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- using UnityEngine;
- using System;
- using System.Linq;
- using System.Collections;
- using System.Collections.Generic;
- namespace TMPro
- {
- public enum VertexSortingOrder { Normal, Reverse };
- /// <summary>
- /// Structure which contains the vertex attributes (geometry) of the text object.
- /// </summary>
- public struct TMP_MeshInfo
- {
- private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
- private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f);
- private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f);
- private static readonly Bounds s_DefaultBounds = new Bounds();
- public Mesh mesh;
- public int vertexCount;
- public Vector3[] vertices;
- public Vector3[] normals;
- public Vector4[] tangents;
- public Vector2[] uvs0;
- public Vector2[] uvs2;
- //public Vector2[] uvs4;
- public Color32[] colors32;
- public int[] triangles;
- public Material material;
- /// <summary>
- /// Function to pre-allocate vertex attributes for a mesh of size X.
- /// </summary>
- /// <param name="mesh"></param>
- /// <param name="size"></param>
- public TMP_MeshInfo(Mesh mesh, int size)
- {
- // Reference to the TMP Text Component.
- //this.textComponent = null;
- // Clear existing mesh data
- if (mesh == null)
- mesh = new Mesh();
- else
- mesh.Clear();
- this.mesh = mesh;
- // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
- size = Mathf.Min(size, 16383);
- int sizeX4 = size * 4;
- int sizeX6 = size * 6;
- this.vertexCount = 0;
- this.vertices = new Vector3[sizeX4];
- this.uvs0 = new Vector2[sizeX4];
- this.uvs2 = new Vector2[sizeX4];
- //this.uvs4 = new Vector2[sizeX4]; // SDF scale data
- this.colors32 = new Color32[sizeX4];
- this.normals = new Vector3[sizeX4];
- this.tangents = new Vector4[sizeX4];
- this.triangles = new int[sizeX6];
- int index_X6 = 0;
- int index_X4 = 0;
- while (index_X4 / 4 < size)
- {
- for (int i = 0; i < 4; i++)
- {
- this.vertices[index_X4 + i] = Vector3.zero;
- this.uvs0[index_X4 + i] = Vector2.zero;
- this.uvs2[index_X4 + i] = Vector2.zero;
- //this.uvs4[index_X4 + i] = Vector2.zero;
- this.colors32[index_X4 + i] = s_DefaultColor;
- this.normals[index_X4 + i] = s_DefaultNormal;
- this.tangents[index_X4 + i] = s_DefaultTangent;
- }
- this.triangles[index_X6 + 0] = index_X4 + 0;
- this.triangles[index_X6 + 1] = index_X4 + 1;
- this.triangles[index_X6 + 2] = index_X4 + 2;
- this.triangles[index_X6 + 3] = index_X4 + 2;
- this.triangles[index_X6 + 4] = index_X4 + 3;
- this.triangles[index_X6 + 5] = index_X4 + 0;
- index_X4 += 4;
- index_X6 += 6;
- }
- // Pre-assign base vertex attributes.
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- this.mesh.triangles = this.triangles;
- this.mesh.bounds = s_DefaultBounds;
- this.material = null;
- }
- /// <summary>
- /// Function to pre-allocate vertex attributes for a mesh of size X.
- /// </summary>
- /// <param name="mesh"></param>
- /// <param name="size"></param>
- /// <param name="isVolumetric"></param>
- public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric)
- {
- // Reference to the TMP Text Component.
