qtmobility/examples/sensors/cubehouse/light.cpp
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    40 ****************************************************************************/
       
    41 
       
    42 #include "light.h"
       
    43 #include <QtCore/qmath.h>
       
    44 #include <QtGui/qmatrix4x4.h>
       
    45 
       
    46 /*!
       
    47     \class Light
       
    48     \brief The Light class represents the parameters of a light in a 3D scene.
       
    49     \since 4.7
       
    50     \ingroup qt3d
       
    51     \ingroup qt3d::painting
       
    52 
       
    53     The functions in this class are a convenience wrapper for the OpenGL enumerations
       
    54     which control each light source in a 3D scene.  For the general ambient light in a
       
    55     scene, not from a source refer to QGLLightModel.
       
    56 
       
    57     The ambient, diffuse and specular components of the light can be controlled for by
       
    58     colour, and are set by the following functions:
       
    59     \list
       
    60     \o setAmbientColor()
       
    61     \o setDiffuseColor()
       
    62     \o setSpecularColor()
       
    63     \endlist
       
    64     Other than changing intensity by using darker color values, see below for how to
       
    65     change the intensity of the light with distance from the lit object.
       
    66 
       
    67     Light sources are of two types, directional and positional, described by the
       
    68     enumeration Light::LightType.  By default a light source is directional.
       
    69 
       
    70     A directional light source is infinitely distant, such that its rays are all
       
    71     parallel, to a direction \bold vector.  This vector is set by the setDirection()
       
    72     function.  If the light source is not directional when setDirection() is called, its
       
    73     type is changed to Directional.  Directional light sources model real world light
       
    74     sources like the sun.  Such light sources are not located at any particular point
       
    75     and affect the scene evenly.
       
    76 
       
    77     In the OpenGL model-view, a directional light is represented by a 4d vector, with
       
    78     the 4th value, \c w, set to 0.0f.  This means that the spatial data of the light
       
    79     is not changed during certain transformations, for example translation.
       
    80     See \l {3D Math Basis} for a fuller explanation of this.
       
    81 
       
    82     Calling the setPosition() function defines the light source to be located at a given
       
    83     \bold point, a finite distance from the lit object.  If the light source is not
       
    84     positional when this function is called its type is changed to Positional.
       
    85 
       
    86     A positional light source models a real world lamp, such as a light-bulb or
       
    87     car headlight.  Since it is a finite distance from the lit object the rays diverge
       
    88     and lighting calculations are thus more complex.
       
    89 
       
    90     In OpenGL the light has its spatial data \c w value set to 1.0f, resulting in the
       
    91     lights position being changed along with other objects in the scene by transformations
       
    92     such as translation.  See \l {3D Math Basis} for more.
       
    93 
       
    94     Positional lights are by default point sources, like the light-bulb where light
       
    95     radiates in all directions.  Calling the spotAngle() function sets an angle to
       
    96     restrict the light from a positional source to a cone like the car headlight.  This
       
    97     makes the light behave like a spotlight, where objects outside of the cone of the
       
    98     light do not receive any light from that source.
       
    99 
       
   100     The spotlight may be further specified by its spotExponent() which dictates the
       
   101     behaviour of the cutoff at the lighting cone; and by the attenuation functions
       
   102     which are the terms in the following equation:
       
   103     \image attenuation.png
       
   104     here \c d is the distance of the light from the lit object, and A is the attenuation
       
   105     factor which is a multiplier of the light source, determining its intensity at the
       
   106     lit object.  The terms in the denominator are:
       
   107     \list
       
   108     \o constantAttenuation() - default 1.0
       
   109     \raw HTML
       
   110     k<sub>c</sub>
       
   111     \endraw
       
   112     \o linearAttenuation() - default 0.0
       
   113     \raw HTML
       
   114     k<sub>l</sub>
       
   115     \endraw
       
   116     \o quadraticAttenuation() - default 0.0
       
   117     \raw HTML
       
   118     k<sub>q</sub>
       
   119     \endraw
       
   120     \endlist
       
   121     When these terms are large the light contributed by the source becomes much weaker
       
   122     with distance from the object.
       
