StaticMeshExportTest.cs 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509
  1. // ***********************************************************************
  2. // Copyright (c) 2017 Unity Technologies. All rights reserved.
  3. //
  4. // Licensed under the ##LICENSENAME##.
  5. // See LICENSE.md file in the project root for full license information.
  6. // ***********************************************************************
  7. using NUnit.Framework;
  8. using System.Collections;
  9. using System.Collections.Generic;
  10. using Autodesk.Fbx;
  11. namespace Autodesk.Fbx.UseCaseTests
  12. {
  13. public class StaticMeshExportTest : RoundTripTestBase
  14. {
  15. // Define the corners of a cube that spans from
  16. // -50 to 50 on the x and z axis, and 0 to 100 on the y axis
  17. protected FbxVector4 vertex0 = new FbxVector4(-50, 0, 50);
  18. protected FbxVector4 vertex1 = new FbxVector4(50, 0, 50);
  19. protected FbxVector4 vertex2 = new FbxVector4(50, 100, 50);
  20. protected FbxVector4 vertex3 = new FbxVector4(-50, 100, 50);
  21. protected FbxVector4 vertex4 = new FbxVector4(-50, 0, -50);
  22. protected FbxVector4 vertex5 = new FbxVector4(50, 0, -50);
  23. protected FbxVector4 vertex6 = new FbxVector4(50, 100, -50);
  24. protected FbxVector4 vertex7 = new FbxVector4(-50, 100, -50);
  25. // Control points for generating a simple cube
  26. protected FbxVector4[] m_controlPoints;
  27. [SetUp]
  28. public override void Init ()
  29. {
  30. fileNamePrefix = "_safe_to_delete__static_mesh_export_test_";
  31. base.Init ();
  32. m_controlPoints = new FbxVector4[] {
  33. vertex0, vertex1, vertex2, vertex3, // Face 1
  34. vertex1, vertex5, vertex6, vertex2, // Face 2
  35. vertex5, vertex4, vertex7, vertex6, // Face 3
  36. vertex4, vertex0, vertex3, vertex7, // Face 4
  37. vertex3, vertex2, vertex6, vertex7, // Face 5
  38. vertex1, vertex0, vertex4, vertex5, // Face 6
  39. };
  40. }
  41. protected override FbxScene CreateScene (FbxManager manager)
  42. {
  43. // Create a cube as a static mesh
  44. FbxScene scene = FbxScene.Create (manager, "myScene");
  45. FbxNode meshNode = FbxNode.Create (scene, "MeshNode");
  46. FbxMesh cubeMesh = FbxMesh.Create (scene, "cube");
  47. meshNode.SetNodeAttribute (cubeMesh);
  48. scene.GetRootNode ().AddChild (meshNode);
  49. cubeMesh.InitControlPoints (24);
  50. for (int i = 0; i < cubeMesh.GetControlPointsCount (); i++) {
  51. cubeMesh.SetControlPointAt (m_controlPoints [i], i);
  52. }
  53. // A cube: 6 polygons with 4 vertices each
  54. int[] vertices =
  55. {
  56. 0, 1, 2, 3,
  57. 4, 5, 6, 7,
  58. 8, 9, 10, 11,
  59. 12, 13, 14, 15,
  60. 16, 17, 18, 19,
  61. 20, 21, 22, 23
  62. };
  63. for (int i = 0; i < 6; i++)
  64. {
  65. cubeMesh.BeginPolygon(pGroup: -1);
  66. for (int j = 0; j < 4; j++)
  67. {
  68. cubeMesh.AddPolygon(vertices[i * 4 + j]);
  69. }
  70. cubeMesh.EndPolygon();
  71. }
  72. return scene;
  73. }
  74. protected override void CheckScene (FbxScene scene)
  75. {
  76. FbxScene origScene = CreateScene (FbxManager);
  77. Assert.IsNotNull (origScene);
  78. Assert.IsNotNull (scene);
  79. // Retrieve the mesh from each scene
  80. FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
  81. FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
  82. Assert.IsNotNull (origMesh);
  83. Assert.IsNotNull (importMesh);
  84. // check that the control points match
  85. Assert.AreEqual(origMesh.GetControlPointsCount(), importMesh.GetControlPointsCount());
  86. for (int i = 0; i < origMesh.GetControlPointsCount (); i++) {
  87. FbxVector4 origControlPoint = origMesh.GetControlPointAt (i);
  88. FbxVector4 importControlPoint = importMesh.GetControlPointAt (i);
  89. // Note: Ignoring W as no matter what it is set to it always imports as 0
  90. Assert.AreEqual (origControlPoint.X, importControlPoint.X);
  91. Assert.AreEqual (origControlPoint.Y, importControlPoint.Y);
