1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "CoreThread/BsCoreObject.h" |
7 | #include "Resources/BsIResourceListener.h" |
8 | #include "Utility/BsFlags.h" |
9 | #include "Animation/BsSkeleton.h" |
10 | #include "Animation/BsSkeletonMask.h" |
11 | #include "Math/BsVector2.h" |
12 | #include "Math/BsAABox.h" |
13 | |
14 | namespace bs |
15 | { |
16 | /** @addtogroup Animation |
17 | * @{ |
18 | */ |
19 | |
20 | /** Determines how an animation clip behaves when it reaches the end. */ |
21 | enum class BS_SCRIPT_EXPORT(m:Animation) AnimWrapMode |
22 | { |
23 | Loop, /**< Loop around to the beginning/end when the last/first frame is reached. */ |
24 | Clamp /**< Clamp to end/beginning, keeping the last/first frame active. */ |
25 | }; |
26 | |
27 | /** Contains information about a currently playing animation clip. */ |
28 | struct BS_SCRIPT_EXPORT(pl:true,m:Animation) AnimationClipState |
29 | { |
30 | AnimationClipState() = default; |
31 | |
32 | /** Layer the clip is playing on. Multiple clips can be played simulatenously on different layers. */ |
33 | UINT32 layer = 0; |
34 | float time = 0.0f; /**< Current time the animation is playing from. */ |
35 | float speed = 1.0f; /**< Speed at which the animation is playing. */ |
36 | float weight = 1.0f; /**< Determines how much of an influence does the clip have on the final pose. */ |
37 | /** Determines what happens to other animation clips when a new clip starts playing. */ |
38 | AnimWrapMode wrapMode = AnimWrapMode::Loop; |
39 | /** |
40 | * Determines should the time be advanced automatically. Certain type of animation clips don't involve playback |
41 | * (e.g. for blending where animation weight controls the animation). |
42 | */ |
43 | bool stopped = false; |
44 | }; |
45 | |
46 | /** @} */ |
47 | |
48 | /** @addtogroup Animation-Internal |
49 | * @{ |
50 | */ |
51 | |
52 | /** Flags that determine which portion of Animation was changed and needs to be updated. */ |
53 | enum class AnimDirtyStateFlag |
54 | { |
55 | Clean = 0, |
56 | Value = 1 << 0, |
57 | Layout = 1 << 1, |
58 | All = 1 << 2, |
59 | Culling = 1 << 3, |
60 | MorphWeights = 1 << 4 |
61 | }; |
62 | |
63 | typedef Flags<AnimDirtyStateFlag> AnimDirtyState; |
64 | BS_FLAGS_OPERATORS(AnimDirtyStateFlag) |
65 | |
66 | /** Type of playback for animation clips. */ |
67 | enum class AnimPlaybackType |
68 | { |
69 | /** Play back the animation normally by advancing time. */ |
70 | Normal, |
71 | /** Sample only a single frame from the animation. */ |
72 | Sampled, |
73 | /** Do not play the animation. */ |
74 | None |
75 | }; |
76 | |
77 | /** Steps used for progressing through the animation when it is being sampled a single frame. */ |
78 | enum class AnimSampleStep |
79 | { |
80 | /** No sample. Either no playback at all or normal playback. */ |
81 | None, |
82 | |
83 | /** Sample is being done this frame. */ |
84 | Frame, |
85 | |
86 | /** Sample has been performed some previous frame. */ |
87 | Done |
88 | }; |
89 | |
90 | /** Internal information about a single playing animation clip within Animation. */ |
91 | struct AnimationClipInfo |
92 | { |
93 | AnimationClipInfo() = default; |
94 | AnimationClipInfo(const HAnimationClip& clip); |
95 | |
96 | HAnimationClip clip; |
97 | AnimationClipState state; |
98 | AnimPlaybackType playbackType = AnimPlaybackType::Normal; |
99 | |
100 | float fadeDirection = 0.0f; |
101 | float fadeTime = 0.0f; |
102 | float fadeLength = 0.0f; |
103 | |
104 | /** |
105 | * Version of the animation curves used by the AnimationProxy. Used to detecting the internal animation curves |
106 | * changed. |
107 | */ |
108 | UINT64 curveVersion = 0; |
109 | UINT32 layerIdx = (UINT32)-1; /**< Layer index this clip belongs to in AnimationProxy structure. */ |
110 | UINT32 stateIdx = (UINT32)-1; /**< State index this clip belongs to in AnimationProxy structure. */ |
111 | }; |
112 | |
113 | /** Represents an animation clip used in 1D blending. Each clip has a position on the number line. */ |