   123 */
       
   124 
       
   125 class LightPrivate
       
   126 {
       
   127 public:
       
   128     LightPrivate() :
       
   129         type(Light::Directional),
       
   130         position(0.0f, 0.0f, 1.0f),
       
   131         ambientColor(0, 0, 0, 255),
       
   132         diffuseColor(255, 255, 255, 255),
       
   133         specularColor(255, 255, 255, 255),
       
   134         spotDirection(0.0f, 0.0f, -1.0f),
       
   135         spotExponent(0.0f),
       
   136         spotAngle(180.0f),
       
   137         spotCosAngle(-1.0f),
       
   138         constantAttenuation(1.0f),
       
   139         linearAttenuation(0.0f),
       
   140         quadraticAttenuation(0.0f)
       
   141     {
       
   142     }
       
   143 
       
   144     Light::LightType type;
       
   145     QVector3D position;
       
   146     QColor ambientColor;
       
   147     QColor diffuseColor;
       
   148     QColor specularColor;
       
   149     QVector3D spotDirection;
       
   150     qreal spotExponent;
       
   151     qreal spotAngle;
       
   152     qreal spotCosAngle;
       
   153     qreal constantAttenuation;
       
   154     qreal linearAttenuation;
       
   155     qreal quadraticAttenuation;
       
   156 };
       
   157 
       
   158 
       
   159 /*!
       
   160     \enum Light::LightType
       
   161     This enum defines the possible types of light.
       
   162 
       
   163     \value Directional The default.  Directional lights are infinitely
       
   164            distant from the lit object, and its rays are parallel to a
       
   165            direction vector.  Use setDirection() to make a light Directional.
       
   166     \value Positional  Positional lights are a finite distance from the
       
   167            lit object.  Complex lighting with spot-lights, and attenuation
       
   168            are enabled with Positional lighting.  Use setPosition() to
       
   169            make a light Positional.
       
   170 */
       
   171 
       
   172 /*!
       
   173     Constructs a new light parameters object with default values
       
   174     and attaches it to \a parent.
       
   175 */
       
   176 Light::Light(QObject *parent)
       
   177     : QObject(parent), d_ptr(new LightPrivate)
       
   178 {
       
   179 }
       
   180 
       
   181 /*!
       
   182     Destroys this light parameters object.
       
   183 */
       
   184 Light::~Light()
       
   185 {
       
   186 }
       
   187 
       
   188 /*!
       
   189     \property Light::type
       
   190     \brief the type of this light; Positional or Directional.
       
   191 
       
   192     \sa position(), direction()
       
   193 */
       
   194 Light::LightType Light::type() const
       
   195 {
       
   196     Q_D(const Light);
       
   197     return d->type;
       
   198 }
       
   199 
       
   200 /*!
       
   201     \property Light::position
       
   202     \brief the position of this light if it is Positional; or a null
       
   203     QVector3D if it is Directional.  By default, the light is Directional.
       
   204 
       
   205     For a Positional light, the return value is the location in model space
       
   206     of the light, at some finite distance from the origin.  The value is
       
   207     transformed by the model-view transformation when the light
       
   208     parameters are applied.
       
   209 
       
   210     When the light is Positional OpenGL will obey other parameters relating
       
   211     to the light's position, such as attenuation and spot angle.
       
   212 
       
   213     Setting the position converts the light from Directional to Positional.
       
   214 
       
   215     \sa direction(), type(), positionChanged()
       
   216 */
       
   217 QVector3D Light::position() const
       
   218 {
       
   219     Q_D(const Light);
       
   220     if (d->type == Positional)
       
   221         return d->position;
       
   222     else
       
   223         return QVector3D();
       
   224 }
       
   225 
       
   226 void Light::setPosition(const QVector3D& point)
       
   227 {
       
   228     Q_D(Light);
       
   229     if (d->type == Positional) {
       
   230         if (d->position != point) {
       
   231             // Only the position() has changed.
       