  92. Assert.AreEqual (origControlPoint.Z, importControlPoint.Z);
  93. }
  94. }
  95. }
  96. public class StaticMeshWithNormalsExportTest : StaticMeshExportTest
  97. {
  98. // Define normal vectors along each axis
  99. protected FbxVector4 normalXPos = new FbxVector4(1,0,0);
  100. protected FbxVector4 normalXNeg = new FbxVector4(-1,0,0);
  101. protected FbxVector4 normalYPos = new FbxVector4(0,1,0);
  102. protected FbxVector4 normalYNeg = new FbxVector4(0,-1,0);
  103. protected FbxVector4 normalZPos = new FbxVector4(0,0,1);
  104. protected FbxVector4 normalZNeg = new FbxVector4(0,0,-1);
  105. protected override FbxScene CreateScene (FbxManager manager)
  106. {
  107. FbxScene scene = base.CreateScene (manager);
  108. // Add normals, binormals, UVs, tangents and vertex colors to the cube
  109. FbxMesh cubeMesh = scene.GetRootNode ().GetChild (0).GetMesh ();
  110. // Add normals
  111. /// Set the Normals on Layer 0.
  112. FbxLayer fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
  113. if (fbxLayer == null)
  114. {
  115. cubeMesh.CreateLayer ();
  116. fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
  117. }
  118. using (var fbxLayerElement = FbxLayerElementNormal.Create (cubeMesh, "Normals"))
  119. {
  120. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
  121. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
  122. // Add one normal per each vertex face index (3 per triangle)
  123. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  124. // Assign the normal vectors in the same order the control points were defined
  125. FbxVector4[] normals = {normalZPos, normalXPos, normalZNeg, normalXNeg, normalYPos, normalYNeg};
  126. for (int n = 0; n < normals.Length; n++) {
  127. for (int i = 0; i < 4; i++) {
  128. fbxElementArray.Add (normals [n]);
  129. }
  130. }
  131. fbxLayer.SetNormals (fbxLayerElement);
  132. }
  133. /// Set the binormals on Layer 0.
  134. using (var fbxLayerElement = FbxLayerElementBinormal.Create (cubeMesh, "Binormals"))
  135. {
  136. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
  137. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
  138. // Add one normal per each vertex face index (3 per triangle)
  139. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  140. for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) {
  141. fbxElementArray.Add (new FbxVector4 (-1,0,1)); // TODO: set to correct values
  142. }
  143. fbxLayer.SetBinormals (fbxLayerElement);
  144. }
  145. /// Set the tangents on Layer 0.
  146. using (var fbxLayerElement = FbxLayerElementTangent.Create (cubeMesh, "Tangents"))
  147. {
  148. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
  149. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
  150. // Add one normal per each vertex face index (3 per triangle)
  151. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  152. for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) {
  153. fbxElementArray.Add (new FbxVector4 (0,-1,1)); // TODO: set to correct values
  154. }
  155. fbxLayer.SetTangents (fbxLayerElement);
  156. }
  157. // set the vertex colors
  158. using (var fbxLayerElement = FbxLayerElementVertexColor.Create (cubeMesh, "VertexColors"))
  159. {
  160. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
  161. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
  162. // Add one normal per each vertex face index (3 per triangle)
  163. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  164. // make each vertex either black or white
  165. for (int n = 0; n < cubeMesh.GetControlPointsCount (); n++) {
  166. fbxElementArray.Add (new FbxColor (n % 2, n % 2, n % 2));
  167. }
  168. fbxLayer.SetVertexColors (fbxLayerElement);
  169. }
  170. // set the UVs
  171. using (var fbxLayerElement = FbxLayerElementUV.Create (cubeMesh, "UVSet"))
  172. {
  173. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByPolygonVertex);