114 | struct BS_CORE_EXPORT BS_SCRIPT_EXPORT(pl:true,m:Animation) BlendClipInfo |
115 | { |
116 | BlendClipInfo() = default; |
117 | |
118 | HAnimationClip clip; |
119 | float position = 0.0f; |
120 | }; |
121 | |
122 | /** Defines a 1D blend where multiple animation clips are blended between each other using linear interpolation. */ |
123 | struct BS_CORE_EXPORT BS_SCRIPT_EXPORT(pl:true,m:Animation) Blend1DInfo |
124 | { |
125 | Vector<BlendClipInfo> clips; |
126 | }; |
127 | |
128 | /** Defines a 2D blend where two animation clips are blended between each other using bilinear interpolation. */ |
129 | struct BS_SCRIPT_EXPORT(pl:true,m:Animation) Blend2DInfo |
130 | { |
131 | HAnimationClip topLeftClip; |
132 | HAnimationClip topRightClip; |
133 | HAnimationClip botLeftClip; |
134 | HAnimationClip botRightClip; |
135 | }; |
136 | |
137 | /** Contains a mapping between a scene object and an animation curve it is animated with. */ |
138 | struct AnimatedSceneObject |
139 | { |
140 | HSceneObject so; |
141 | String curveName; |
142 | }; |
143 | |
144 | /** Information about a set of morph shapes blended sequentially. */ |
145 | struct MorphChannelInfo |
146 | { |
147 | float weight; |
148 | UINT32 shapeStart; |
149 | UINT32 shapeCount; |
150 | |
151 | UINT32 frameCurveIdx; |
152 | UINT32 weightCurveIdx; |
153 | }; |
154 | |
155 | /** Morph shape and its contribution to the final shape. */ |
156 | struct MorphShapeInfo |
157 | { |
158 | SPtr<MorphShape> shape; |
159 | float frameWeight; |
160 | float finalWeight; |
161 | }; |
162 | |
163 | /** Contains information about a scene object that is animated by a specific animation curve. */ |
164 | struct AnimatedSceneObjectInfo |
165 | { |
166 | UINT64 id; /**< Instance ID of the scene object. */ |
167 | INT32 boneIdx; /**< Bone from which to access the transform. If -1 then no bone mapping is present. */ |
168 | INT32 layerIdx; /**< If no bone mapping, layer on which the animation containing the referenced curve is in. */ |
169 | INT32 stateIdx; /**< If no bone mapping, animation state containing the referenced curve. */ |
170 | AnimationCurveMapping curveIndices; /**< Indices of the curves used for the transform. */ |
171 | UINT32 hash; /**< Hash value of the scene object's transform. */ |
172 | }; |
173 | |
174 | /** Represents a copy of the Animation data for use specifically on the animation thread. */ |
175 | struct AnimationProxy |
176 | { |
177 | AnimationProxy(UINT64 id); |
178 | AnimationProxy(const AnimationProxy&) = delete; |
179 | ~AnimationProxy(); |
180 | |
181 | AnimationProxy& operator=(const AnimationProxy&) = delete; |
182 | |
183 | /** |
184 | * Rebuilds the internal proxy data according to the newly assigned skeleton and clips. This should be called |
185 | * whenever the animation skeleton changes. |
186 | * |
187 | * @param[in] skeleton New skeleton to assign to the proxy. |
188 | * @param[in] mask Mask that filters which skeleton bones are enabled or disabled. |
189 | * @param[in, out] clipInfos Potentially new clip infos that will be used for rebuilding the proxy. Once the |
190 | * method completes clip info layout and state indices will be populated for |
191 | * further use in the update*() methods. |
192 | * @param[in] sceneObjects A list of scene objects that are influenced by specific animation curves. |
193 | * @param[in] morphShapes Morph shapes used for per-vertex animation. |
194 | * |
195 | * @note Should be called from the sim thread when the caller is sure the animation thread is not using it. |
196 | */ |
197 | void rebuild(const SPtr<Skeleton>& skeleton, const SkeletonMask& mask, Vector<AnimationClipInfo>& clipInfos, |
198 | const Vector<AnimatedSceneObject>& sceneObjects, const SPtr<MorphShapes>& morphShapes); |
199 | |
200 | /** |
201 | * Rebuilds the internal proxy data according to the newly clips. This should be called whenever clips are added |
202 | * or removed, or clip layout indices change. |
203 | * |
204 | * @param[in, out] clipInfos New clip infos that will be used for rebuilding the proxy. Once the method |
