PrusaSlicer-NonPlainar/sandboxes/opencsg/main.cpp
2019-12-20 12:25:44 +01:00

699 lines
24 KiB
C++

#include <iostream>
#include <utility>
#include <memory>
#include "Engine.hpp"
#include "ShaderCSGDisplay.hpp"
#include <GL/glew.h>
#include <opencsg/opencsg.h>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/slider.h>
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/spinctrl.h>
#include <wx/msgdlg.h>
#include <wx/glcanvas.h>
#include <wx/cmdline.h>
#include "libslic3r/Model.hpp"
#include "libslic3r/Format/3mf.hpp"
#include "libslic3r/SLAPrint.hpp"
#include "slic3r/GUI/Job.hpp"
#include "slic3r/GUI/ProgressStatusBar.hpp"
using namespace Slic3r::GL;
class Renderer {
protected:
wxGLCanvas *m_canvas;
shptr<wxGLContext> m_context;
public:
Renderer(wxGLCanvas *c): m_canvas{c} {
auto ctx = new wxGLContext(m_canvas);
if (!ctx || !ctx->IsOK()) {
wxMessageBox("Could not create OpenGL context.", "Error",
wxOK | wxICON_ERROR);
return;
}
m_context.reset(ctx);
}
wxGLContext * context() { return m_context.get(); }
const wxGLContext * context() const { return m_context.get(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class OCSGRenderer: public Renderer, public Slic3r::GL::CSGDisplay {
public:
OCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
~OCSGRenderer() override { m_scene_cache.clear(); }
};
// Tell the CSGDisplay how to swap buffers and set the gl context.
class ShaderCSGRenderer : public Renderer,
public Slic3r::GL::ShaderCSGDisplay
{
public:
ShaderCSGRenderer(wxGLCanvas *c): Renderer{c} {}
void set_active(long w, long h) override
{
m_canvas->SetCurrent(*m_context);
Slic3r::GL::Display::set_active(w, h);
}
void swap_buffers() override { m_canvas->SwapBuffers(); }
};
// The opengl rendering facility. Here we implement the rendering objects.
class Canvas: public wxGLCanvas
{
// Create the OCSGDisplay for rendering with OpenCSG algorithms
shptr<OCSGRenderer> m_ocsgdisplay = std::make_shared<OCSGRenderer>(this);
// One display is active at a time, the OCSGRenderer by default.
shptr<Slic3r::GL::Display> m_display = m_ocsgdisplay;
public:
template<class...Args>
Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...)
{
Bind(wxEVT_PAINT, [this](wxPaintEvent &) {
// This is required even though dc is not used otherwise.
wxPaintDC dc(this);
// Set the OpenGL viewport according to the client size of this
// canvas. This is done here rather than in a wxSizeEvent handler
// because our OpenGL rendering context (and thus viewport
// setting) is used with multiple canvases: If we updated the
// viewport in the wxSizeEvent handler, changing the size of one
// canvas causes a viewport setting that is wrong when next
// another canvas is repainted.
const wxSize ClientSize = GetClientSize();
m_display->set_screen_size(ClientSize.x, ClientSize.y);
m_display->repaint();
});
}
shptr<Slic3r::GL::Display> get_display() const { return m_display; }
void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
shptr<Slic3r::GL::CSGDisplay> get_ocsg_display() const { return m_ocsgdisplay; }
};
// Enumerate possible mouse events, we will record them.
enum EEvents { LCLK_U, RCLK_U, LCLK_D, RCLK_D, DDCLK, SCRL, MV };
struct Event
{
EEvents type;
long a, b;
Event(EEvents t, long x = 0, long y = 0) : type{t}, a{x}, b{y} {}
};
// Create a special mouse input adapter, which can store (record) the received
// mouse signals into a file and play back the stored events later.