  174. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eIndexToDirect);
  175. // set texture coordinates per vertex
  176. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  177. for (int n = 0; n < 8; n++) {
  178. fbxElementArray.Add (new FbxVector2 (n % 2,1)); // TODO: switch to correct values
  179. }
  180. // For each face index, point to a texture uv
  181. FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray ();
  182. fbxIndexArray.SetCount (24);
  183. for (int vertIndex = 0; vertIndex < 24; vertIndex++)
  184. {
  185. fbxIndexArray.SetAt (vertIndex, vertIndex % 8); // TODO: switch to correct values
  186. }
  187. fbxLayer.SetUVs (fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
  188. }
  189. return scene;
  190. }
  191. protected override void CheckScene (FbxScene scene)
  192. {
  193. base.CheckScene (scene);
  194. FbxScene origScene = CreateScene (FbxManager);
  195. Assert.IsNotNull (origScene);
  196. // Retrieve the mesh from each scene
  197. FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
  198. FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
  199. // get the layers
  200. FbxLayer origLayer = origMesh.GetLayer (0 /* default layer */);
  201. FbxLayer importLayer = importMesh.GetLayer (0 /* default layer */);
  202. // Check normals
  203. CheckFbxElementVector4(origLayer.GetNormals(), importLayer.GetNormals());
  204. // Check binormals
  205. CheckFbxElementVector4(origLayer.GetBinormals(), importLayer.GetBinormals());
  206. // Check tangents
  207. CheckFbxElementVector4(origLayer.GetTangents(), importLayer.GetTangents());
  208. // Check vertex colors
  209. var origVertexColorElement = origLayer.GetVertexColors();
  210. var importVertexColorElement = importLayer.GetVertexColors ();
  211. Assert.AreEqual (origVertexColorElement.GetMappingMode (), importVertexColorElement.GetMappingMode());
  212. Assert.AreEqual (origVertexColorElement.GetReferenceMode (), importVertexColorElement.GetReferenceMode ());
  213. var origVertexColorElementArray = origVertexColorElement.GetDirectArray ();
  214. var importVertexColorElementArray = importVertexColorElement.GetDirectArray ();
  215. Assert.AreEqual (origVertexColorElementArray.GetCount (), importVertexColorElementArray.GetCount ());
  216. for (int i = 0; i < origVertexColorElementArray.GetCount (); i++) {
  217. Assert.AreEqual (origVertexColorElementArray.GetAt (i), importVertexColorElementArray.GetAt (i));
  218. }
  219. // Check UVs
  220. var origUVElement = origLayer.GetUVs();
  221. var importUVElement = importLayer.GetUVs ();
  222. Assert.AreEqual (origUVElement.GetMappingMode (), importUVElement.GetMappingMode());
  223. Assert.AreEqual (origUVElement.GetReferenceMode (), importUVElement.GetReferenceMode ());
  224. var origUVElementArray = origUVElement.GetDirectArray ();
  225. var importUVElementArray = importUVElement.GetDirectArray ();
  226. Assert.AreEqual (origUVElementArray.GetCount (), importUVElementArray.GetCount ());
  227. for (int i = 0; i < origUVElementArray.GetCount (); i++) {
  228. Assert.AreEqual (origUVElementArray.GetAt (i), importUVElementArray.GetAt (i));
  229. }
  230. var origUVElementIndex = origUVElement.GetIndexArray ();
  231. var importUVElementIndex = origUVElement.GetIndexArray ();
  232. Assert.AreEqual (origUVElementIndex.GetCount (), importUVElementIndex.GetCount ());
  233. for (int i = 0; i < origUVElementIndex.GetCount (); i++) {
  234. Assert.AreEqual (origUVElementIndex.GetAt (i), importUVElementIndex.GetAt (i));
  235. }
  236. }
  237. // helper for above, to check normals, binormals, and tangents
  238. protected void CheckFbxElementVector4(
  239. FbxLayerElementTemplateFbxVector4 origElement,
  240. FbxLayerElementTemplateFbxVector4 importElement)
  241. {
  242. Assert.AreEqual (origElement.GetMappingMode (), importElement.GetMappingMode());
  243. Assert.AreEqual (origElement.GetReferenceMode (), importElement.GetReferenceMode ());
