awacke1 commited on
Commit
2e2f5fb
·
verified ·
1 Parent(s): 55e0bb5

Update index.html

Browse files
Files changed (1) hide show
  1. index.html +92 -434
index.html CHANGED
@@ -1,441 +1,99 @@
1
  <!DOCTYPE html>
2
  <html>
3
  <head>
4
- <title>Three.js Infinite World</title>
5
- <style>
6
- body { margin: 0; overflow: hidden; }
7
- canvas { display: block; }
8
- </style>
9
- <!-- New: Polling function for game state -->
10
- <script>
11
- // Poll the shared game state every 5 seconds (for demonstration)
12
- function pollGameState() {
13
- console.log("Polling updated game state:", window.GAME_STATE);
14
- // Here you could update the scene based on the new state.
15
- }
16
- setInterval(pollGameState, 5000);
17
- </script>
18
  </head>
19
  <body>
20
- <script type="importmap">
21
- {
22
- "imports": {
23
- "three": "https://unpkg.com/[email protected]/build/three.module.js",
24
- "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
25
- }
26
- }
27
- </script>
28
-
29
- <script type="module">
30
- import * as THREE from 'three';
31
-
32
- let scene, camera, renderer, playerMesh;
33
- let raycaster, mouse;
34
- const keysPressed = {};
35
- const playerSpeed = 0.15;
36
- let newlyPlacedObjects = []; // Track objects added THIS session for saving
37
- const placeholderPlots = new Set();
38
- const groundMeshes = {}; // Store ground mesh references
39
-
40
- // --- Session Storage Key ---
41
- const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
42
-
43
- // --- Injected State from Streamlit ---
44
- const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
45
- const plotsMetadata = window.PLOTS_METADATA || [];
46
- const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
47
- const plotWidth = window.PLOT_WIDTH || 50.0;
48
- const plotDepth = window.PLOT_DEPTH || 50.0;
49
-
50
- const groundMaterial = new THREE.MeshStandardMaterial({
51
- color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
52
- });
53
- const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
54
- color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
55
- });
56
-
57
- function init() {
58
- scene = new THREE.Scene();
59
- scene.background = new THREE.Color(0xabcdef);
60
- const aspect = window.innerWidth / window.innerHeight;
61
- camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
62
- camera.position.set(0, 15, 20);
63
- camera.lookAt(0, 0, 0);
64
- scene.add(camera);
65
-
66
- setupLighting();
67
- setupInitialGround();
68
- setupPlayer();
69
-
70
- raycaster = new THREE.Raycaster();
71
- mouse = new THREE.Vector2();
72
-
73
- renderer = new THREE.WebGLRenderer({ antialias: true });
74
- renderer.setSize(window.innerWidth, window.innerHeight);
75
- renderer.shadowMap.enabled = true;
76
- renderer.shadowMap.type = THREE.PCFSoftShadowMap;
77
- document.body.appendChild(renderer.domElement);
78
-
79
- loadInitialObjects();
80
- restoreUnsavedState();
81
-
82
- // Event Listeners
83
- document.addEventListener('mousemove', onMouseMove, false);
84
- document.addEventListener('click', onDocumentClick, false);
85
- window.addEventListener('resize', onWindowResize, false);
86
- document.addEventListener('keydown', onKeyDown);
87
- document.addEventListener('keyup', onKeyUp);
88
-
89
- // Define functions callable by Streamlit
90
- window.teleportPlayer = teleportPlayer;
91
- window.getSaveDataAndPosition = getSaveDataAndPosition;
92
- window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
93
-
94
- console.log("Three.js Initialized. World ready.");
95
- animate();
96
- }
97
-
98
- function setupLighting() {
99
- const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
100
- scene.add(ambientLight);
101
- const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
102
- directionalLight.position.set(50, 150, 100);
103
- directionalLight.castShadow = true;
104
- directionalLight.shadow.mapSize.width = 4096;
105
- directionalLight.shadow.mapSize.height = 4096;
106
- directionalLight.shadow.camera.near = 0.5;
107
- directionalLight.shadow.camera.far = 500;
108
- directionalLight.shadow.camera.left = -150;
109
- directionalLight.shadow.camera.right = 150;
110
- directionalLight.shadow.camera.top = 150;
111
- directionalLight.shadow.camera.bottom = -150;
112
- directionalLight.shadow.bias = -0.001;
113
- scene.add(directionalLight);
114
- }
115
-
116
- function setupInitialGround() {
117