   232             d->position = point;
       
   233             emit positionChanged();
       
   234             emit lightChanged();
       
   235         }
       
   236     } else {
       
   237         // Both the position() and direction() are changed.
       
   238         d->type = Positional;
       
   239         d->position = point;
       
   240         emit positionChanged();
       
   241         emit directionChanged();
       
   242         emit lightChanged();
       
   243     }
       
   244 }
       
   245 
       
   246 /*!
       
   247     \property Light::direction
       
   248     \brief the direction of this light if it is Directional; or a null
       
   249     QVector3D if it is Positional.  By default, the light is Directional.
       
   250 
       
   251     For a Directional light, the return value is the direction vector of
       
   252     an infinitely distant directional light, like the sun.
       
   253 
       
   254     The default value is (0, 0, 1), for a directional light pointing along
       
   255     the positive z-axis.
       
   256 
       
   257     OpenGL will ignore other parameters such as attenuation and spot angle
       
   258     when this value is set, since a directional light has no location.
       
   259     In order to set the direction of a spot light, use the setSpotDirection()
       
   260     function.
       
   261 
       
   262     Setting the direction converts the light from Positional to Directional.
       
   263 
       
   264     \sa position(), type(), directionChanged()
       
   265 */
       
   266 QVector3D Light::direction() const
       
   267 {
       
   268     Q_D(const Light);
       
   269     if (d->type == Directional)
       
   270         return d->position;
       
   271     else
       
   272         return QVector3D();
       
   273 }
       
   274 
       
   275 void Light::setDirection(const QVector3D& value)
       
   276 {
       
   277     Q_D(Light);
       
   278     if (d->type == Directional) {
       
   279         if (d->position != value) {
       
   280             // Only the direction() has changed.
       
   281             d->position = value;
       
   282             emit directionChanged();
       
   283             emit lightChanged();
       
   284         }
       
   285     } else {
       
   286         // Both the position() and direction() are changed.
       
   287         d->type = Directional;
       
   288         d->position = value;
       
   289         emit positionChanged();
       
   290         emit directionChanged();
       
   291         emit lightChanged();
       
   292     }
       
   293 }
       
   294 
       
   295 /*!
       
   296     \property Light::ambientColor
       
   297     \brief the ambient color of this light.  The default value is black.
       
   298 
       
   299     \sa diffuseColor(), specularColor(), ambientColorChanged()
       
   300 */
       
   301 QColor Light::ambientColor() const
       
   302 {
       
   303     Q_D(const Light);
       
   304     return d->ambientColor;
       
   305 }
       
   306 
       
   307 void Light::setAmbientColor(const QColor& value)
       
   308 {
       
   309     Q_D(Light);
       
   310     if (d->ambientColor != value) {
       
   311         d->ambientColor = value;
       
   312         emit ambientColorChanged();
       
   313         emit lightChanged();
       
   314     }
       
   315 }
       
   316 
       
   317 /*!
       
   318     \property Light::diffuseColor
       
   319     \brief the diffuse color of this light.  The default value is white.
       
   320 
       
   321     \sa ambientColor(), specularColor(), diffuseColorChanged()
       
   322 */
       
   323 QColor Light::diffuseColor() const
       
   324 {
       
   325     Q_D(const Light);
       
   326     return d->diffuseColor;
       
   327 }
       
   328 
       
   329 void Light::setDiffuseColor(const QColor& value)
       
   330 {
       
   331     Q_D(Light);
       
   332     if (d->diffuseColor != value) {
       
   333         d->diffuseColor = value;
       
   334         emit diffuseColorChanged();
       
   335         emit lightChanged();
       
   336     }
       
   337 }
       
   338 
       
   339 /*!
       
   340     \property Light::specularColor
       
   341     \brief the specular color of this light.  The default value is white.
       