  244. var origElementArray = origElement.GetDirectArray ();
  245. var importElementArray = importElement.GetDirectArray ();
  246. Assert.AreEqual (origElementArray.GetCount (), importElementArray.GetCount ());
  247. for (int i = 0; i < origElementArray.GetCount (); i++) {
  248. Assert.AreEqual (origElementArray.GetAt (i), importElementArray.GetAt (i));
  249. }
  250. }
  251. }
  252. public class StaticMeshWithMaterialExportTest : StaticMeshExportTest {
  253. private string m_materialName = "MaterialTest";
  254. enum PropertyType { Color, Double3, Double };
  255. struct Property {
  256. public PropertyType type;
  257. public string name;
  258. public Property(string name, PropertyType type){
  259. this.name = name;
  260. this.type = type;
  261. }
  262. }
  263. protected override FbxScene CreateScene (FbxManager manager)
  264. {
  265. FbxScene scene = base.CreateScene (manager);
  266. // Set the UVs
  267. FbxMesh cubeMesh = scene.GetRootNode ().GetChild (0).GetMesh ();
  268. FbxLayer fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
  269. if (fbxLayer == null)
  270. {
  271. cubeMesh.CreateLayer ();
  272. fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
  273. }
  274. using (var fbxLayerElement = FbxLayerElementUV.Create (cubeMesh, "UVSet"))
  275. {
  276. fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByPolygonVertex);
  277. fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eIndexToDirect);
  278. // set texture coordinates per vertex
  279. FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
  280. for (int n = 0; n < 8; n++) {
  281. fbxElementArray.Add (new FbxVector2 (n % 2,1)); // TODO: switch to correct values
  282. }
  283. // For each face index, point to a texture uv
  284. FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray ();
  285. fbxIndexArray.SetCount (24);
  286. for (int vertIndex = 0; vertIndex < 24; vertIndex++)
  287. {
  288. fbxIndexArray.SetAt (vertIndex, vertIndex % 8); // TODO: switch to correct values
  289. }
  290. fbxLayer.SetUVs (fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
  291. }
  292. // Create the material
  293. var fbxMaterial = FbxSurfacePhong.Create (scene, m_materialName);
  294. fbxMaterial.Diffuse.Set(new FbxColor(1,1,1));
  295. fbxMaterial.Emissive.Set(new FbxColor(0.5,0.1,0.2));
  296. fbxMaterial.Ambient.Set(new FbxDouble3 (0.3, 0.4, 0));
  297. fbxMaterial.BumpFactor.Set (0.6);
  298. fbxMaterial.Specular.Set(new FbxDouble3(0.8, 0.7, 0.9));
  299. // Create and add the texture
  300. var fbxMaterialProperty = fbxMaterial.FindProperty (FbxSurfaceMaterial.sDiffuse);
  301. Assert.IsNotNull (fbxMaterialProperty);
  302. Assert.IsTrue (fbxMaterialProperty.IsValid ());
  303. var fbxTexture = FbxFileTexture.Create (fbxMaterial, FbxSurfaceMaterial.sDiffuse + "_Texture");
  304. fbxTexture.SetFileName ("/path/to/some/texture.jpg");
  305. fbxTexture.SetTextureUse (FbxTexture.ETextureUse.eStandard);
  306. fbxTexture.SetMappingType (FbxTexture.EMappingType.eUV);
  307. fbxTexture.ConnectDstProperty (fbxMaterialProperty);
  308. scene.GetRootNode ().GetChild (0).AddMaterial (fbxMaterial);
  309. return scene;
  310. }
  311. protected override void CheckScene (FbxScene scene)
  312. {
  313. base.CheckScene (scene);
  314. FbxScene origScene = CreateScene (FbxManager);
  315. Assert.IsNotNull (origScene);
  316. // Retrieve the mesh from each scene
  317. FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
  318. FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
  319. // get the layers
  320. FbxLayer origLayer = origMesh.GetLayer (0 /* default layer */);
  321. FbxLayer importLayer = importMesh.GetLayer (0 /* default layer */);
  322. // Check UVs
  323. var origUVElement = origLayer.GetUVs();
  324. var importUVElement = importLayer.GetUVs ();
  325. Assert.AreEqual (origUVElement.GetMappingMode (), importUVElement.GetMappingMode());