- //this.textComponent = null;
- // Clear existing mesh data
- if (mesh == null)
- mesh = new Mesh();
- else
- mesh.Clear();
- this.mesh = mesh;
- int s0 = !isVolumetric ? 4 : 8;
- int s1 = !isVolumetric ? 6 : 36;
- // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
- size = Mathf.Min(size, 65532 / s0);
- int size_x_s0 = size * s0;
- int size_x_s1 = size * s1;
- this.vertexCount = 0;
- this.vertices = new Vector3[size_x_s0];
- this.uvs0 = new Vector2[size_x_s0];
- this.uvs2 = new Vector2[size_x_s0];
- //this.uvs4 = new Vector2[sizeX8]; // SDF scale data
- this.colors32 = new Color32[size_x_s0];
- this.normals = new Vector3[size_x_s0];
- this.tangents = new Vector4[size_x_s0];
- this.triangles = new int[size_x_s1];
- int index_x_s0 = 0;
- int index_x_s1 = 0;
- while (index_x_s0 / s0 < size)
- {
- for (int i = 0; i < s0; i++)
- {
- this.vertices[index_x_s0 + i] = Vector3.zero;
- this.uvs0[index_x_s0 + i] = Vector2.zero;
- this.uvs2[index_x_s0 + i] = Vector2.zero;
- //this.uvs4[index_X4 + i] = Vector2.zero;
- this.colors32[index_x_s0 + i] = s_DefaultColor;
- this.normals[index_x_s0 + i] = s_DefaultNormal;
- this.tangents[index_x_s0 + i] = s_DefaultTangent;
- }
- // Front Face
- this.triangles[index_x_s1 + 0] = index_x_s0 + 0;
- this.triangles[index_x_s1 + 1] = index_x_s0 + 1;
- this.triangles[index_x_s1 + 2] = index_x_s0 + 2;
- this.triangles[index_x_s1 + 3] = index_x_s0 + 2;
- this.triangles[index_x_s1 + 4] = index_x_s0 + 3;
- this.triangles[index_x_s1 + 5] = index_x_s0 + 0;
- if (isVolumetric)
- {
- // Left Face
- this.triangles[index_x_s1 + 6] = index_x_s0 + 4;
- this.triangles[index_x_s1 + 7] = index_x_s0 + 5;
- this.triangles[index_x_s1 + 8] = index_x_s0 + 1;
- this.triangles[index_x_s1 + 9] = index_x_s0 + 1;
- this.triangles[index_x_s1 + 10] = index_x_s0 + 0;
- this.triangles[index_x_s1 + 11] = index_x_s0 + 4;
- // Right Face
- this.triangles[index_x_s1 + 12] = index_x_s0 + 3;
- this.triangles[index_x_s1 + 13] = index_x_s0 + 2;
- this.triangles[index_x_s1 + 14] = index_x_s0 + 6;
- this.triangles[index_x_s1 + 15] = index_x_s0 + 6;
- this.triangles[index_x_s1 + 16] = index_x_s0 + 7;
- this.triangles[index_x_s1 + 17] = index_x_s0 + 3;
- // Top Face
- this.triangles[index_x_s1 + 18] = index_x_s0 + 1;
- this.triangles[index_x_s1 + 19] = index_x_s0 + 5;
- this.triangles[index_x_s1 + 20] = index_x_s0 + 6;
- this.triangles[index_x_s1 + 21] = index_x_s0 + 6;
- this.triangles[index_x_s1 + 22] = index_x_s0 + 2;
- this.triangles[index_x_s1 + 23] = index_x_s0 + 1;
- // Bottom Face
- this.triangles[index_x_s1 + 24] = index_x_s0 + 4;
- this.triangles[index_x_s1 + 25] = index_x_s0 + 0;
- this.triangles[index_x_s1 + 26] = index_x_s0 + 3;
- this.triangles[index_x_s1 + 27] = index_x_s0 + 3;
- this.triangles[index_x_s1 + 28] = index_x_s0 + 7;
- this.triangles[index_x_s1 + 29] = index_x_s0 + 4;
- // Back Face
- this.triangles[index_x_s1 + 30] = index_x_s0 + 7;
- this.triangles[index_x_s1 + 31] = index_x_s0 + 6;
- this.triangles[index_x_s1 + 32] = index_x_s0 + 5;
- this.triangles[index_x_s1 + 33] = index_x_s0 + 5;
- this.triangles[index_x_s1 + 34] = index_x_s0 + 4;
- this.triangles[index_x_s1 + 35] = index_x_s0 + 7;
- }
- index_x_s0 += s0;
- index_x_s1 += s1;
- }
- // Pre-assign base vertex attributes.
