phaser/3.0.0/merge/gameobjects/graphics/GraphicsWebGLRenderer.js

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// Graphics
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Phaser.Renderer.WebGL.GameObjects.Graphics = {
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TYPES: [
Phaser.GameObject.Graphics.prototype
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],
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circleSegments: 40,
graphicsDataPool: [],
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render: function (renderer, src)
{
if (src.visible === false || src.alpha === 0 || src.isMask === true)
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{
return;
}
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if (src._cacheAsBitmap)
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{
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if (src.dirty || src.cachedSpriteDirty)
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{
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src._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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src.updateCachedSpriteTexture();
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src.cachedSpriteDirty = false;
src.dirty = false;
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}
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src._cachedSprite.worldAlpha = src.worldAlpha;
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// PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
}
renderer.spriteBatch.stop();
renderer.setBlendMode(src.blendMode);
if (src._mask)
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{
renderer.pushMask(src._mask);
}
if (src._filters)
{
renderer.filterManager.pushFilter(src._filterBlock);
}
// check blend mode
if (src.blendMode !== renderer.spriteBatch.currentBlendMode)
{
renderer.spriteBatch.currentBlendMode = src.blendMode;
var blendModeWebGL = renderer.blendModes[renderer.spriteBatch.currentBlendMode];
renderer.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
// check if the webgl graphic needs to be updated
if (src.webGLDirty)
{
src.dirty = true;
src.webGLDirty = false;
}
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var gl = renderer.gl;
var offset = renderer.offset;
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var projection = renderer.projection;
var shader = renderer.shaderManager.primitiveShader;
var webGLData;
if (src.dirty)
{
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Phaser.Renderer.WebGL.GameObjects.Graphics.updateGraphics(renderer, src);
}
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for (var i = 0; i < src._webGL.data.length; i++)
{
webGLData = src._webGL.data[i];
if (webGLData.mode === 1)
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{
renderer.stencilManager.pushStencil(src, webGLData);
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
renderer.stencilManager.popStencil(src, webGLData);
}
else
{
renderer.shaderManager.setShader(shader);
// shader = renderSession.shaderManager.primitiveShader;
gl.uniformMatrix3fv(shader.translationMatrix, false, src.worldTransform.toArray(true));
gl.uniform1f(shader.flipY, 1);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(src.tint));
gl.uniform1f(shader.alpha, src.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
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}
}
// Only render if it has children!
if (src.children.length)
{
renderer.spriteBatch.start();
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for (var i = 0; i < src.children.length; i++)
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{
var child = src.children[i];
child.render(renderer, child);
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}
renderer.spriteBatch.stop();
}
if (src._filters)
{
renderer.filterManager.popFilter();
}
if (src._mask)
{
renderer.popMask(src.mask);
}
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renderer.drawCount++;
renderer.spriteBatch.start();
},
/**
* Updates the graphics object
*
* @static
* @private
* @method updateGraphics
* @param graphicsData {Graphics} The graphics object to update
* @param gl {WebGLContext} the current WebGL drawing context
*/
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updateGraphics: function (renderer, graphics)
{
var gl = renderer.gl;
var webGL = graphics._webGL;
// If the graphics object does not exist in the webGL context time to create it!
if (!webGL)
{
webGL = graphics._webGL = { lastIndex: 0, data: [], gl: gl };
}
// Flag the graphics as not dirty as we are about to update it
graphics.dirty = false;
var i;
// If the user cleared the graphics object we will need to clear every object
if (graphics.clearDirty)
{
graphics.clearDirty = false;
// loop through and return all the webGLDatas to the object pool so than can be reused later on
for (i = 0; i < webGL.data.length; i++)
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{
var graphicsData = webGL.data[i];
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graphicsData.reset();
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Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.push(graphicsData);
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}
// Clear the array and reset the index
webGL.data = [];
webGL.lastIndex = 0;
}
var webGLData;
// Loop through the Graphics data.
// If the object is complex, use the Stencil Buffer.
// Otherwise add the object into the batch.
for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
switch (data.type)
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{
case Phaser.RECTANGLE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildRectangle(data, webGLData);
break;
case Phaser.CIRCLE:
case Phaser.ELLIPSE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildCircle(data, webGLData);
break;
case Phaser.ROUNDEDRECTANGLE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildRoundedRectangle(data, webGLData);
break;
case Phaser.POLYGON:
// Need to add the points the the graphics object
data.points = data.shape.points.slice();
if (data.shape.closed)
{
// Close the poly if the value is true!