class RecorderMouseInput: public MouseInput {
std::vector<Event> m_events;
bool m_recording = false, m_playing = false;
public:
void left_click_down() override
{
if (m_recording) m_events.emplace_back(LCLK_D);
if (!m_playing) MouseInput::left_click_down();
}
void left_click_up() override
{
if (m_recording) m_events.emplace_back(LCLK_U);
if (!m_playing) MouseInput::left_click_up();
}
void right_click_down() override
{
if (m_recording) m_events.emplace_back(RCLK_D);
if (!m_playing) MouseInput::right_click_down();
}
void right_click_up() override
{
if (m_recording) m_events.emplace_back(RCLK_U);
if (!m_playing) MouseInput::right_click_up();
}
void double_click() override
{
if (m_recording) m_events.emplace_back(DDCLK);
if (!m_playing) MouseInput::double_click();
}
void scroll(long v, long d, WheelAxis wa) override
{
if (m_recording) m_events.emplace_back(SCRL, v, d);
if (!m_playing) MouseInput::scroll(v, d, wa);
}
void move_to(long x, long y) override
{
if (m_recording) m_events.emplace_back(MV, x, y);
if (!m_playing) MouseInput::move_to(x, y);
}
void save(std::ostream &stream)
{
for (const Event &evt : m_events)
stream << evt.type << " " << evt.a << " " << evt.b << std::endl;
}
void load(std::istream &stream)
{
m_events.clear();
while (stream.good()) {
int type; long a, b;
stream >> type >> a >> b;
m_events.emplace_back(EEvents(type), a, b);
}
}
void record(bool r) { m_recording = r; if (r) m_events.clear(); }
void play()
{
m_playing = true;
std::cout << "Mouse is playing back" << std::endl;
for (const Event &evt : m_events) {
switch (evt.type) {
case LCLK_U: MouseInput::left_click_up(); break;
case LCLK_D: MouseInput::left_click_down(); break;
case RCLK_U: MouseInput::right_click_up(); break;
case RCLK_D: MouseInput::right_click_down(); break;
case DDCLK: MouseInput::double_click(); break;
case SCRL: MouseInput::scroll(evt.a, evt.b, WheelAxis::waVertical); break;
case MV: MouseInput::move_to(evt.a, evt.b); break;
}
wxYield();
if (!m_playing)
break;
}
m_playing = false;
}
void stop() { m_playing = false; }
bool is_playing() const { return m_playing; }
};
// The top level frame of the application.
class MyFrame: public wxFrame
{
// Instantiate the 3D engine.
shptr<Scene> m_scene; // Model
shptr<Canvas> m_canvas; // View
shptr<Controller> m_ctl; // Controller
// Add a status bar with progress indication.
shptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
RecorderMouseInput m_mouse;
// When loading a Model from 3mf and preparing it, we use a separate thread.
class SLAJob: public Slic3r::GUI::Job {
MyFrame *m_parent;
std::unique_ptr<Slic3r::SLAPrint> m_print;
std::string m_fname;
public:
SLAJob(MyFrame *frame, const std::string &fname)
: Slic3r::GUI::Job{frame->m_stbar}
, m_parent{frame}
, m_fname{fname}
{}
// Runs in separate thread
void process() override;
const std::string & get_project_fname() const { return m_fname; }
protected:
// Runs in the UI thread.
void finalize() override
{
m_parent->m_scene->set_print(std::move(m_print));
m_parent->m_stbar->set_status_text(
wxString::Format("Model %s loaded.", m_fname));
std::cout << "Model loaded" << std::endl;
}
};
uqptr<SLAJob> m_ui_job;
// To keep track of the running average of measured fps values.
double m_fps_avg = 0.;
wxToggleButton *m_record_btn;
public:
MyFrame(const wxString & title,
const wxPoint & pos,
const wxSize & size,
const wxCmdLineParser &settings);
// Grab a 3mf and load (hollow it out) within the UI job.
void load_model(const std::string &fname) {
m_ui_job = std::make_unique<SLAJob>(this, fname);
m_ui_job->start();
}
// Load a previously stored mouse event log and play it back.
void play_back_mouse(const std::string &events_fname)
{
std::fstream stream(events_fname, std::fstream::in);
if (stream.good()) {
std::string model_name;
std::getline(stream, model_name);
load_model(model_name);
while (!m_ui_job->is_finalized()) {
wxYield();
}
int w, h;
stream >> w >> h;
SetSize(w, h);
m_mouse.load(stream);
if (m_record_btn) m_record_btn->Disable();
m_mouse.play();
}
}
Canvas * canvas() { return m_canvas.get(); }
const Canvas * canvas() const { return m_canvas.get(); }
// Bind the canvas mouse events to a class implementing MouseInput interface
void bind_canvas_events(MouseInput &msinput);
double get_fps_average() const { return m_fps_avg; }
};
// Possible OpenCSG configuration values. Will be used on the command line and
// on the UI widgets.
