaceCorners();
|
---|
405 | int winding = cam->isReflected() ? +1 : -1;
|
---|
406 |
|
---|
407 | bool infiniteViewDistance = (cam->getFarClipDistance() == 0);
|
---|
408 |
|
---|
409 | mFrustumClipVolumes.clear();
|
---|
410 | for (unsigned short n = 0; n < 6; ++n)
|
---|
411 | {
|
---|
412 | // Skip far plane if infinite view frustum
|
---|
413 | if (infiniteViewDistance && n == FRUSTUM_PLANE_FAR)
|
---|
414 | continue;
|
---|
415 |
|
---|
416 | const Plane& plane = cam->getFrustumPlane(n);
|
---|
417 | Vector4 planeVec(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
|
---|
418 | // planes face inwards, we need to know if light is on negative side
|
---|
419 | Real d = planeVec.dotProduct(lightPos);
|
---|
420 | if (d < -1e-06)
|
---|
421 | {
|
---|
422 | // Ok, this is a valid one
|
---|
423 | // clockwise verts mean we can cross-product and always get normals
|
---|
424 | // facing into the volume we create
|
---|
425 |
|
---|
426 | mFrustumClipVolumes.push_back(PlaneBoundedVolume());
|
---|
427 | PlaneBoundedVolume& vol = mFrustumClipVolumes.back();
|
---|
428 | switch(n)
|
---|
429 | {
|
---|
430 | case(FRUSTUM_PLANE_NEAR):
|
---|
431 | clockwiseVerts[0] = corners + 3;
|
---|
432 | clockwiseVerts[1] = corners + 2;
|
---|
433 | clockwiseVerts[2] = corners + 1;
|
---|
434 | clockwiseVerts[3] = corners + 0;
|
---|
435 | break;
|
---|
436 | case(FRUSTUM_PLANE_FAR):
|
---|
437 | clockwiseVerts[0] = corners + 7;
|
---|
438 | clockwiseVerts[1] = corners + 6;
|
---|
439 | clockwiseVerts[2] = corners + 5;
|
---|
440 | clockwiseVerts[3] = corners + 4;
|
---|
441 | break;
|
---|
442 | case(FRUSTUM_PLANE_LEFT):
|
---|
443 | clockwiseVerts[0] = corners + 2;
|
---|
444 | clockwiseVerts[1] = corners + 6;
|
---|
445 | clockwiseVerts[2] = corners + 5;
|
---|
446 | clockwiseVerts[3] = corners + 1;
|
---|
447 | break;
|
---|
448 | case(FRUSTUM_PLANE_RIGHT):
|
---|
449 | clockwiseVerts[0] = corners + 7;
|
---|
450 | clockwiseVerts[1] = corners + 3;
|
---|
451 | clockwiseVerts[2] = corners + 0;
|
---|
452 | clockwiseVerts[3] = corners + 4;
|
---|
453 | break;
|
---|
454 | case(FRUSTUM_PLANE_TOP):
|
---|
455 | clockwiseVerts[0] = corners + 0;
|
---|
456 | clockwiseVerts[1] = corners + 1;
|
---|
457 | clockwiseVerts[2] = corners + 5;
|
---|
458 | clockwiseVerts[3] = corners + 4;
|
---|
459 | break;
|
---|
460 | case(FRUSTUM_PLANE_BOTTOM):
|
---|
461 | clockwiseVerts[0] = corners + 7;
|
---|
462 | clockwiseVerts[1] = corners + 6;
|
---|
463 | clockwiseVerts[2] = corners + 2;
|
---|
464 | clockwiseVerts[3] = corners + 3;
|
---|
465 | break;
|
---|
466 | };
|
---|
467 |
|
---|
468 | // Build a volume
|
---|
469 | // Iterate over world points and form side planes
|
---|
470 | Vector3 normal;
|
---|
471 | Vector3 lightDir;
|
---|
472 | for (unsigned int i = 0; i < 4; ++i)
|
---|
473 | {
|
---|
474 | // Figure out light dir
|
---|
475 | lightDir = lightPos3 - (*(clockwiseVerts[i]) * lightPos.w);
|
---|
476 | Vector3 edgeDir = *(clockwiseVerts[i]) - *(clockwiseVerts[(i+winding)%4]);
|
---|
477 | // Cross with anticlockwise corner, therefore normal points in
|
---|
478 | normal = edgeDir.crossProduct(lightDir);
|
---|
479 | normal.normalise();
|
---|
480 | vol.planes.push_back(Plane(normal, *(clockwiseVerts[i])));
|
---|
481 | }
|
---|
482 |
|
---|
483 | // Now do the near plane (this is the plane of the side we're
|
---|
484 | // talking about, with the normal inverted (d is already interpreted as -ve)
|
---|
485 | vol.planes.push_back( Plane(-plane.normal, plane.d) );
|
---|
486 |
|
---|
487 | // Finally, for a point/spot light we can add a sixth plane
|
---|
488 | // This prevents false positives from behind the light
|
---|
489 | if (mLightType != LT_DIRECTIONAL)
|
---|
490 | {
|
---|
491 | // re-use our own plane normal
|
---|
492 | vol.planes.push_back(Plane(plane.normal, lightPos3));
|
---|
493 | }
|
---|
494 | }
|
---|
495 | }
|
---|
496 |
|
---|
497 | return mFrustumClipVolumes;
|
---|
498 | }
|
---|
499 |
|
---|
500 |
|
---|
501 |
|
---|
502 |
|
---|
503 | } // Namespace
|
---|