   342 
       
   343     \sa ambientColor(), diffuseColor(), specularColorChanged()
       
   344 */
       
   345 QColor Light::specularColor() const
       
   346 {
       
   347     Q_D(const Light);
       
   348     return d->specularColor;
       
   349 }
       
   350 
       
   351 void Light::setSpecularColor(const QColor& value)
       
   352 {
       
   353     Q_D(Light);
       
   354     if (d->specularColor != value) {
       
   355         d->specularColor = value;
       
   356         emit specularColorChanged();
       
   357         emit lightChanged();
       
   358     }
       
   359 }
       
   360 
       
   361 /*!
       
   362     \property Light::spotDirection
       
   363     \brief the direction that a spot-light is shining in.
       
   364 
       
   365     A spotlight is a positional light that has a value other than the default
       
   366     for spot angle.  The default value is (0, 0, -1).
       
   367 
       
   368     This parameter has no effect on a Directional light.
       
   369 
       
   370     \sa spotExponent(), spotDirectionChanged()
       
   371 */
       
   372 QVector3D Light::spotDirection() const
       
   373 {
       
   374     Q_D(const Light);
       
   375     return d->spotDirection;
       
   376 }
       
   377 
       
   378 void Light::setSpotDirection(const QVector3D& vector)
       
   379 {
       
   380     Q_D(Light);
       
   381     if (d->spotDirection != vector) {
       
   382         d->spotDirection = vector;
       
   383         emit spotDirectionChanged();
       
   384         emit lightChanged();
       
   385     }
       
   386 }
       
   387 
       
   388 /*!
       
   389     \property Light::spotExponent
       
   390     \brief the exponent value between 0 and 128 that indicates the
       
   391     intensity distribution of a spot-light.  The default value is 0,
       
   392     indicating uniform light distribution.
       
   393 
       
   394     This parameter has no effect on a Directional light.
       
   395 
       
   396     \sa spotAngle(), setPosition(), spotExponentChanged()
       
   397 */
       
   398 qreal Light::spotExponent() const
       
   399 {
       
   400     Q_D(const Light);
       
   401     return d->spotExponent;
       
   402 }
       
   403 
       
   404 void Light::setSpotExponent(qreal value)
       
   405 {
       
   406     Q_D(Light);
       
   407     if (d->spotExponent != value) {
       
   408         d->spotExponent = value;
       
   409         emit spotExponentChanged();
       
   410         emit lightChanged();
       
   411     }
       
   412 }
       
   413 
       
   414 /*!
       
   415     \property Light::spotAngle
       
   416     \brief the angle over which light is spread from this light.
       
   417     It should be between 0 and 90 for spot lights, and 180 for
       
   418     uniform light distribution from a remote light source.
       
   419     The default value is 180.
       
   420 
       
   421     This parameter has no effect on a Directional light.
       
   422 
       
   423     \sa spotCosAngle(), spotAngleChanged()
       
   424 */
       
   425 qreal Light::spotAngle() const
       
   426 {
       
   427     Q_D(const Light);
       
   428     return d->spotAngle;
       
   429 }
       
   430 
       
   431 #ifndef M_PI
       
   432 #define M_PI 3.14159265358979323846
       
   433 #endif
       
   434 
       
   435 void Light::setSpotAngle(qreal value)
       
   436 {
       
   437     Q_D(Light);
       
   438     if (d->spotAngle != value) {
       
   439         d->spotAngle = value;
       
   440         if (value != 180.0f)
       
   441             d->spotCosAngle = qCos(value * M_PI / 180.0f);
       
   442         else
       
   443             d->spotCosAngle = -1.0f;
       
   444         emit spotAngleChanged();
       
   445         emit lightChanged();
       
   446     }
       
   447 }
       
   448 
       
   449 /*!
       
   450     Returns the cosine of spotAngle(), or -1 if spotAngle() is 180.
       
   451 
       
   452     The cosine of spotAngle() is useful in lighting algorithms.
       
   453     This function returns a cached copy of the cosine so that it
       
   454     does not need to be computed every time the lighting parameters
       
   455     are read.
       