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- this.mesh.triangles = this.triangles;
- this.mesh.bounds = s_DefaultBounds;
- this.material = null;
- }
- /// <summary>
- /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
- /// </summary>
- /// <param name="meshData"></param>
- /// <param name="size"></param>
- public void ResizeMeshInfo(int size)
- {
- // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
- size = Mathf.Min(size, 16383);
- int size_X4 = size * 4;
- int size_X6 = size * 6;
- int previousSize = this.vertices.Length / 4;
- Array.Resize(ref this.vertices, size_X4);
- Array.Resize(ref this.normals, size_X4);
- Array.Resize(ref this.tangents, size_X4);
- Array.Resize(ref this.uvs0, size_X4);
- Array.Resize(ref this.uvs2, size_X4);
- //Array.Resize(ref this.uvs4, size_X4);
- Array.Resize(ref this.colors32, size_X4);
- Array.Resize(ref this.triangles, size_X6);
- // Re-assign Normals, Tangents and Triangles
- if (size <= previousSize)
- {
- this.mesh.triangles = this.triangles;
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- return;
- }
- for (int i = previousSize; i < size; i++)
- {
- int index_X4 = i * 4;
- int index_X6 = i * 6;
- this.normals[0 + index_X4] = s_DefaultNormal;
- this.normals[1 + index_X4] = s_DefaultNormal;
- this.normals[2 + index_X4] = s_DefaultNormal;
- this.normals[3 + index_X4] = s_DefaultNormal;
- this.tangents[0 + index_X4] = s_DefaultTangent;
- this.tangents[1 + index_X4] = s_DefaultTangent;
- this.tangents[2 + index_X4] = s_DefaultTangent;
- this.tangents[3 + index_X4] = s_DefaultTangent;
- // Setup Triangles
- this.triangles[0 + index_X6] = 0 + index_X4;
- this.triangles[1 + index_X6] = 1 + index_X4;
- this.triangles[2 + index_X6] = 2 + index_X4;
- this.triangles[3 + index_X6] = 2 + index_X4;
- this.triangles[4 + index_X6] = 3 + index_X4;
- this.triangles[5 + index_X6] = 0 + index_X4;
- }
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- this.mesh.triangles = this.triangles;
- }
- /// <summary>
- /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
- /// </summary>
- /// <param name="size"></param>
- /// <param name="isVolumetric"></param>
- public void ResizeMeshInfo(int size, bool isVolumetric)
- {
- int s0 = !isVolumetric ? 4 : 8;
- int s1 = !isVolumetric ? 6 : 36;
- // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
- size = Mathf.Min(size, 65532 / s0);
- int size_X4 = size * s0;
- int size_X6 = size * s1;
- int previousSize = this.vertices.Length / s0;
- Array.Resize(ref this.vertices, size_X4);
- Array.Resize(ref this.normals, size_X4);
- Array.Resize(ref this.tangents, size_X4);
- Array.Resize(ref this.uvs0, size_X4);
- Array.Resize(ref this.uvs2, size_X4);
- //Array.Resize(ref this.uvs4, size_X4);
- Array.Resize(ref this.colors32, size_X4);
- Array.Resize(ref this.triangles, size_X6);
- // Re-assign Normals, Tangents and Triangles
- if (size <= previousSize)
- {
- this.mesh.triangles = this.triangles;
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- return;
- }
- for (int i = previousSize; i < size; i++)
- {
- int index_X4 = i * s0;
- int index_X6 = i * s1;
- this.normals[0 + index_X4] = s_DefaultNormal;
- this.normals[1 + index_X4] = s_DefaultNormal;
- this.normals[2 + index_X4] = s_DefaultNormal;
- this.normals[3 + index_X4] = s_DefaultNormal;
- this.tangents[0 + index_X4] = s_DefaultTangent;
- this.tangents[1 + index_X4] = s_DefaultTangent;
- this.tangents[2 + index_X4] = s_DefaultTangent;
- this.tangents[3 + index_X4] = s_DefaultTangent;
- if (isVolumetric)
- {
- this.normals[4 + index_X4] = s_DefaultNormal;
- this.normals[5 + index_X4] = s_DefaultNormal;
- this.normals[6 + index_X4] = s_DefaultNormal;
- this.normals[7 + index_X4] = s_DefaultNormal;
- this.tangents[4 + index_X4] = s_DefaultTangent;
- this.tangents[5 + index_X4] = s_DefaultTangent;
- this.tangents[6 + index_X4] = s_DefaultTangent;
- this.tangents[7 + index_X4] = s_DefaultTangent;
- }
- // Setup Triangles
- this.triangles[0 + index_X6] = 0 + index_X4;
- this.triangles[1 + index_X6] = 1 + index_X4;
- this.triangles[2 + index_X6] = 2 + index_X4;
- this.triangles[3 + index_X6] = 2 + index_X4;
- this.triangles[4 + index_X6] = 3 + index_X4;