static const std::vector<wxString> CSG_ALGS = {"Auto", "Goldfeather", "SCS", "EnricoShader"};
static const std::vector<wxString> CSG_DEPTH = {"Off", "OcclusionQuery", "On"};
static const std::vector<wxString> CSG_OPT = { "Default", "ForceOn", "On", "Off" };
class App : public wxApp {
MyFrame *m_frame = nullptr;
public:
bool OnInit() override {
wxCmdLineParser parser(argc, argv);
parser.AddOption("p", "play", "play back file", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("a", "algorithm", "OpenCSG algorithm [Auto|Goldfeather|SCS]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("d", "depth", "OpenCSG depth strategy [Off|OcclusionQuery|On]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("o", "optimization", "OpenCSG optimization strategy [Default|ForceOn|On|Off]", wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddOption("c", "convexity", "OpenCSG convexity parameter for generic meshes", wxCMD_LINE_VAL_NUMBER, wxCMD_LINE_PARAM_OPTIONAL);
parser.AddSwitch("", "disable-csg", "Disable csg rendering", wxCMD_LINE_PARAM_OPTIONAL);
parser.Parse();
wxString fname;
bool is_play = parser.Found("play", &fname);
m_frame = new MyFrame("PrusaSlicer OpenCSG Demo", wxDefaultPosition, wxSize(1024, 768), parser);
if (is_play) {
m_frame->Show( true );
m_frame->play_back_mouse(fname.ToStdString());
std::cout << m_frame->get_fps_average() << std::endl;
m_frame->Destroy();
} else m_frame->Show( true );
return true;
}
};
wxIMPLEMENT_APP(App);
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size,
const wxCmdLineParser &parser):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
m_stbar = std::make_shared<Slic3r::GUI::ProgressStatusBar>(this);
m_stbar->embed(this);
SetStatusText( "Welcome to wxWidgets!" );
int attribList[] =
{WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
// RGB channels each should be allocated with 8 bit depth. One
// should almost certainly get these bit depths by default.
WX_GL_MIN_RED, 8, WX_GL_MIN_GREEN, 8, WX_GL_MIN_BLUE, 8,
// Requesting an 8 bit alpha channel. Interestingly, the NVIDIA
// drivers would most likely work with some alpha plane, but
// glReadPixels would not return the alpha channel on NVIDIA if
// not requested when the GL context is created.
WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8, WX_GL_STENCIL_SIZE, 8,
/*WX_GL_SAMPLE_BUFFERS, GL_TRUE, WX_GL_SAMPLES, 4,*/ 0};
m_scene = std::make_shared<Scene>();
m_ctl = std::make_shared<Controller>();
m_ctl->set_scene(m_scene);
m_canvas = std::make_shared<Canvas>(this, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
wxString alg;
parser.Found("algorithm", &alg);
wxString depth;
parser.Found("depth", &depth);
wxString opt;
parser.Found("optimization", &opt);
long convexity = 1;
parser.Found("convexity", &convexity);
bool csg_off = parser.Found("disable-csg");
auto get_idx = [](const wxString &a, const std::vector<wxString> &v) {
auto it = std::find(v.begin(), v.end(), a.ToStdString());
return it - v.begin();
};
Slic3r::GL::CSGSettings settings;
if (auto a = get_idx(alg, CSG_ALGS) < OpenCSG::AlgorithmUnused)
settings.set_algo(OpenCSG::Algorithm(a));
if (auto a = get_idx(depth, CSG_DEPTH) < OpenCSG::DepthComplexityAlgorithmUnused)
settings.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(a));
if (auto a = get_idx(opt, CSG_OPT) < OpenCSG::OptimizationUnused)
settings.set_optimization(OpenCSG::Optimization(a));
settings.set_convexity(unsigned(convexity));
settings.enable_csg(!csg_off);
m_canvas->get_ocsg_display()->apply_csgsettings(settings);
wxPanel *control_panel = new wxPanel(this);
auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto slider_sizer = new wxBoxSizer(wxVERTICAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
auto slider = new wxSlider(control_panel, wxID_ANY, 0, 0, 100,