  326. Assert.AreEqual (origUVElement.GetReferenceMode (), importUVElement.GetReferenceMode ());
  327. var origUVElementArray = origUVElement.GetDirectArray ();
  328. var importUVElementArray = importUVElement.GetDirectArray ();
  329. Assert.AreEqual (origUVElementArray.GetCount (), importUVElementArray.GetCount ());
  330. for (int i = 0; i < origUVElementArray.GetCount (); i++) {
  331. Assert.AreEqual (origUVElementArray.GetAt (i), importUVElementArray.GetAt (i));
  332. }
  333. var origUVElementIndex = origUVElement.GetIndexArray ();
  334. var importUVElementIndex = origUVElement.GetIndexArray ();
  335. Assert.AreEqual (origUVElementIndex.GetCount (), importUVElementIndex.GetCount ());
  336. for (int i = 0; i < origUVElementIndex.GetCount (); i++) {
  337. Assert.AreEqual (origUVElementIndex.GetAt (i), importUVElementIndex.GetAt (i));
  338. }
  339. // Check material and texture
  340. var origNode = origScene.GetRootNode().GetChild(0);
  341. int origMatIndex = origNode.GetMaterialIndex (m_materialName);
  342. Assert.GreaterOrEqual (origMatIndex, 0);
  343. var origMaterial = origNode.GetMaterial(origMatIndex);
  344. Assert.IsNotNull (origMaterial);
  345. var importNode = scene.GetRootNode().GetChild(0);
  346. int importMatIndex = importNode.GetMaterialIndex (m_materialName);
  347. Assert.GreaterOrEqual (importMatIndex, 0);
  348. var importMaterial = importNode.GetMaterial (importMatIndex);
  349. Assert.IsNotNull (importMaterial);
  350. // TODO: Add ability to Downcast the material to an FbxSurfacePhong.
  351. Property[] materialProperties = {
  352. new Property (FbxSurfaceMaterial.sDiffuse, PropertyType.Color),
  353. new Property (FbxSurfaceMaterial.sEmissive, PropertyType.Color),
  354. new Property (FbxSurfaceMaterial.sAmbient, PropertyType.Double3),
  355. new Property (FbxSurfaceMaterial.sSpecular, PropertyType.Double3),
  356. new Property (FbxSurfaceMaterial.sBumpFactor, PropertyType.Double)
  357. };
  358. FbxProperty origMaterialDiffuseProperty = null;
  359. FbxProperty importMaterialDiffuseProperty = null;
  360. foreach (var prop in materialProperties) {
  361. FbxProperty origProp = origMaterial.FindProperty (prop.name);
  362. Assert.IsNotNull (origProp);
  363. Assert.IsTrue (origProp.IsValid ());
  364. FbxProperty importProp = importMaterial.FindProperty (prop.name);
  365. Assert.IsNotNull (importProp);
  366. Assert.IsTrue (importProp.IsValid ());
  367. switch (prop.type){
  368. case PropertyType.Color:
  369. Assert.AreEqual (origProp.GetFbxColor(), importProp.GetFbxColor());
  370. break;
  371. case PropertyType.Double3:
  372. Assert.AreEqual (origProp.GetFbxDouble3(), importProp.GetFbxDouble3());
  373. break;
  374. case PropertyType.Double:
  375. Assert.AreEqual (origProp.GetDouble(), importProp.GetDouble());
  376. break;
  377. default:
  378. break;
  379. }
  380. if(prop.name.Equals(FbxSurfaceMaterial.sDiffuse)){
  381. origMaterialDiffuseProperty = origProp;
  382. importMaterialDiffuseProperty = importProp;
  383. }
  384. }
  385. Assert.IsNotNull (origMaterialDiffuseProperty);
  386. Assert.IsNotNull (importMaterialDiffuseProperty);
  387. var origTexture = origMaterialDiffuseProperty.FindSrcObject (FbxSurfaceMaterial.sDiffuse + "_Texture");
  388. Assert.IsNotNull (origTexture);
  389. var importTexture = importMaterialDiffuseProperty.FindSrcObject (FbxSurfaceMaterial.sDiffuse + "_Texture");
  390. Assert.IsNotNull (importTexture);
  391. // TODO: Trying to Downcast the texture to an FbxFileTexture returns a null value,
  392. // need to figure out how to fix this so we can access the texture properties.
  393. /*Assert.AreEqual (origTexture.GetFileName (), importTexture.GetFileName ());
  394. Assert.AreEqual (origTexture.GetTextureUse (), importTexture.GetTextureUse ());
  395. Assert.AreEqual (origTexture.GetMappingType (), importTexture.GetMappingType ());*/
  396. }
  397. }
  398. }