if (data.points[0] !== data.points[data.points.length - 2] || data.points[1] !== data.points[data.points.length - 1])
{
data.points.push(data.points[0], data.points[1]);
}
}
// Check the type
if (data.fill)
{
if (data.points.length >= renderer.stencilBufferLimit)
{
if (data.points.length < renderer.stencilBufferLimit * 2)
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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var canDrawUsingSimple = Phaser.Renderer.WebGL.GameObjects.Graphics.buildPoly(data, webGLData);
if (!canDrawUsingSimple)
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 1);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildComplexPoly(data, webGLData);
}
}
else
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 1);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildComplexPoly(data, webGLData);
}
}
}
if (data.lineWidth > 0)
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(data, webGLData);
}
break;
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}
webGL.lastIndex++;
}
// Upload all the dirty data
for (i = 0; i < webGL.data.length; i++)
{
webGLData = webGL.data[i];
if (webGLData.dirty)
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{
webGLData.upload();
}
}
},
switchMode: function (webGL, type)
{
var webGLData;
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if (!webGL.data.length)
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.pop() || new Phaser.Renderer.WebGL.GameObjects.GraphicsData(webGL.gl);
webGLData.mode = type;
webGL.data.push(webGLData);
}
else
{
webGLData = webGL.data[webGL.data.length - 1];
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if (webGLData.mode !== type || type === 1)
{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.pop() || new Phaser.Renderer.WebGL.GameObjects.GraphicsData(webGL.gl);
webGLData.mode = type;
webGL.data.push(webGLData);
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}
}
webGLData.dirty = true;
return webGLData;
},
buildRectangle: function (graphicsData, webGLData)
{
var rectData = graphicsData.shape;
var x = rectData.x;
var y = rectData.y;
var width = rectData.width;
var height = rectData.height;
if (graphicsData.fill)
{
var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
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var verts = webGLData.points;
var indices = webGLData.indices;
var vertPos = verts.length / 6;
// start
verts.push(x, y);
verts.push(r, g, b, alpha);
verts.push(x + width, y);
verts.push(r, g, b, alpha);
verts.push(x , y + height);
verts.push(r, g, b, alpha);
verts.push(x + width, y + height);
verts.push(r, g, b, alpha);
// insert 2 dead triangles..
indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3);
}
if (graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [
x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y
];
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
},
buildRoundedRectangle: function (graphicsData, webGLData)
{
var rrectData = graphicsData.shape;
var x = rrectData.x;
var y = rrectData.y;
var width = rrectData.width;
var height = rrectData.height;
var radius = rrectData.radius;
var recPoints = [];
recPoints.push(x, y + radius);
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recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
if (graphicsData.fill)
{
var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var verts = webGLData.points;
var indices = webGLData.indices;
var vecPos = verts.length / 6;
var triangles = Phaser.EarCut.Triangulate(recPoints, null, 2);
var i = 0;
for (i = 0; i < triangles.length; i += 3)
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{
indices.push(triangles[i] + vecPos);
indices.push(triangles[i] + vecPos);
indices.push(triangles[i + 1] + vecPos);
indices.push(triangles[i + 2] + vecPos);
indices.push(triangles[i + 2] + vecPos);
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}
for (i = 0; i < recPoints.length; i++)
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{
verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
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}
}
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if (graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = recPoints;
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
},
quadraticBezierCurve: function (fromX, fromY, cpX, cpY, toX, toY)
{
var xa;
var ya;
var xb;
var yb;
var x;
var y;
var n = 20;
var points = [];
function getPt (n1, n2, perc)
{
var diff = n2 - n1;
return n1 + (diff * perc);
};
var j = 0;
for (var i = 0; i <= n; i++)
{
j = i / n;
// The Green Line
xa = getPt(fromX, cpX, j);
ya = getPt(fromY, cpY, j);
xb = getPt(cpX, toX, j);
yb = getPt(cpY, toY, j);
// The Black Dot
x = getPt(xa, xb, j);
y = getPt(ya, yb, j);
points.push(x, y);
}
return points;
},
buildCircle: function (graphicsData, webGLData)
{
// Need to convert points to a nice regular data
var circleData = graphicsData.shape;
var x = circleData.x;
var y = circleData.y;
var width;
var height;
if (graphicsData.type === Phaser.CIRCLE)
{
width = circleData.radius;
height = circleData.radius;
}
else
{
width = circleData.width;
height = circleData.height;
}
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var totalSegs = Phaser.Renderer.WebGL.GameObjects.Graphics.circleSegments;
var seg = (Math.PI * 2) / totalSegs;
var i = 0;
if (graphicsData.fill)
{
var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var verts = webGLData.points;
var indices = webGLData.indices;
var vecPos = verts.length / 6;
indices.push(vecPos);
for (i = 0; i < totalSegs + 1 ; i++)
{
verts.push(x, y, r, g, b, alpha);
verts.push(
x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height,
r, g, b, alpha
);
indices.push(vecPos++, vecPos++);
}
indices.push(vecPos - 1);
}
if (graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [];
for (i = 0; i < totalSegs + 1; i++)
{
graphicsData.points.push(
x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height
);
}
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
},
buildLine: function (graphicsData, webGLData)
{
var i = 0;
var points = graphicsData.points;
if (points.length === 0)
{
return;
}
// If the line width is an odd number add 0.5 to align to a whole pixel
if (graphicsData.lineWidth % 2)
{
for (i = 0; i < points.length; i++)
{
points[i] += 0.5;
}
}
// Get first and last point. Figure out the middle!