- console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
118
- plotsMetadata.forEach(plot => {
119
- createGroundPlane(plot.grid_x, plot.grid_z, false);
120
- });
121
- if (plotsMetadata.length === 0) {
122
- createGroundPlane(0, 0, false);
123
- }
124
- }
125
-
126
- function createGroundPlane(gridX, gridZ, isPlaceholder) {
127
- const gridKey = `${gridX}_${gridZ}`;
128
- if (groundMeshes[gridKey]) return;
129
- console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
130
- const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
131
- const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
132
- const groundMesh = new THREE.Mesh(groundGeometry, material);
133
- groundMesh.rotation.x = -Math.PI / 2;
134
- groundMesh.position.y = -0.05;
135
- groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
136
- groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
137
- groundMesh.receiveShadow = true;
138
- groundMesh.userData.gridKey = gridKey;
139
- scene.add(groundMesh);
140
- groundMeshes[gridKey] = groundMesh;
141
- if (isPlaceholder) placeholderPlots.add(gridKey);
142
- }
143
-
144
- function setupPlayer() {
145
- const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
146
- const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
147
- playerMesh = new THREE.Mesh(playerGeo, playerMat);
148
- playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2);
149
- playerMesh.castShadow = true;
150
- playerMesh.receiveShadow = true;
151
- scene.add(playerMesh);
152
- }
153
-
154
- function loadInitialObjects() {
155
- console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
156
- allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
157
- console.log("Finished loading initial objects.");
158
- }
159
-
160
- function createAndPlaceObject(objData, isNewObject) {
161
- let loadedObject = null;
162
- switch (objData.type) {
163
- case "Simple House": loadedObject = createSimpleHouse(); break;
164
- case "Tree": loadedObject = createTree(); break;
165
- case "Rock": loadedObject = createRock(); break;
166
- case "Fence Post": loadedObject = createFencePost(); break;
167
- default: console.warn("Unknown object type in data:", objData.type); break;
168
- }
169
- if (loadedObject) {
170
- if (objData.position && objData.position.x !== undefined) {
171
- loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
172
- } else if (objData.pos_x !== undefined) {
173
- loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
174
- }
175
- if (objData.rotation) {
176
- loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
177
- } else if (objData.rot_x !== undefined) {
178
- loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
179
- }
180
- loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
181
- scene.add(loadedObject);
182
- if (isNewObject) newlyPlacedObjects.push(loadedObject);
183
- return loadedObject;
184
- }
185
- return null;
186
- }
187
-
188
- function saveUnsavedState() {
189
- try {
190
- const stateToSave = newlyPlacedObjects.map(obj => ({
191
- obj_id: obj.userData.obj_id,
192
- type: obj.userData.type,
193
- position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
194
- rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
195
- }));
196
- sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
197
- console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
198
- } catch (e) {
199
- console.error("Error saving state to sessionStorage:", e);
200
- }
201
- }
202
-
203
- function restoreUnsavedState() {
204
- try {
205
- const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
206
- if (savedState) {
207
- console.log("Found unsaved state in sessionStorage. Restoring...");
208
- const objectsToRestore = JSON.parse(savedState);
209
- if (Array.isArray(objectsToRestore)) {
210
- newlyPlacedObjects = [];
211
- let count = 0;
212
- objectsToRestore.forEach(objData => {
213
- if(createAndPlaceObject(objData, true)) { count++; }
214
- });
215
- console.log(`Restored ${count} objects.`);
216
- }
217
- } else {
218
- console.log("No unsaved state found in sessionStorage.");
219
- }
220
- } catch (e) {
221
- console.error("Error restoring state from sessionStorage:", e);
222
- sessionStorage.removeItem(SESSION_STORAGE_KEY);
223
- }
224
- }
225
-
226
- function clearUnsavedState() {
227
- sessionStorage.removeItem(SESSION_STORAGE_KEY);
228
- newlyPlacedObjects = [];
229