   456 
       
   457     \sa spotAngle()
       
   458 */
       
   459 qreal Light::spotCosAngle() const
       
   460 {
       
   461     Q_D(const Light);
       
   462     return d->spotCosAngle;
       
   463 }
       
   464 
       
   465 /*!
       
   466     \property Light::constantAttenuation
       
   467     \brief the constant light attenuation factor.  The default value is 1.
       
   468 
       
   469     This parameter has no effect on a Directional light.
       
   470 
       
   471     \sa linearAttenuation(), quadraticAttenuation()
       
   472     \sa constantAttenuationChanged()
       
   473 */
       
   474 qreal Light::constantAttenuation() const
       
   475 {
       
   476     Q_D(const Light);
       
   477     return d->constantAttenuation;
       
   478 }
       
   479 
       
   480 void Light::setConstantAttenuation(qreal value)
       
   481 {
       
   482     Q_D(Light);
       
   483     if (d->constantAttenuation != value) {
       
   484         d->constantAttenuation = value;
       
   485         emit constantAttenuationChanged();
       
   486         emit lightChanged();
       
   487     }
       
   488 }
       
   489 
       
   490 /*!
       
   491     \property Light::linearAttenuation
       
   492     \brief the linear light attenuation factor.  The default value is 0.
       
   493 
       
   494     This parameter has no effect on a Directional light.
       
   495 
       
   496     \sa constantAttenuation(), quadraticAttenuation()
       
   497     \sa linearAttenuationChanged()
       
   498 */
       
   499 qreal Light::linearAttenuation() const
       
   500 {
       
   501     Q_D(const Light);
       
   502     return d->linearAttenuation;
       
   503 }
       
   504 
       
   505 void Light::setLinearAttenuation(qreal value)
       
   506 {
       
   507     Q_D(Light);
       
   508     if (d->linearAttenuation != value) {
       
   509         d->linearAttenuation = value;
       
   510         emit linearAttenuationChanged();
       
   511         emit lightChanged();
       
   512     }
       
   513 }
       
   514 
       
   515 /*!
       
   516     \property Light::quadraticAttenuation
       
   517     \brief the quadratic light attenuation factor.  The default value is 0.
       
   518 
       
   519     This parameter has no effect on a Directional light.
       
   520 
       
   521     \sa constantAttenuation(), linearAttenuation()
       
   522     \sa quadraticAttenuationChanged()
       
   523 */
       
   524 qreal Light::quadraticAttenuation() const
       
   525 {
       
   526     Q_D(const Light);
       
   527     return d->quadraticAttenuation;
       
   528 }
       
   529 
       
   530 void Light::setQuadraticAttenuation(qreal value)
       
   531 {
       
   532     Q_D(Light);
       
   533     if (d->quadraticAttenuation != value) {
       
   534         d->quadraticAttenuation = value;
       
   535         emit quadraticAttenuationChanged();
       
   536         emit lightChanged();
       
   537     }
       
   538 }
       
   539 
       
   540 /*!
       
   541     Returns the position of this light after transforming it from
       
   542     world co-ordinates to eye co-ordinates using \a transform.
       
   543 
       
   544     If the light is Directional, then direction() will be transformed,
       
   545     after setting the w co-ordinate to 0.  If the light is Positional,
       
   546     then position() will be transformed after setting the w co-ordinate
       
   547     to 1.
       
   548 
       
   549     The returned result is suitable to be applied to the GL_POSITION
       
   550     property of \c{glLight()}, assuming that the modelview transformation
       
   551     in the GL context is set to the identity.
       
   552 
       
   553     \sa eyeSpotDirection()
       
   554 */
       
   555 QVector4D Light::eyePosition(const QMatrix4x4& transform) const
       
   556 {
       
   557     Q_D(const Light);
       
   558     if (d->type == Directional)
       
   559         return transform * QVector4D(d->position, 0.0f);
       
   560     else
       
   561         return transform * QVector4D(d->position, 1.0f);
       
   562 }
       
   563 
       
   564 /*!
       