205 | * completes clip info layout and state indices will be populated for further use |
206 | * in the update*() methods. |
207 | * @param[in] sceneObjects A list of scene objects that are influenced by specific animation curves. |
208 | * * @param[in] morphShapes Morph shapes used for per-vertex animation. |
209 | * |
210 | * @note Should be called from the sim thread when the caller is sure the animation thread is not using it. |
211 | */ |
212 | void rebuild(Vector<AnimationClipInfo>& clipInfos, const Vector<AnimatedSceneObject>& sceneObjects, |
213 | const SPtr<MorphShapes>& morphShapes); |
214 | |
215 | /** |
216 | * Updates the proxy data with new information about the clips. Caller must guarantee that clip layout didn't |
217 | * change since the last call to rebuild(). |
218 | * |
219 | * @note Should be called from the sim thread when the caller is sure the animation thread is not using it. |
220 | */ |
221 | void updateClipInfos(const Vector<AnimationClipInfo>& clipInfos); |
222 | |
223 | /** |
224 | * Updates the proxy data with new weights used for morph shapes. Caller must ensure the weights are ordered so |
225 | * they match with the morph shapes provided to the last rebuild() call. |
226 | */ |
227 | void updateMorphChannelWeights(const Vector<float>& weights); |
228 | |
229 | /** |
230 | * Updates the proxy data with new scene object transforms. Caller must guarantee that clip layout didn't |
231 | * change since the last call to rebuild(). |
232 | * |
233 | * @note Should be called from the sim thread when the caller is sure the animation thread is not using it. |
234 | */ |
235 | void updateTransforms(const Vector<AnimatedSceneObject>& sceneObjects); |
236 | |
237 | /** |
238 | * Updates the proxy data with new clip times. Caller must guarantee that clip layout didn't change since the last |
239 | * call to rebuild(). |
240 | * |
241 | * @note Should be called from the sim thread when the caller is sure the animation thread is not using it. |
242 | */ |
243 | void updateTime(const Vector<AnimationClipInfo>& clipInfos); |
244 | |
245 | /** Destroys all dynamically allocated objects. */ |
246 | void clear(); |
247 | |
248 | UINT64 id; |
249 | |
250 | // Skeletal animation |
251 | AnimationStateLayer* layers = nullptr; |
252 | UINT32 numLayers = 0; |
253 | SPtr<Skeleton> skeleton; |
254 | SkeletonMask skeletonMask; |
255 | UINT32 numSceneObjects = 0; |
256 | AnimatedSceneObjectInfo* sceneObjectInfos = nullptr; |
257 | Matrix4* sceneObjectTransforms = nullptr; |
258 | |
259 | // Morph shape animation |
260 | MorphChannelInfo* morphChannelInfos = nullptr; |
261 | MorphShapeInfo* morphShapeInfos = nullptr; |
262 | UINT32 numMorphChannels = 0; |
263 | UINT32 numMorphShapes = 0; |
264 | UINT32 numMorphVertices = 0; |
265 | bool morphChannelWeightsDirty = false; |
266 | |
267 | // Culling |
268 | AABox mBounds; |
269 | bool mCullEnabled = true; |
270 | |
271 | // Single frame sample |
272 | AnimSampleStep sampleStep = AnimSampleStep::None; |
273 | |
274 | // Evaluation results |
275 | LocalSkeletonPose skeletonPose; |
276 | LocalSkeletonPose sceneObjectPose; |
277 | UINT32 numGenericCurves = 0; |
278 | float* genericCurveOutputs = nullptr; |
279 | bool wasCulled = false; |
280 | }; |
281 | |
282 | /** |
283 | * Handles animation playback. Takes one or multiple animation clips as input and evaluates them every animation update |
284 | * tick depending on set properties. The evaluated data is used by the core thread for skeletal animation, by the sim |
285 | * thread for updating attached scene objects and bones (if skeleton is attached), or the data is made available for |
286 | * manual queries in the case of generic animation. |
287 | */ |
288 | class BS_CORE_EXPORT Animation : public CoreObject, public IResourceListener |
289 | { |
290 | public: |
291 | ~Animation(); |
292 | |
293 | /** |
294 | * Changes the skeleton which will the translation/rotation/scale animation values manipulate. If no skeleton is set |