wxDefaultPosition, wxDefaultSize,
wxSL_VERTICAL);
slider_sizer->Add(slider, 1, wxEXPAND);
auto ms_toggle = new wxToggleButton(control_panel, wxID_ANY, "Multisampling");
console_sizer->Add(ms_toggle, 0, wxALL | wxEXPAND, 5);
auto csg_toggle = new wxToggleButton(control_panel, wxID_ANY, "CSG");
csg_toggle->SetValue(true);
console_sizer->Add(csg_toggle, 0, wxALL | wxEXPAND, 5);
auto add_combobox = [control_panel, console_sizer]
(const wxString &label, const std::vector<wxString> &list)
{
auto widget = new wxComboBox(control_panel, wxID_ANY, list[0],
wxDefaultPosition, wxDefaultSize,
int(list.size()), list.data());
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
auto add_spinctl = [control_panel, console_sizer]
(const wxString &label, int initial, int min, int max)
{
auto widget = new wxSpinCtrl(
control_panel, wxID_ANY,
wxString::Format("%d", initial),
wxDefaultPosition, wxDefaultSize, wxSP_ARROW_KEYS, min, max,
initial);
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, label), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(widget, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
return widget;
};
auto convexity_spin = add_spinctl("Convexity", CSGSettings::DEFAULT_CONVEXITY, 0, 100);
auto alg_select = add_combobox("Algorithm", CSG_ALGS);
auto depth_select = add_combobox("Depth Complexity", CSG_DEPTH);
auto optimization_select = add_combobox("Optimization", CSG_OPT);
depth_select->Disable();
auto fpstext = new wxStaticText(control_panel, wxID_ANY, "");
console_sizer->Add(fpstext, 0, wxALL, 5);
m_record_btn = new wxToggleButton(control_panel, wxID_ANY, "Record");
console_sizer->Add(m_record_btn, 0, wxALL | wxEXPAND, 5);
controlsizer->Add(slider_sizer, 0, wxEXPAND);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto sizer = new wxBoxSizer(wxHORIZONTAL);
sizer->Add(m_canvas.get(), 1, wxEXPAND);
sizer->Add(control_panel, 0, wxEXPAND);
SetSizer(sizer);
if (alg != "EnricoShader") {
if (settings.get_algo() > 0) depth_select->Enable(true);
alg_select->SetSelection(settings.get_algo());
depth_select->SetSelection(settings.get_depth_algo());
optimization_select->SetSelection(settings.get_optimization());
convexity_spin->SetValue(int(settings.get_convexity()));
csg_toggle->SetValue(settings.is_enabled());
} else {
alg_select->SetSelection(int(get_idx("EnricoShader", CSG_ALGS)));
depth_select->Disable();
optimization_select->Disable();
convexity_spin->Disable();
csg_toggle->Disable();
auto renderer = std::make_shared<ShaderCSGRenderer>(canvas());
canvas()->set_display(renderer);
}
m_ctl->add_display(m_canvas->get_display());
m_canvas->get_display()->get_fps_counter().add_listener([this, fpstext](double fps) {
fpstext->SetLabel(wxString::Format("fps: %.2f", fps) );
m_fps_avg = 0.9 * m_fps_avg + 0.1 * fps;
});
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt){
if (m_canvas) RemoveChild(m_canvas.get());
m_canvas.reset();
if (!m_mouse.is_playing()) evt.Skip();
else m_mouse.stop();
});
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
wxFileDialog dlg(this, "Select project file", wxEmptyString,
wxEmptyString, "*.3mf", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
if (dlg.ShowModal() == wxID_OK) load_model(dlg.GetPath().ToStdString());
}, wxID_OPEN);
Bind(wxEVT_MENU, [this](wxCommandEvent &) { Close(true); }, wxID_EXIT);
Bind(wxEVT_SHOW, [this, ms_toggle](wxShowEvent &) {
const wxSize ClientSize = GetClientSize();
m_canvas->get_display()->set_active(ClientSize.x, ClientSize.y);
enable_multisampling(ms_toggle->GetValue());
// Do the repaint continuously
m_canvas->Bind(wxEVT_IDLE, [this](wxIdleEvent &evt) {
if (IsShown() && m_canvas->IsShown())
m_canvas->get_display()->repaint();
evt.RequestMore();
});
bind_canvas_events(m_mouse);
});
Bind(wxEVT_SLIDER, [this, slider](wxCommandEvent &) {