var firstPoint = new Phaser.Point(points[0], points[1]);
var lastPoint = new Phaser.Point(points[points.length - 2], points[points.length - 1]);
// If the first point is the last point we're gonna have issues :)
if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)
{
// Need to clone as we are going to slightly modify the shape
points = points.slice();
points.pop();
points.pop();
lastPoint = new Phaser.Point(points[points.length - 2], points[points.length - 1]);
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;
var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;
points.unshift(midPointX, midPointY);
points.push(midPointX, midPointY);
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}
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
var indexCount = points.length;
var indexStart = verts.length / 6;
// Draw the Line
var width = graphicsData.lineWidth / 2;
// Sort the color
var color = Phaser.Color.hexToRGBArray(graphicsData.lineColor);
var alpha = graphicsData.lineAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var px, py, p1x, p1y, p2x, p2y, p3x, p3y;
var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
var a1, b1, c1, a2, b2, c2;
var denom, pdist, dist;
p1x = points[0];
p1y = points[1];
p2x = points[2];
p2y = points[3];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx * perpx + perpy * perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
// Start
verts.push(p1x - perpx , p1y - perpy, r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy, r, g, b, alpha);
for (i = 1; i < length - 1; i++)
{
p1x = points[(i - 1) * 2];
p1y = points[(i - 1) * 2 + 1];
p2x = points[(i) * 2];
p2y = points[(i) * 2 + 1];
p3x = points[(i + 1) * 2];
p3y = points[(i + 1) * 2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx * perpx + perpy * perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
perp2x = -(p2y - p3y);
perp2y = p2x - p3x;
dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);
perp2x /= dist;
perp2y /= dist;
perp2x *= width;
perp2y *= width;
a1 = (-perpy + p1y) - (-perpy + p2y);
b1 = (-perpx + p2x) - (-perpx + p1x);
c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
a2 = (-perp2y + p3y) - (-perp2y + p2y);
b2 = (-perp2x + p2x) - (-perp2x + p3x);
c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
denom = a1 * b2 - a2 * b1;
if (Math.abs(denom) < 0.1)
{
denom += 10.1;
verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha);
verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha);
continue;
}
px = (b1 * c2 - b2 * c1) / denom;
py = (a2 * c1 - a1 * c2) / denom;
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
if (pdist > 140 * 140)
{
perp3x = perpx - perp2x;
perp3y = perpy - perp2y;
dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y);
perp3x /= dist;
perp3y /= dist;
perp3x *= width;
perp3y *= width;
verts.push(p2x - perp3x, p2y -perp3y, r, g, b, alpha);
verts.push(p2x + perp3x, p2y +perp3y, r, g, b, alpha);
verts.push(p2x - perp3x, p2y -perp3y, r, g, b, alpha);
indexCount++;
}
else
{
verts.push(px, py, r, g, b, alpha);
verts.push(p2x - (px-p2x), p2y - (py - p2y), r, g, b, alpha);
}
}
p1x = points[(length - 2) * 2];
p1y = points[(length - 2) * 2 + 1];
p2x = points[(length - 1) * 2];
p2y = points[(length - 1) * 2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx * perpx + perpy * perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
verts.push(p2x - perpx , p2y - perpy, r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy, r, g, b, alpha);
indices.push(indexStart);
for (i = 0; i < indexCount; i++)
{
indices.push(indexStart++);
}
indices.push(indexStart - 1);
},
buildComplexPoly: function(graphicsData, webGLData)
{
var points = graphicsData.points.slice();
if (points.length < 6)
{
return;
}
// Get first and last point.. figure out the middle!
var indices = webGLData.indices;
webGLData.points = points;
webGLData.alpha = graphicsData.fillAlpha;
webGLData.color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
// Calculate the bounds
var minX = Infinity;
var maxX = -Infinity;
var minY = Infinity;
var maxY = -Infinity;
var x;
var y;
// Get the size
for (var i = 0; i < points.length; i += 2)
{
x = points[i];
y = points[i + 1];
minX = (x < minX) ? x : minX;
maxX = (x > maxX) ? x : maxX;
minY = (y < minY) ? y : minY;
maxY = (y > maxY) ? y : maxY;
}
// Add a quad to the end because there is no point making another buffer!
points.push(
minX, minY,
maxX, minY,
maxX, maxY,
minX, maxY
);
// TODO: Is this even needed?
var length = points.length / 2;
for (i = 0; i < length; i++)
{
indices.push(i);
}
},
buildPoly: function (graphicsData, webGLData)
{
var points = graphicsData.points;
if (points.length < 6)
{
return;
}
// Get first and last point.. figure out the middle!
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
// Sort the color
var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var triangles = Phaser.EarCut.Triangulate(points, null, 2);
if (!triangles)
{
return false;
}
var vertPos = verts.length / 6;
var i = 0;
for (i = 0; i < triangles.length; i += 3)
{
indices.push(triangles[i] + vertPos);
indices.push(triangles[i] + vertPos);
indices.push(triangles[i + 1] + vertPos);
indices.push(triangles[i + 2] +vertPos);
indices.push(triangles[i + 2] + vertPos);
}
for (i = 0; i < length; i++)
{
verts.push(
points[i * 2],
points[i * 2 + 1],
r, g, b, alpha
);
}
return true;
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}
};