- this.triangles[5 + index_X6] = 0 + index_X4;
- if (isVolumetric)
- {
- // Left Face
- this.triangles[index_X6 + 6] = index_X4 + 4;
- this.triangles[index_X6 + 7] = index_X4 + 5;
- this.triangles[index_X6 + 8] = index_X4 + 1;
- this.triangles[index_X6 + 9] = index_X4 + 1;
- this.triangles[index_X6 + 10] = index_X4 + 0;
- this.triangles[index_X6 + 11] = index_X4 + 4;
- // Right Face
- this.triangles[index_X6 + 12] = index_X4 + 3;
- this.triangles[index_X6 + 13] = index_X4 + 2;
- this.triangles[index_X6 + 14] = index_X4 + 6;
- this.triangles[index_X6 + 15] = index_X4 + 6;
- this.triangles[index_X6 + 16] = index_X4 + 7;
- this.triangles[index_X6 + 17] = index_X4 + 3;
- // Top Face
- this.triangles[index_X6 + 18] = index_X4 + 1;
- this.triangles[index_X6 + 19] = index_X4 + 5;
- this.triangles[index_X6 + 20] = index_X4 + 6;
- this.triangles[index_X6 + 21] = index_X4 + 6;
- this.triangles[index_X6 + 22] = index_X4 + 2;
- this.triangles[index_X6 + 23] = index_X4 + 1;
- // Bottom Face
- this.triangles[index_X6 + 24] = index_X4 + 4;
- this.triangles[index_X6 + 25] = index_X4 + 0;
- this.triangles[index_X6 + 26] = index_X4 + 3;
- this.triangles[index_X6 + 27] = index_X4 + 3;
- this.triangles[index_X6 + 28] = index_X4 + 7;
- this.triangles[index_X6 + 29] = index_X4 + 4;
- // Back Face
- this.triangles[index_X6 + 30] = index_X4 + 7;
- this.triangles[index_X6 + 31] = index_X4 + 6;
- this.triangles[index_X6 + 32] = index_X4 + 5;
- this.triangles[index_X6 + 33] = index_X4 + 5;
- this.triangles[index_X6 + 34] = index_X4 + 4;
- this.triangles[index_X6 + 35] = index_X4 + 7;
- }
- }
- this.mesh.vertices = this.vertices;
- this.mesh.normals = this.normals;
- this.mesh.tangents = this.tangents;
- this.mesh.triangles = this.triangles;
- }
- /// <summary>
- /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
- /// </summary>
- public void Clear()
- {
- if (this.vertices == null) return;
- Array.Clear(this.vertices, 0, this.vertices.Length);
- this.vertexCount = 0;
- if (this.mesh != null)
- this.mesh.vertices = this.vertices;
- }
- /// <summary>
- /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
- /// </summary>
- public void Clear(bool uploadChanges)
- {
- if (this.vertices == null) return;
- Array.Clear(this.vertices, 0, this.vertices.Length);
- this.vertexCount = 0;
- if (uploadChanges && this.mesh != null)
- this.mesh.vertices = this.vertices;
- if (this.mesh != null)
- this.mesh.bounds = s_DefaultBounds;
- }
- /// <summary>
- /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
- /// </summary>
- public void ClearUnusedVertices()
- {
- int length = vertices.Length - vertexCount;
- if (length > 0)
- Array.Clear(vertices, vertexCount, length);
- }
- /// <summary>
- /// Function used to mark unused vertices as degenerate.
- /// </summary>
- /// <param name="startIndex"></param>
- public void ClearUnusedVertices(int startIndex)
- {
- int length = this.vertices.Length - startIndex;
- if (length > 0)
- Array.Clear(this.vertices, startIndex, length);
- }
- /// <summary>
- /// Function used to mark unused vertices as degenerate an upload resulting data to the mesh.
- /// </summary>
- /// <param name="startIndex"></param>
- public void ClearUnusedVertices(int startIndex, bool updateMesh)
- {
- int length = this.vertices.Length - startIndex;
- if (length > 0)
- Array.Clear(this.vertices, startIndex, length);
- if (updateMesh && mesh != null)
- this.mesh.vertices = this.vertices;
- }
- public void SortGeometry (VertexSortingOrder order)
- {
- switch (order)
- {
- case VertexSortingOrder.Normal:
- // Do nothing
- break;
- case VertexSortingOrder.Reverse:
- int size = vertexCount / 4;
- for (int i = 0; i < size; i++)
- {
- int src = i * 4;
- int dst = (size - i - 1) * 4;
- if (src < dst)
- SwapVertexData(src, dst);
- }
- break;
- //case VertexSortingOrder.Depth:
- // break;
- }
- }
- /// <summary>
- /// Function to rearrange the quads of the text object to change their rendering order.
- /// </summary>
- /// <param name="sortingOrder"></param>
- public void SortGeometry(IList<int> sortingOrder)
- {
- // Make sure the sorting order array is not larger than the vertices array.
