582 lines
19 KiB
JavaScript
582 lines
19 KiB
JavaScript
import { handleLClick } from "./handleRLclick/handleLclick";
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import { handleRClick } from "./handleRLclick/handleRclick";
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import { handleLHover } from "./handleRLclick/handleLhover.js";
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import { handleDBLClick } from "./handleDBLclick";
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import { checkAnimation } from "./checkTag";
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import {
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handleEndChange,
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handleStartChange,
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} from "./handleOrbitControlsChange";
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import { saveState, resetState } from "./viewBack";
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import addFunction from "./addEvent";
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import { editTunnelInit } from "./editTunnelInit";
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import { addEquipment, removeEquipment } from "./editEquipment";
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import previewtunnelModeInit from "./previewTunnelInit";
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import { StreetSignTag } from "./utils/StreetSignTag/StreetSignTag.js";
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// import { fa } from "element-plus/es/locale/index.js";
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// import { ref } from "vue";
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export default class Demo {
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// 摄像机看向位置s
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origin = null;
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//附着点的模型122
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points = [];
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//设备模型数组
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deviceModels = [];
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constructor(three, mountedElement) {
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this._StreetSignTag = StreetSignTag;
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this._handleLClick = handleLClick;
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this._handleLHover = handleLHover;
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this._handleRClick = handleRClick;
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this._handleDBLClick = handleDBLClick;
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this._checkAnimation = checkAnimation;
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this._saveState = saveState;
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this._resetState = resetState;
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this.addEquipment = addEquipment;
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this.removeEquipment = removeEquipment;
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this.previewtunnelModeInit = previewtunnelModeInit;
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this.editTunnelInit = editTunnelInit;
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// 外部可添加函数
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this.addFunction = addFunction;
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this.THREE = three;
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this.mountedElement = mountedElement;
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//初始化场景
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this.scene = new this.THREE.Scene();
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//初始化光影
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this.ambientLight = new this.THREE.AmbientLight(0xffffff, 2); //设置环境光
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// 初始化摄像机
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this.camera = new this.THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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1,
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1000
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);
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this.camera.position.z = 1.24;
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this.camera.position.y = 9.14;
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this.camera.position.x = -63.79;
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this.camera.lookAt(0, 0, 1000);
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// 初始化渲染器
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this.renderer = new this.THREE.WebGLRenderer({
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// 抗锯齿
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antialias: true,
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});
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.domElement.style.position = "absolute";
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this.mountedElement.appendChild(this.renderer.domElement);
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// 创建渲染帧
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this.render = () => {
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this.__renderScope();
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requestAnimationFrame(this.render);
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};
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this.render();
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this.canvasResize();
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this.addXYZ();
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this.addLight();
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}
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//渲染函数作用域(这里主要写渲染帧内操作)
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__renderScope() {
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this.renderer.render(this.scene, this.camera);
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// 轨道控制器更新
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if (this.orbitControls) {
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this.orbitControls.update();
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// console.log(this.camera.position);
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}
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//html标签渲染
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if (this.CSS2Renderer) {
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this.CSS2Renderer.render(this.scene, this.camera);
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}