- console.log("Cleared unsaved state from memory and sessionStorage.");
230
- }
231
-
232
- function createObjectBase(type) {
233
- return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
234
- }
235
-
236
- function createSimpleHouse() {
237
- const base = createObjectBase("Simple House");
238
- const group = new THREE.Group();
239
- Object.assign(group, base);
240
- const mat1 = new THREE.MeshStandardMaterial({color:0xffccaa, roughness:0.8});
241
- const mat2 = new THREE.MeshStandardMaterial({color:0xaa5533, roughness:0.7});
242
- const m1 = new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5), mat1);
243
- m1.position.y = 1.5/2;
244
- m1.castShadow = true;
245
- m1.receiveShadow = true;
246
- group.add(m1);
247
- const m2 = new THREE.Mesh(new THREE.ConeGeometry(1.8,1,4), mat2);
248
- m2.position.y = 1.5+1/2;
249
- m2.rotation.y = Math.PI/4;
250
- m2.castShadow = true;
251
- m2.receiveShadow = true;
252
- group.add(m2);
253
- return group;
254
- }
255
-
256
- function createTree() {
257
- const base = createObjectBase("Tree");
258
- const group = new THREE.Group();
259
- Object.assign(group, base);
260
- const mat1 = new THREE.MeshStandardMaterial({color:0x8B4513, roughness:0.9});
261
- const mat2 = new THREE.MeshStandardMaterial({color:0x228B22, roughness:0.8});
262
- const m1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8), mat1);
263
- m1.position.y = 1;
264
- m1.castShadow = true;
265
- m1.receiveShadow = true;
266
- group.add(m1);
267
- const m2 = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0), mat2);
268
- m2.position.y = 2.8;
269
- m2.castShadow = true;
270
- m2.receiveShadow = true;
271
- group.add(m2);
272
- return group;
273
- }
274
-
275
- function createRock() {
276
- const base = createObjectBase("Rock");
277
- const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.8, metalness:0.1});
278
- const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), mat);
279
- Object.assign(rock, base);
280
- rock.position.y = 0.35;
281
- rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
282
- rock.castShadow = true;
283
- rock.receiveShadow = true;
284
- return rock;
285
- }
286
-
287
- function createFencePost() {
288
- const base = createObjectBase("Fence Post");
289
- const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9});
290
- const post = new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2), mat);
291
- Object.assign(post, base);
292
- post.position.y = 0.75;
293
- post.castShadow = true;
294
- post.receiveShadow = true;
295
- return post;
296
- }
297
-
298
- function onMouseMove(event) {
299
- mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
300
- mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
301
- }
302
-
303
- function onDocumentClick(event) {
304
- if (selectedObjectType === "None") return;
305
- const groundCandidates = Object.values(groundMeshes);
306
- if (groundCandidates.length === 0) return;
307
- raycaster.setFromCamera(mouse, camera);
308
- const intersects = raycaster.intersectObjects(groundCandidates);
309
- if (intersects.length > 0) {
310
- const intersectPoint = intersects[0].point;
311
- let newObjectToPlace = null;
312
- switch (selectedObjectType) {
313
- case "Simple House": newObjectToPlace = createSimpleHouse(); break;
314
- case "Tree": newObjectToPlace = createTree(); break;
315
- case "Rock": newObjectToPlace = createRock(); break;
316
- case "Fence Post": newObjectToPlace = createFencePost(); break;
317
- default: return;
318
- }
319
- if (newObjectToPlace) {
320
- newObjectToPlace.position.copy(intersectPoint);
321
- newObjectToPlace.position.y += 0.01;
322
- scene.add(newObjectToPlace);
323
- newlyPlacedObjects.push(newObjectToPlace);
324
- saveUnsavedState();
325
- console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
326
- }
327
- }
328
- }
329
-
330
- function onKeyDown(event) { keysPressed[event.code] = true; }
331
- function onKeyUp(event) { keysPressed[event.code] = false; }
332
-
333
- function teleportPlayer(targetX, targetZ) {
334
- console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
335
- if (playerMesh) {
336
- playerMesh.position.x = targetX;
337
- playerMesh.position.z = targetZ;
338
- const offset = new THREE.Vector3(0, 15, 20);
339
- const targetPosition = playerMesh.position.clone().add(offset);
340
- camera.position.copy(targetPosition);
341
- camera.lookAt(playerMesh.position);
342