295 | * the animation will only evaluate the generic curves, and the root translation/rotation/scale curves. |
296 | */ |
297 | void setSkeleton(const SPtr<Skeleton>& skeleton); |
298 | |
299 | /** |
300 | * Sets morph shapes that can be used for per-vertex blending animation. After they're set call |
301 | * setMorphShapeWeight() to apply morph shapes. |
302 | */ |
303 | void setMorphShapes(const SPtr<MorphShapes>& morphShapes); |
304 | |
305 | /** |
306 | * Changes a weight of a single morph channel, determining how much of it to apply on top of the base mesh. |
307 | * |
308 | * @param idx Index of the morph channel to modify. This must match the channels contained in the object |
309 | * provided to setMorphShapes(). |
310 | * @param weight Weight that determines how much of the channel to apply to the mesh, in range [0, 1]. |
311 | */ |
312 | void setMorphChannelWeight(UINT32 idx, float weight); |
313 | |
314 | /** |
315 | * Sets a mask that allows certain bones from the skeleton to be disabled. Caller must ensure that the mask matches |
316 | * the skeleton assigned to the animation. |
317 | */ |
318 | void setMask(const SkeletonMask& mask); |
319 | |
320 | /** |
321 | * Determines the wrap mode for all active animations. Wrap mode determines what happens when animation reaches the |
322 | * first or last frame. |
323 | */ |
324 | void setWrapMode(AnimWrapMode wrapMode); |
325 | |
326 | /** Determines the speed for all animations. The default value is 1.0f. Use negative values to play-back in reverse. */ |
327 | void setSpeed(float speed); |
328 | |
329 | /** Determines bounds that will be used for animation culling, if enabled. Bounds must be in world space. */ |
330 | void setBounds(const AABox& bounds); |
331 | |
332 | /** @copydoc setBounds */ |
333 | const AABox& getBounds() const { return mBounds; } |
334 | |
335 | /** |
336 | * When enabled, animation that is not in a view of any camera will not be evaluated. View determination is done by |
337 | * checking the bounds provided in setBounds(). |
338 | */ |
339 | void setCulling(bool cull); |
340 | |
341 | /** @copydoc setCulling */ |
342 | bool getCulling() const { return mCull; } |
343 | |
344 | /** |
345 | * Plays the specified animation clip. |
346 | * |
347 | * @param[in] clip Clip to play. |
348 | */ |
349 | void play(const HAnimationClip& clip); |
350 | |
351 | /** |
352 | * Plays the specified animation clip on top of the animation currently playing in the main layer. Multiple |
353 | * such clips can be playing at once, as long as you ensure each is given its own layer. Each animation can |
354 | * also have a weight that determines how much it influences the main animation. |
355 | * |
356 | * @param[in] clip Clip to additively blend. Must contain additive animation curves. |
357 | * @param[in] weight Determines how much of an effect will the blended animation have on the final output. |
358 | * In range [0, 1]. |
359 | * @param[in] fadeLength Applies the blend over a specified time period, increasing the weight as the time |
360 | * passes. Set to zero to blend immediately. In seconds. |
361 | * @param[in] layer Layer to play the clip in. Multiple additive clips can be playing at once in separate |
362 | * layers and each layer has its own weight. |
363 | */ |
364 | void blendAdditive(const HAnimationClip& clip, float weight, float fadeLength = 0.0f, UINT32 layer = 0); |
365 | |
366 | /** |
367 | * Blend multiple animation clips between each other using linear interpolation. Unlike normal animations these |
368 | * animations are not advanced with the progress of time, and is instead expected the user manually changes the |
369 | * @p t parameter. |
370 | * |
371 | * @param[in] info Information about the clips to blend. Clip positions must be sorted from lowest to highest. |
372 | * @param[in] t Parameter that controls the blending. Range depends on the positions of the provided |
373 | * animation clips. |
374 | */ |
375 | void blend1D(const Blend1DInfo& info, float t); |
376 | |
377 | /** |