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// 选中标签动画渲染
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if (this.checkAnimationTween) {
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this.checkAnimationTween.update();
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}
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// 视角重置动画
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if (this.resetViewAngleAnimation) {
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this.resetViewAngleAnimation.update();
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}
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//视角回退动画
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if (this.viewSateResetAnimation) {
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this.viewSateResetAnimation.update();
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}
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// 视角跟随动画
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if (this.intoPointAnimation) {
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this.intoPointAnimation.update();
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}
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// 隧道颜色渐变动画
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if (this.opacityTween) {
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this.opacityTween.update();
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}
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// 双击进入动画
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if (this.dblIntoTween) {
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this.dblIntoTween.update();
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}
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// 风机叶片旋转动画
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if (this.fanSpinArray && this.fanSpinArray.length) {
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this.fanSpinArray.forEach((element) => element.update());
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}
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}
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// 添加世界坐标系
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addXYZ() {
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// const axesHelper = new this.THREE.AxesHelper(100);
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// this.scene.add(axesHelper);
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}
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addLight() {
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this.scene.add(this.ambientLight); //将环境光添加到场景中
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}
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// 屏幕自适应
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canvasResize() {
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window.addEventListener("resize", () => {
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this.camera.aspect = window.innerWidth / window.innerHeight;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.CSS2Renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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// 模型加载
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/**
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* @param {Object} GLTFLoader 模型加载器
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* @param {String} path 模型资源路径
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*/
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loadModel(GLTFLoader, path, isedit) {
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return new Promise((resolve, reject) => {
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this.gltfloader = new GLTFLoader();
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this.gltfloader.load(
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//下面是模型加载的路径
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path,
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(gltf) => {
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// console.log(isedit);
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gltf.scene.traverse((child) => {
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this._forModels(child);
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});
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// 初始化模型缩放倍率
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gltf.scene.scale.set(0.75, 0.75, 0.75);
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// 初始化场景位置
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gltf.scene.position.set(-5, 0, 10);
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this.scene.add(gltf.scene);
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// 加载完后可执行函数
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// console.log(isedit);
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this._afterLoaded(gltf.scene, isedit);
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resolve(gltf);
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},
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(xhr) => {
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// console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
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},
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(error) => {
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console.log(error);
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reject(error);
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}
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);
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});
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}
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// 模型加载完函数
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_afterLoaded(scene, isedit) {
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// console.log(isedit);
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// 可以进行选中
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this._hoverModel(this.points, isedit);
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// 可以进行点击
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if (isedit == true) {
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this._ClickModel(this.points);
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}
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//将墙壁进行隐藏
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this.WallInit();
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//对路牌进行相关操作
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// this.SignsInf()
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}
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// 在此方法中对模型批量操作,这里遍历附着点
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_forModels(child) {