- console.log("Player teleported to:", playerMesh.position);
343
- } else {
344
- console.error("Player mesh not found for teleport.");
345
- }
346
- }
347
-
348
- function getSaveDataAndPosition() {
349
- console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
350
- const objectsToSave = newlyPlacedObjects.map(obj => {
351
- if (!obj.userData || !obj.userData.type) { return null; }
352
- const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
353
- return {
354
- obj_id: obj.userData.obj_id, type: obj.userData.type,
355
- position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
356
- rotation: rotation
357
- };
358
- }).filter(obj => obj !== null);
359
- const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
360
- const payload = {
361
- playerPosition: playerPos,
362
- objectsToSave: objectsToSave
363
- };
364
- console.log("Prepared payload for saving:", payload);
365
- return JSON.stringify(payload);
366
- }
367
-
368
- function resetNewlyPlacedObjects() {
369
- console.log(`JS resetNewlyPlacedObjects called.`);
370
- clearUnsavedState();
371
- }
372
-
373
- function updatePlayerMovement() {
374
- if (!playerMesh) return;
375
- const moveDirection = new THREE.Vector3(0, 0, 0);
376
- if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
377
- if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
378
- if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
379
- if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
380
- if (moveDirection.lengthSq() > 0) {
381
- moveDirection.normalize().multiplyScalar(playerSpeed);
382
- const forward = new THREE.Vector3();
383
- camera.getWorldDirection(forward);
384
- forward.y = 0;
385
- forward.normalize();
386
- const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
387
- const worldMove = new THREE.Vector3();
388
- worldMove.add(forward.multiplyScalar(-moveDirection.z));
389
- worldMove.add(right.multiplyScalar(-moveDirection.x));
390
- worldMove.normalize().multiplyScalar(playerSpeed);
391
- playerMesh.position.add(worldMove);
392
- playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
393
- checkAndExpandGround();
394
- }
395
- }
396
-
397
- function checkAndExpandGround() {
398
- if (!playerMesh) return;
399
- const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
400
- const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
401
- for (let dx = -1; dx <= 1; dx++) {
402
- for (let dz = -1; dz <= 1; dz++) {
403
- if (dx === 0 && dz === 0) continue;
404
- const checkX = currentGridX + dx;
405
- const checkZ = currentGridZ + dz;
406
- const gridKey = `${checkX}_${checkZ}`;
407
- if (!groundMeshes[gridKey]) {
408
- const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
409
- if (!isSavedPlot) {
410
- createGroundPlane(checkX, checkZ, true);
411
- }
412
- }
413
- }
414
- }
415
- }
416
-
417
- function updateCamera() {
418
- if (!playerMesh) return;
419
- const offset = new THREE.Vector3(0, 15, 20);
420
- const targetPosition = playerMesh.position.clone().add(offset);
421
- camera.position.lerp(targetPosition, 0.08);
422
- camera.lookAt(playerMesh.position);
423
- }
424
-
425
- function onWindowResize() {
426
- camera.aspect = window.innerWidth / window.innerHeight;
427
- camera.updateProjectionMatrix();
428
- renderer.setSize(window.innerWidth, window.innerHeight);
429
- }
430
-
431
- function animate() {
432
- requestAnimationFrame(animate);
433
- updatePlayerMovement();
434
- updateCamera();
435
- renderer.render(scene, camera);
436
- }
437
-
438
- init();
439
- </script>
440
  </body>
441
  </html>
 
1
  <!DOCTYPE html>
2
  <html>
3
  <head>
4
+ <title>Infinite World Builder</title>
5
+ <style>
6
+ body { margin: 0; overflow: hidden; }
7
+ canvas { display: block; }
8
+ </style>
 
 
 
 
 
 
 
 
 
9
  </head>
10
  <body>
11
+ <script type="module">
12
+ import * as THREE from 'https://unpkg.com/[email protected]/build/three.module.js';
13
+
14
+ let scene, camera, renderer;
15
+ let newObjects = []; // Array to store objects added during this session
16
+
17
+ init();
18
+
19
+ function init() {
20
+ scene = new THREE.Scene();
21
+ camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
22
+ camera.position.set(0, 2, 10);
23
+ renderer = new THREE.WebGLRenderer({ antialias: true });
24
+ renderer.setSize(window.innerWidth, window.innerHeight);
25
+ document.body.appendChild(renderer.domElement);
26
+
27
+ // Add ambient light.