   565     Returns the spotDirection() for this light after transforming it
       
   566     from world co-ordinates to eye co-ordinates using the top-left
       
   567     3x3 submatrix within \a transform.
       
   568 
       
   569     The returned result is suitable to be applied to the GL_SPOT_DIRECTION
       
   570     property of \c{glLight()}, assuming that the modelview transformation
       
   571     in the GL context is set to the identity.
       
   572 
       
   573     \sa eyePosition()
       
   574 */
       
   575 QVector3D Light::eyeSpotDirection
       
   576     (const QMatrix4x4& transform) const
       
   577 {
       
   578     Q_D(const Light);
       
   579     return transform.mapVector(d->spotDirection);
       
   580 }
       
   581 
       
   582 /*!
       
   583     \fn void Light::positionChanged()
       
   584 
       
   585     This signal is emitted when position() changes, or when the type()
       
   586     changes between Directional and Positional.
       
   587 
       
   588     \sa position(), lightChanged()
       
   589 */
       
   590 
       
   591 /*!
       
   592     \fn void Light::directionChanged()
       
   593 
       
   594     This signal is emitted when direction() changes, or when the type()
       
   595     changes between Directional and Positional.
       
   596 
       
   597     \sa direction(), lightChanged()
       
   598 */
       
   599 
       
   600 /*!
       
   601     \fn void Light::ambientColorChanged()
       
   602 
       
   603     This signal is emitted when ambientColor() changes.
       
   604 
       
   605     \sa ambientColor(), lightChanged()
       
   606 */
       
   607 
       
   608 /*!
       
   609     \fn void Light::diffuseColorChanged()
       
   610 
       
   611     This signal is emitted when diffuseColor() changes.
       
   612 
       
   613     \sa diffuseColor(), lightChanged()
       
   614 */
       
   615 
       
   616 /*!
       
   617     \fn void Light::specularColorChanged()
       
   618 
       
   619     This signal is emitted when specularColor() changes.
       
   620 
       
   621     \sa specularColor(), lightChanged()
       
   622 */
       
   623 
       
   624 /*!
       
   625     \fn void Light::spotDirectionChanged()
       
   626 
       
   627     This signal is emitted when spotDirection() changes.
       
   628 
       
   629     \sa spotDirection(), lightChanged()
       
   630 */
       
   631 
       
   632 /*!
       
   633     \fn void Light::spotExponentChanged()
       
   634 
       
   635     This signal is emitted when spotExponent() changes.
       
   636 
       
   637     \sa spotExponent(), lightChanged()
       
   638 */
       
   639 
       
   640 /*!
       
   641     \fn void Light::spotAngleChanged()
       
   642 
       
   643     This signal is emitted when spotAngle() changes.
       
   644 
       
   645     \sa spotAngle(), lightChanged()
       
   646 */
       
   647 
       
   648 /*!
       
   649     \fn void Light::constantAttenuationChanged()
       
   650 
       
   651     This signal is emitted when constantAttenuation() changes.
       
   652 
       
   653     \sa constantAttenuation(), lightChanged()
       
   654 */
       
   655 
       
   656 /*!
       
   657     \fn void Light::linearAttenuationChanged()
       
   658 
       
   659     This signal is emitted when linearAttenuation() changes.
       
   660 
       
   661     \sa linearAttenuation(), lightChanged()
       
   662 */
       
   663 
       
   664 /*!
       
   665     \fn void Light::quadraticAttenuationChanged()
       
   666 
       
   667     This signal is emitted when quadraticAttenuation() changes.
       
   668 
       
   669     \sa quadraticAttenuation(), lightChanged()
       
   670 */
       
   671 
       
   672 /*!
       
   673     \fn void Light::lightChanged()
       
   674 
       
   675     This signal is emitted when any of the properties on the light changes.
       
   676 */