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// 匹配附着点(这里不适合对单个模型进行保存,批量对模型进行操作)
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if (child.isMesh && /^point+/.test(child.name)) {
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this.points.push(child);
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// 改变为基础材质
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child.material = new this.THREE.MeshBasicMaterial();
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child.scale.set(0.01, 0.01, 0.01);
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if (/b[rl]$/.test(child.name)) child.translateZ(2);
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// 遍历一个属性是否存在设备
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child.hasDevice = false; //初始化
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}
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// child.material.emissive = child.material.color
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// child.material.emissiveMap = child.material.map
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}
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//是否显示附着点
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pointsVisible(isEnable = true) {
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this.points.forEach((element) => {
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element.material.visible = isEnable;
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});
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}
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// 添加轨道控制器
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/**
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* @param {Object} OrbitControls 轨道控制器
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*/
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addOrbitControls(OrbitControls, isedit) {
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this.orbitControls = new OrbitControls(
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this.camera,
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this.renderer.domElement
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);
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//初始化轨道控制器
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this.orbitControls.object.position.set(-29, 18, -50);
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// this.orbitControls.maxPolarAngle = (4 * Math.PI) / 7;
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//下面的设置是使隧道的上下不进行旋转,只左右旋转即可
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if (isedit == true) {
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this.orbitControls.maxPolarAngle = (3.69 * Math.PI) / 7;
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} else {
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this.orbitControls.maxPolarAngle = (4 * Math.PI) / 8.5;
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this.orbitControls.minPolarAngle = (4 * Math.PI) / 8.5;
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}
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this.orbitControls.enableDamping = true;
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// 初始化轨道控制器距离
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this.orbitControls.minDistance = 5;
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this.orbitControls.maxDistance = 87;
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// 监听控制器变化
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this.orbitControls.addEventListener("end", handleEndChange.bind(this));
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this.orbitControls.addEventListener("start", handleStartChange.bind(this));
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}
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/**
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* @param {Class} Tween 添加补间动画
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*/
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addTween(Tween) {
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this.TWEEN = Tween;
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}
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/***
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* 鼠标移入可以高亮的模型
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*@param {Array} hoverModels 需要高亮的模型
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*/
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_hoverModel(hoverModels, isedit) {
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this.renderer.domElement.addEventListener("mousemove", (e) => {
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const mouse = new this.THREE.Vector2();
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mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
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const raycaster = new this.THREE.Raycaster();
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raycaster.setFromCamera(mouse, this.camera);
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const intersects = raycaster.intersectObjects(hoverModels);
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if (intersects.length > 0) {
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if (!this.preHover) {
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this.preHover = intersects[0].object;
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} else {
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if (isedit != true) {
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// console.log(isedit);
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//附着点设置方框(已经被选中了的情况)
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this.setBoxHelper(intersects[0].object);
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this._handleLHover(intersects[0].object);
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}
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this.preHover.material.color.set("white");
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this.preHover = intersects[0].object;
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}
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intersects[0].object.material.color.set("red");
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const tagP = intersects[0].object.getWorldPosition(
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new this.THREE.Vector3()
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);
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// if (isedit != false) {
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this._checkAnimation(tagP);
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// }
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} else {
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if (!this.preHover) return;