m_ctl->move_clip_plane(double(slider->GetValue()));
});
ms_toggle->Bind(wxEVT_TOGGLEBUTTON, [this, ms_toggle](wxCommandEvent &){
enable_multisampling(ms_toggle->GetValue());
m_canvas->get_display()->repaint();
});
csg_toggle->Bind(wxEVT_TOGGLEBUTTON, [this, csg_toggle](wxCommandEvent &){
CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
stt.enable_csg(csg_toggle->GetValue());
m_canvas->get_ocsg_display()->apply_csgsettings(stt);
});
alg_select->Bind(wxEVT_COMBOBOX,
[this, alg_select, depth_select](wxCommandEvent &)
{
int sel = alg_select->GetSelection();
depth_select->Enable(sel > 0);
CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
stt.set_algo(OpenCSG::Algorithm(sel));
m_canvas->get_ocsg_display()->apply_csgsettings(stt);
});
depth_select->Bind(wxEVT_COMBOBOX, [this, depth_select](wxCommandEvent &) {
int sel = depth_select->GetSelection();
CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
stt.set_depth_algo(OpenCSG::DepthComplexityAlgorithm(sel));
m_canvas->get_ocsg_display()->apply_csgsettings(stt);
});
optimization_select->Bind(wxEVT_COMBOBOX,
[this, optimization_select](wxCommandEvent &) {
int sel = optimization_select->GetSelection();
CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
stt.set_optimization(OpenCSG::Optimization(sel));
m_canvas->get_ocsg_display()->apply_csgsettings(stt);
});
convexity_spin->Bind(wxEVT_SPINCTRL, [this, convexity_spin](wxSpinEvent &) {
CSGSettings stt = m_canvas->get_ocsg_display()->get_csgsettings();
int c = convexity_spin->GetValue();
if (c > 0) {
stt.set_convexity(unsigned(c));
m_canvas->get_ocsg_display()->apply_csgsettings(stt);
}
});
m_record_btn->Bind(wxEVT_TOGGLEBUTTON, [this](wxCommandEvent &) {
if (!m_ui_job) {
m_stbar->set_status_text("No project loaded!");
return;
}
if (m_record_btn->GetValue()) {
if (auto c = m_canvas->get_display()->camera()) reset(*c);
m_ctl->on_scene_updated(*m_scene);
m_mouse.record(true);
} else {
m_mouse.record(false);
wxFileDialog dlg(this, "Select output file",
wxEmptyString, wxEmptyString, "*.events",
wxFD_SAVE|wxFD_OVERWRITE_PROMPT);
if (dlg.ShowModal() == wxID_OK) {
std::fstream stream(dlg.GetPath().ToStdString(),
std::fstream::out);
if (stream.good()) {
stream << m_ui_job->get_project_fname() << "\n";
wxSize winsize = GetSize();
stream << winsize.x << " " << winsize.y << "\n";
m_mouse.save(stream);
}
}
}
});
}
void MyFrame::bind_canvas_events(MouseInput &ms)
{
m_canvas->Bind(wxEVT_MOUSEWHEEL, [&ms](wxMouseEvent &evt) {
ms.scroll(evt.GetWheelRotation(), evt.GetWheelDelta(),
evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL ?
Slic3r::GL::MouseInput::waVertical :
Slic3r::GL::MouseInput::waHorizontal);
});
m_canvas->Bind(wxEVT_MOTION, [&ms](wxMouseEvent &evt) {
ms.move_to(evt.GetPosition().x, evt.GetPosition().y);
});
m_canvas->Bind(wxEVT_RIGHT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_down();
});
m_canvas->Bind(wxEVT_RIGHT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.right_click_up();
});
m_canvas->Bind(wxEVT_LEFT_DOWN, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_down();
});
m_canvas->Bind(wxEVT_LEFT_UP, [&ms](wxMouseEvent & /*evt*/) {
ms.left_click_up();
});
ms.add_listener(m_ctl);
}
void MyFrame::SLAJob::process()
{
using SlStatus = Slic3r::PrintBase::SlicingStatus;
Slic3r::DynamicPrintConfig cfg;
auto model = Slic3r::Model::read_from_file(m_fname, &cfg);
m_print = std::make_unique<Slic3r::SLAPrint>();
m_print->apply(model, cfg);
Slic3r::PrintBase::TaskParams params;
params.to_object_step = Slic3r::slaposHollowing;
m_print->set_task(params);
m_print->set_status_callback([this](const SlStatus &status) {
update_status(status.percent, status.text);
});
try {
m_print->process();
} catch(std::exception &e) {
update_status(0, wxString("Exception during processing: ") + e.what());
}
}
//int main() {}