- int indexCount = sortingOrder.Count;
- if (indexCount * 4 > vertices.Length) return;
- int src_index;
- for (int dst_index = 0; dst_index < indexCount; dst_index++)
- {
- src_index = sortingOrder[dst_index];
- while (src_index < dst_index)
- {
- src_index = sortingOrder[src_index];
- }
- // Swap items
- if (src_index != dst_index)
- SwapVertexData(src_index * 4, dst_index * 4);
- //Debug.Log("Swap element [" + dst_index + "] with [" + src_index + "]. Vertex[" + dst_index + "] is " + vertices[dst_index * 4].z);
- }
- }
- /// <summary>
- /// Method to swap the vertex attributes between src and dst quads.
- /// </summary>
- /// <param name="src">Index of the first vertex attribute of the source character / quad.</param>
- /// <param name="dst">Index of the first vertex attribute of the destination character / quad.</param>
- public void SwapVertexData(int src, int dst)
- {
- int src_Index = src; // * 4;
- int dst_Index = dst; // * 4;
- // Swap vertices
- Vector3 vertex;
- vertex = vertices[dst_Index + 0];
- vertices[dst_Index + 0] = vertices[src_Index + 0];
- vertices[src_Index + 0] = vertex;
- vertex = vertices[dst_Index + 1];
- vertices[dst_Index + 1] = vertices[src_Index + 1];
- vertices[src_Index + 1] = vertex;
- vertex = vertices[dst_Index + 2];
- vertices[dst_Index + 2] = vertices[src_Index + 2];
- vertices[src_Index + 2] = vertex;
- vertex = vertices[dst_Index + 3];
- vertices[dst_Index + 3] = vertices[src_Index + 3];
- vertices[src_Index + 3] = vertex;
- //Swap UVs0
- Vector2 uvs;
- uvs = uvs0[dst_Index + 0];
- uvs0[dst_Index + 0] = uvs0[src_Index + 0];
- uvs0[src_Index + 0] = uvs;
- uvs = uvs0[dst_Index + 1];
- uvs0[dst_Index + 1] = uvs0[src_Index + 1];
- uvs0[src_Index + 1] = uvs;
- uvs = uvs0[dst_Index + 2];
- uvs0[dst_Index + 2] = uvs0[src_Index + 2];
- uvs0[src_Index + 2] = uvs;
- uvs = uvs0[dst_Index + 3];
- uvs0[dst_Index + 3] = uvs0[src_Index + 3];
- uvs0[src_Index + 3] = uvs;
- // Swap UVs2
- uvs = uvs2[dst_Index + 0];
- uvs2[dst_Index + 0] = uvs2[src_Index + 0];
- uvs2[src_Index + 0] = uvs;
- uvs = uvs2[dst_Index + 1];
- uvs2[dst_Index + 1] = uvs2[src_Index + 1];
- uvs2[src_Index + 1] = uvs;
- uvs = uvs2[dst_Index + 2];
- uvs2[dst_Index + 2] = uvs2[src_Index + 2];
- uvs2[src_Index + 2] = uvs;
- uvs = uvs2[dst_Index + 3];
- uvs2[dst_Index + 3] = uvs2[src_Index + 3];
- uvs2[src_Index + 3] = uvs;
- // Vertex Colors
- Color32 color;
- color = colors32[dst_Index + 0];
- colors32[dst_Index + 0] = colors32[src_Index + 0];
- colors32[src_Index + 0] = color;
- color = colors32[dst_Index + 1];
- colors32[dst_Index + 1] = colors32[src_Index + 1];
- colors32[src_Index + 1] = color;
- color = colors32[dst_Index + 2];
- colors32[dst_Index + 2] = colors32[src_Index + 2];
- colors32[src_Index + 2] = color;
- color = colors32[dst_Index + 3];
- colors32[dst_Index + 3] = colors32[src_Index + 3];
- colors32[src_Index + 3] = color;
- }
- //int Partition (int start, int end)
- //{
- // float pivot = vertices[end].z;
- // int partitionIndex = start;
- // for (int i = start; i < end; i++)
- // {
- // if (vertices[i].z <= pivot)
- // {
- // Swap(vertices[i], vertices[partitionIndex]);
- // partitionIndex += 1;
- // }
- // }
- // Swap(vertices[partitionIndex], vertices[end]);
- // return partitionIndex;
- //}
- //void Swap(Vector3 a, Vector3 b)
- //{
- // Vector3 temp = a;
- // a = b;
- // b = a;
- //}
- }
- }
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