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//当鼠标移出的时候,将轨道控制器打开,并且将面板关闭
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if (isedit != true) {
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this.isControlOrbit(true);
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this.clearTagsObj(isedit);
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}
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this.preHover.material.color.set("white");
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}
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// this._handleLHover(intersects[0].object);
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// this._handleLClick(intersects[0].object);
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});
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}
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/**
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* @param {Array} isClickModels 可以进行点击的模型吧
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*/
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_ClickModel(isClickModels) {
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// 点击两次处理事件
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this.renderer.domElement.addEventListener(
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"dblclick",
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this.__handleListenerDBLClickEvent.bind(this, isClickModels) //注意这里重新指向this,第一个是修改this指向,第二个是传入函数的参数
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);
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// 点击一次时处理时间
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this.renderer.domElement.addEventListener(
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"mousedown",
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this.__handleListenerClickRLEvent.bind(this, isClickModels) //注意这里重新指向this,第一个是修改this指向,第二个是传入函数的参数
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);
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}
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// 处理点击2次触发事件事件
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__handleListenerDBLClickEvent(isClickModels, e) {
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e.preventDefault();
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// 如果监听到双击则清空单次点击事件
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clearTimeout(this.EventTimer);
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//最后一个是监听器默认参数
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const mouse = new this.THREE.Vector2();
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mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
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const raycaster = new this.THREE.Raycaster();
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raycaster.setFromCamera(mouse, this.camera);
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const intersects = raycaster.intersectObjects(isClickModels);
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// 取消定位的视角返回初始化
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if (intersects.length === 0) {
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this.clearTagsObj();
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this._resetState();
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return;
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}
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// 处理连续双击击事件
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this._handleDBLClick(intersects[0].object);
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}
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// 处理点击左右键触发的事件
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__handleListenerClickRLEvent(isClickModels, e) {
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e.preventDefault();
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if (!this.enableLeftBtn) return;
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clearTimeout(this.EventTimer);
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this.EventTimer = setTimeout(() => {
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const mouse = new this.THREE.Vector2();
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mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
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const raycaster = new this.THREE.Raycaster();
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raycaster.setFromCamera(mouse, this.camera);
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const intersects = raycaster.intersectObjects(isClickModels);
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if (intersects.length === 0) return;
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//附着点设置方框
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this.setBoxHelper(intersects[0].object);
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// 处理点击左右键事件
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if (e.button === 0) {
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this._handleLClick(intersects[0].object);
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} else if (e.button === 2) {
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this._handleRClick(intersects[0].object);
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}
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}, 400);
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}
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// 添加css3Renderer
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addCSS3Renderer(CSS2Renderer, CSS2DObject, [infoDom, editDom]) {
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this.CSS2Renderer = new CSS2Renderer();
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this.CSS2Renderer.setSize(window.innerWidth, window.innerHeight - 100);
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this.CSS2Renderer.render(this.scene, this.camera);
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this.mountedElement.appendChild(this.CSS2Renderer.domElement);
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// 初始化html标签
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this.tagHtml = infoDom;
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this.tag2Html = infoDom;
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this.tag3Html = editDom;
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this.CSS2DObject = CSS2DObject;
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// 创建html标签模型
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this.tagCSS2DObj = new CSS2DObject(this.tagHtml);
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this.tag2CSS2DObj = new CSS2DObject(this.tag2Html);