28
+ const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
29
+ scene.add(ambientLight);
30
+
31
+ // Load objects from injected global state.
32
+ if(window.GLOBAL_STATE && window.GLOBAL_STATE.game_state) {
33
+ window.GLOBAL_STATE.game_state.forEach(obj => {
34
+ addObjectToScene(obj);
35
+ });
36
+ }
37
+
38
+ // When the canvas is clicked, add a new cube at a random position.
39
+ window.addEventListener('click', (event) => {
40
+ // Create a new cube with random color.
41
+ const geometry = new THREE.BoxGeometry();
42
+ const material = new THREE.MeshBasicMaterial({ color: Math.random() * 0xffffff });
43
+ const cube = new THREE.Mesh(geometry, material);
44
+ cube.position.x = (Math.random() - 0.5) * 10;
45
+ cube.position.y = (Math.random() - 0.5) * 10;
46
+ cube.position.z = (Math.random() - 0.5) * 10;
47
+ scene.add(cube);
48
+
49
+ // Record this object's details.
50
+ const objRecord = {
51
+ obj_id: THREE.MathUtils.generateUUID(),
52
+ type: "Cube",
53
+ x: cube.position.x,
54
+ y: cube.position.y,
55
+ z: cube.position.z,
56
+ timestamp: new Date().toISOString()
57
+ };
58
+ newObjects.push(objRecord);
59
+ });
60
+
61
+ animate();
62
+ }
63
+
64
+ // Add an object (assumed to be a cube) to the scene from a record.
65
+ function addObjectToScene(obj) {
66
+ const geometry = new THREE.BoxGeometry();
67
+ // Use a default color (green) for objects loaded from state.
68
+ const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
69
+ const cube = new THREE.Mesh(geometry, material);
70
+ cube.position.set(obj.x || 0, obj.y || 0, obj.z || 0);
71
+ scene.add(cube);
72
+ }
73
+
74
+ function animate() {
75
+ requestAnimationFrame(animate);
76
+ renderer.render(scene, camera);
77
+ }
78
+
79
+ // This function is called from Streamlit (via streamlit_js_eval) to send new objects and player position.
80
+ window.getSaveDataAndPosition = function() {
81
+ // For simplicity, use the camera position as the player's position.
82
+ const playerPosition = { x: camera.position.x, y: camera.position.y, z: camera.position.z };
83
+ const payload = {
84
+ playerPosition: playerPosition,
85
+ objectsToSave: newObjects
86
+ };
87
+ // Clear the newObjects array after packaging the payload.
88
+ newObjects = [];
89
+ return JSON.stringify(payload);
90
+ }
91
+
92
+ // This function can be called from Streamlit to reset any client-side new object records.
93
+ window.resetNewlyPlacedObjects = function() {
94
+ newObjects = [];
95
+ }
96
+
97
+ </script>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
98
  </body>
99
  </html>