378 | * Blend four animation clips between each other using bilinear interpolation. Unlike normal animations these |
379 | * animations are not advanced with the progress of time, and is instead expected the user manually changes the |
380 | * @p t parameter. |
381 | * |
382 | * @param[in] info Information about the clips to blend. |
383 | * @param[in] t Parameter that controls the blending, in range [(0, 0), (1, 1)]. t = (0, 0) means top left |
384 | * animation has full influence, t = (1, 0) means top right animation has full influence, |
385 | * t = (0, 1) means bottom left animation has full influence, t = (1, 1) means bottom right |
386 | * animation has full influence. |
387 | */ |
388 | void blend2D(const Blend2DInfo& info, const Vector2& t); |
389 | |
390 | /** |
391 | * Fades the specified animation clip in, while fading other playing animation out, over the specified time |
392 | * period. |
393 | * |
394 | * @param[in] clip Clip to fade in. |
395 | * @param[in] fadeLength Determines the time period over which the fade occurs. In seconds. |
396 | */ |
397 | void crossFade(const HAnimationClip& clip, float fadeLength); |
398 | |
399 | /** |
400 | * Samples an animation clip at the specified time, displaying only that particular frame without further playback. |
401 | * |
402 | * @param[in] clip Animation clip to sample. |
403 | * @param[in] time Time to sample the clip at. |
404 | */ |
405 | void sample(const HAnimationClip& clip, float time); |
406 | |
407 | /** |
408 | * Stops playing all animations on the provided layer. Specify -1 to stop animation on the main layer |
409 | * (non-additive animations). |
410 | */ |
411 | void stop(UINT32 layer); |
412 | |
413 | /** Stops playing all animations. */ |
414 | void stopAll(); |
415 | |
416 | /** Checks if any animation clips are currently playing. */ |
417 | bool isPlaying() const; |
418 | |
419 | /** Returns the total number of animation clips influencing this animation. */ |
420 | UINT32 getNumClips() const; |
421 | |
422 | /** |
423 | * Returns one of the animation clips influencing this animation. |
424 | * |
425 | * @param[in] idx Sequential index of the animation clip to retrieve. In range [0, getNumClips()]. |
426 | * @return Animation clip at the specified index, or null if the index is out of range. |
427 | */ |
428 | HAnimationClip getClip(UINT32 idx) const; |
429 | |
430 | /** |
431 | * Retrieves detailed information about a currently playing animation clip. |
432 | * |
433 | * @param[in] clip Clip to retrieve the information for. |
434 | * @param[out] state Animation clip state containing the requested information. Only valid if the method returns |
435 | * true. |
436 | * @return True if the state was found (animation clip is playing), false otherwise. |
437 | */ |
438 | bool getState(const HAnimationClip& clip, AnimationClipState& state); |
439 | |
440 | /** |
441 | * Changes the state of a playing animation clip. If animation clip is not currently playing the playback is started |
442 | * for the clip. |
443 | * |
444 | * @param[in] clip Clip to change the state for. |
445 | * @param[in] state New state of the animation (e.g. changing the time for seeking). |
446 | */ |
447 | void setState(const HAnimationClip& clip, AnimationClipState state); |
448 | |
449 | /** |
450 | * Ensures that any position/rotation/scale animation of a specific animation curve is transfered to the |
451 | * the provided scene object. Also allow the opposite operation which can allow scene object transform changes |
452 | * to manipulate object bones. |
453 | * |
454 | * @param[in] curve Name of the curve (bone) to connect the scene object with. Use empty string to map to the |
455 | * root bone, regardless of the bone name. |
456 | * @param[in] so Scene object to influence by the curve modifications, and vice versa. |
457 | */ |
458 | void mapCurveToSceneObject(const String& curve, const HSceneObject& so); |
459 | |
460 | /** Removes the curve <-> scene object mapping that was set via mapCurveToSceneObject(). */ |