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this.tag3CSS2DObj = new CSS2DObject(this.tag3Html);
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this.tagCSS2DObj.element.style.display = "none";
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this.tag2CSS2DObj.element.style.display = "none";
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this.tag3CSS2DObj.element.style.display = "none";
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// // 设置该标签初始化透明
|
||
// this.tagCSS2DObj.element.style.opacity = "1";
|
||
// this.tag2CSS2DObj.element.style.opacity = "1";
|
||
// 下面是3D的,下面把它注释,之后方便来修正
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this.tagCSS2DObj.scale.set(0.1, 0.1, 0.1);
|
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this.tag3CSS2DObj.scale.set(0.02, 0.02, 0.02); //编辑框
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this.tag3CSS2DObj.position.set(10, 0, 10);
|
||
// 下面是2D的显示方案
|
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// this.tagCSS2DObj.scale.set(0.001, 0.001, 0.001);
|
||
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// this.tag3CSS2DObj.scale.set(0.001, 0.001, 0.001); //编辑框
|
||
// this.tag3CSS2DObj.position.set(1, 0, 1);
|
||
}
|
||
// 让面板消失的函数
|
||
clearTagsObj(isedit) {
|
||
if (this.preDBLModel) {
|
||
this.preDBLModel.remove(this.tagCSS2DObj);
|
||
}
|
||
// 所有标签看不见
|
||
this.scene.remove(this.tag2CSS2DObj);
|
||
this.scene.remove(this.tag3CSS2DObj);
|
||
this.tag3CSS2DObj.element.style.opacity = "0";
|
||
// 删除标记动画
|
||
// this.scene.remove(this.group);
|
||
}
|
||
|
||
// 附着点选中线宽包围
|
||
setBoxHelper(obj) {
|
||
// 判断场景是否纯在该3d对象
|
||
if (this.scene.getObjectByName("boxHelper")) {
|
||
const preModel = this.scene.getObjectByName("boxHelper");
|
||
this.scene.remove(preModel);
|
||
}
|
||
const boxHelper = new this.THREE.BoxHelper(obj, 0xffff00);
|
||
boxHelper.name = "boxHelper";
|
||
this.scene.add(boxHelper);
|
||
}
|
||
/**
|
||
*@param {Class} DRACOLoader 解压器
|
||
* @param {String} dracoPath 解压器路径
|
||
*/
|
||
addDARCOLoder(DRACOLoader, dracoPath) {
|
||
this.DRAC = new DRACOLoader();
|
||
this.DRAC.setDecoderPath(dracoPath);
|
||
//给模型加载器添解压器
|
||
this.gltfloader.setDRACOLoader(this.DRAC);
|
||
}
|
||
|
||
/**
|
||
* @param {Map} meshes gltf加载过后的模型Map
|
||
*/
|
||
initDevicesModel(equMap) {
|
||
// 把风机叶片做为一个组,方便后期旋转
|
||
const group = new this.THREE.Group();
|
||
group.name = "fanLeaf";
|
||
// 初始化风机
|
||
this.equMap = equMap;
|
||
|
||
// 初始化风机颜色
|
||
this.equMap.get("equ_fan").traverse((v) => {
|
||
v.material = new this.THREE.MeshBasicMaterial();
|
||
// v.material.color = new this.THREE.Color(0xFF0000);
|
||
v.material.color = new this.THREE.Color(0xc0c0c0);
|
||
if (/^leaf/.test(v.name) || /^roller/.test(v.name)) {
|
||
group.add(v.clone());
|
||
// console.log(group);
|
||
v.visible = false;
|
||
// console.log(v);
|
||
}
|
||
});
|
||
// const axesHelper = new this.THREE.AxesHelper(100);
|
||
// 改变叶子旋转中心
|
||
let x = 0,
|
||
y = -0.2099,
|
||
z = 0;
|
||
const wrapper = new this.THREE.Object3D();
|
||
wrapper.position.set(x, y, z);
|
||
wrapper.add(group);
|
||
group.position.set(-x, -y, -z);
|
||
// wrapper.add(axesHelper);
|
||
wrapper.rotation.z = Math.PI / 4;
|
||
wrapper.name = "fan_leafs";
|
||
this.equMap.get("equ_fan").add(wrapper);
|
||
|
||
// 初其他传感器机颜色
|
||
this.equMap.get("equ_sensors").scale.set(0.2, 0.2, 0.2);
|
||
this.equMap.get("equ_sensors").traverse((v) => {
|
||
v.material = new this.THREE.MeshBasicMaterial();
|
||
v.material.color = new this.THREE.Color(0xababab);
|
||
});
|
||
// 初始标签面板
|
||
const tag = new this.THREE.Mesh(
|
||
new this.THREE.PlaneGeometry(7, 5),
|
||
new this.THREE.MeshBasicMaterial({ color: "white" })
|
||
);
|
||
this.equMap.get("equ_sensors").rotation.x += Math.PI / 2;
|
||
this.equMap.get("equ_sensors").add(tag);
|
||
tag.name = "tag";
|
||
tag.rotation.x = Math.PI / 2;
|
||
tag.rotation.z = Math.PI / 2; //旋转这里改变文字顺序
|
||
tag.rotation.y = Math.PI;
|
||
tag.rotation.z -= Math.PI / 2;
|
||
tag.translateZ(2.0);
|
||
}
|
||
|
||
/**
|
||
* @param {String} devId 删除的设备ID
|
||
*/
|
||
removeDevice(devId) {
|
||
removeDev.bind(this, devId);
|
||
}
|
||
/**
|
||
*
|
||
* @param {Number} distance 设置锚点之间的间隔距离
|
||
*/
|
||
setDistance(distance = 10) {
|
||
this.distance = distance;
|
||
}
|
||
loadBackground(hdrLoader, backColorSet) {
|
||
this.scene.background = new this.THREE.TextureLoader().load(
|
||
"/images/background/background.png",
|
||
function (texture) {
|
||
texture.encoding = backColorSet;
|
||
}
|
||
);
|
||
}
|
||
/**
|
||
*
|
||
* @param {Boolean} option 是否禁用轨道控制器
|
||
*/
|
||
isControlOrbit(option = true) {
|
||
this.orbitControls.enabled = option;
|
||
|
||
// const mesh = this.scene.getObjectByName("chanel");
|
||
// const mesh2 = this.scene.getObjectByName("chanel_1");
|
||
// const mesh3 = this.scene.getObjectByName("chanel_2");
|
||
// const mesh4 = this.scene.getObjectByName("chanel_3");
|
||
|
||
const opacityTween = (startVal, endVal, isNeedLookAt = false) => {
|
||
this.opacityTween = new this.TWEEN.Tween({
|
||
opacity: startVal,
|
||
lookX: this.orbitControls.target.x,
|
||
lookY: this.orbitControls.target.y,
|
||
lookZ: this.orbitControls.target.z,
|
||
});
|
||
this.opacityTween.to(
|
||
{
|
||
opacity: endVal,
|
||
lookX: 0,
|
||
lookY: 0,
|
||
lookZ: 0,
|
||
},
|
||
500
|
||
);
|
||
this.opacityTween.start();
|
||
this.opacityTween.onUpdate((obj) => {
|
||
// mesh.material.opacity = obj.opacity;
|
||
// mesh2.material.opacity = obj.opacity;
|
||
// mesh3.material.opacity = obj.opacity;
|
||
// mesh4.material.opacity = obj.opacity;
|
||
if (!isNeedLookAt) return;
|
||
this.camera.lookAt(obj.lookX, obj.lookY, obj.lookZ);
|
||
this.orbitControls.target.set(obj.lookX, obj.lookY, obj.lookZ);
|
||
});
|
||
};
|
||
if (!option) {
|
||
// 显示编辑框隧道颜色
|
||
opacityTween(0.5, 0.1);
|
||
} else {
|
||
// 退出编辑框什么颜色
|
||
opacityTween(0.1, 0.5, true);
|
||
}
|
||
}
|
||
//初始将墙壁进行隐藏
|
||
WallInit() {
|
||
for (let line = 1; line <= 20; line++) {
|
||
if (line < 10) {
|
||
let wall = "wall_" + "0" + line;
|
||
this.scene.getObjectByName(wall).visible = false;
|
||
} else if (line >= 10) {
|
||
let wall = "wall_" + line;
|
||
this.scene.getObjectByName(wall).visible = false;
|
||
}
|
||
}
|
||
}
|
||
SignsInf(tunnelName, tunnelLength) {
|
||
let Signs = this.scene.getObjectByName("streetSigns");
|
||
// console.log(Signs);
|
||
const tag = new this.THREE.Mesh(
|
||
new this.THREE.PlaneGeometry(100, 76),
|
||
new this.THREE.MeshBasicMaterial({ color: "white" })
|
||
);
|
||
Signs.add(tag);
|
||
tag.name = "tag";
|
||
tag.rotation.x = Math.PI / 2;
|
||
tag.rotation.z = Math.PI / 2; //旋转这里改变文字顺序
|
||
tag.rotation.y = Math.PI;
|
||
tag.rotation.z -= Math.PI / 2;
|
||
tag.translateZ(3);
|
||
tag.translateY(40);
|
||
|
||
let EquipmentTag = this._StreetSignTag(tunnelName, tunnelLength);
|
||
Signs.getObjectByName("tag").material = EquipmentTag;
|
||
}
|
||
}
|