461 | void unmapSceneObject(const HSceneObject& so); |
462 | |
463 | /** |
464 | * Retrieves an evaluated value for a generic curve with the specified index. |
465 | * |
466 | * @param[in] curveIdx The curve index referencing a set of curves from the first playing animation clip. |
467 | * Generic curves from all other clips are ignored. |
468 | * @param[out] value Value of the generic curve. Only valid if the method return true. |
469 | * @return True if the value was retrieved successfully. The method might fail if animation update |
470 | * didn't yet have a chance to execute and values are not yet available, or if the |
471 | * animation clip changed since the last frame (the last problem can be avoided by ensuring |
472 | * to read the curve values before changing the clip). |
473 | */ |
474 | bool getGenericCurveValue(UINT32 curveIdx, float& value); |
475 | |
476 | /** Creates a new empty Animation object. */ |
477 | static SPtr<Animation> create(); |
478 | |
479 | /** Triggered whenever an animation event is reached. */ |
480 | Event<void(const HAnimationClip&, const String&)> onEventTriggered; |
481 | |
482 | /** @name Internal |
483 | * @{ |
484 | */ |
485 | |
486 | /** Returns the unique ID for this animation object. */ |
487 | UINT64 _getId() const { return mId; } |
488 | |
489 | /** Checks if any currently set animation clips perform animation of the root bone. */ |
490 | bool _getAnimatesRoot() const; |
491 | |
492 | /** @} */ |
493 | private: |
494 | friend class AnimationManager; |
495 | |
496 | Animation(); |
497 | |
498 | /** |
499 | * Triggers any events between the last frame and current one. |
500 | * |
501 | * @param[in] delta Time elapsed since the last call to this method. |
502 | */ |
503 | void triggerEvents(float delta); |
504 | |
505 | /** |
506 | * Updates the animation proxy object based on the currently set skeleton, playing clips and dirty flags. |
507 | * |
508 | * @param[in] timeDelta Seconds passed since the last call to this method. |
509 | */ |
510 | void updateAnimProxy(float timeDelta); |
511 | |
512 | /** |
513 | * Applies any outputs stored in the animation proxy (as written by the animation thread), and uses them to update |
514 | * the animation state on the simulation thread. Caller must ensure that the animation thread has finished |
515 | * with the animation proxy. |
516 | */ |
517 | void updateFromProxy(); |
518 | |
519 | /** |
520 | * Registers a new animation in the specified layer, or returns an existing animation clip info if the animation is |
521 | * already registered. If @p stopExisting is true any existing animations in the layer will be stopped. Layout |
522 | * will be marked as dirty if any changes were made. |
523 | */ |
524 | AnimationClipInfo* addClip(const HAnimationClip& clip, UINT32 layer, bool stopExisting = true); |
525 | |
526 | /** @copydoc IResourceListener::getListenerResources */ |
527 | void getListenerResources(Vector<HResource>& resources) override; |
528 | |
529 | /** @copydoc IResourceListener::notifyResourceLoaded */ |
530 | void notifyResourceLoaded(const HResource& resource) override; |
531 | |
532 | /** @copydoc IResourceListener::notifyResourceChanged */ |
533 | void notifyResourceChanged(const HResource& resource) override; |
534 | |
535 | UINT64 mId; |
536 | AnimWrapMode mDefaultWrapMode = AnimWrapMode::Loop; |
537 | float mDefaultSpeed = 1.0f; |
538 | AABox mBounds; |
539 | bool mCull = true; |
540 | AnimDirtyState mDirty = AnimDirtyStateFlag::All; |
541 | |
542 | SPtr<Skeleton> mSkeleton; |
543 | SkeletonMask mSkeletonMask; |
544 | SPtr<MorphShapes> mMorphShapes; |
545 | Vector<float> mMorphChannelWeights; |
546 | Vector<AnimationClipInfo> mClipInfos; |
547 | UnorderedMap<UINT64, AnimatedSceneObject> mSceneObjects; |
548 | Vector<float> mGenericCurveOutputs; |
549 | bool mGenericCurveValuesValid = false; |
550 | AnimSampleStep mSampleStep = AnimSampleStep::None; |
551 | |
552 | // Animation thread only |
553 | SPtr<AnimationProxy> mAnimProxy; |
554 | }; |
555 | |
556 | /** @} */ |
557 | } |