//transform a point from eye coordinate to world coordinate using viewing transformation matrix QVector ViewingParams::calPosInWorldCoord(const QVector& p ){ //P_w = M . P_e double _x = QVector::dot4(transMatrix[0],p); double _y = QVector::dot4(transMatrix[1],p); double _z = QVector::dot4(transMatrix[2],p); return QVector(_x, _y, _z,1); }
void CarSimUpdate( Unit *un, float height ) { un->SetVelocity( Vector( un->GetVelocity().i, 0, un->GetVelocity().k ) ); un->curr_physical_state.position = QVector( un->curr_physical_state.position.i, height, un->curr_physical_state.position.k ); }
void LocationSelect::MoveLocation (Vector start,Vector Plane1, Vector Plane2, Vector Plane3) { //BindKey (1,::MouseMoveHandle); //UnbindMouse (getMouseDrawFunc()); LocalPosition = QVector(0,0,0); r = Plane3; p = Plane1; q = Plane2; local_transformation.position= start.Cast(); }
QVector CubicSplinePrediction::InterpolatePosition( Unit *un, double deltatime ) const { //There should be another function called when received a new position update and creating the spline if (this->deltatime == 0 || deltatime > this->deltatime) { double delay = deltatime-this->deltatime; return A2+VB*delay; } else { return QVector( interpolation_spline.computePoint( deltatime/this->deltatime ) ); } }
Stars::Stars(int num, float spread): vlist(NULL),spread(spread) { static string starspritetextures = vs_config->getVariable("graphics","near_stars_sprite_texture",""); static float starspritesize = XMLSupport::parse_float(vs_config->getVariable("graphics","near_stars_sprite_size","2")); if (starspritetextures.length()==0) { vlist = new PointStarVlist((num/STARnumvlist)+1,spread,""); } else { vlist = new SpriteStarVlist((num/STARnumvlist)+1,spread,"",starspritetextures,starspritesize); } fade = blend=true; ResetPosition(QVector(0,0,0)); }
void LocationSelect::MoveLocation (Vector start,Vector Plane1, Vector Plane2) { //BindKey (1,LocationSelect::MouseMoveHandle); //UnbindMouse (getMouseDrawFunc()); //don't draw the mouse //BindKey (']',::incConstant); //BindKey ('[',::decConstant); LocalPosition = QVector(0,0,0); MakeRVector (Plane1,Plane2,r); p = Plane1; q = Plane2; local_transformation.position = start.Cast(); }
void GameUnit<UnitType>::Thrust(const Vector &amt1,bool afterburn){ if (this->afterburntype == 0) afterburn=afterburn&&this->energy>this->afterburnenergy*SIMULATION_ATOM; if (this->afterburntype == 1) afterburn=afterburn&&this->fuel>0; if (this->afterburntype == 2) afterburn=afterburn&&this->warpenergy>0; Unit::Thrust( amt1, afterburn); static bool must_afterburn_to_buzz=XMLSupport::parse_bool(vs_config->getVariable("audio","buzzing_needs_afterburner","false")); if (_Universe->isPlayerStarship(this)!=NULL) { static int playerengine = AUDCreateSound (vs_config->getVariable ("unitaudio","player_afterburner","sfx10.wav"),true); static float enginegain=XMLSupport::parse_float(vs_config->getVariable("audio","afterburner_gain",".5")); if (afterburn!=AUDIsPlaying (playerengine)) { if (afterburn) AUDPlay (playerengine,QVector(0,0,0),Vector(0,0,0),enginegain); else AUDStopPlaying (playerengine); } }else if (afterburn||!must_afterburn_to_buzz) { static float buzzingtime=XMLSupport::parse_float(vs_config->getVariable("audio","buzzing_time","5")); static float buzzingdistance=XMLSupport::parse_float(vs_config->getVariable("audio","buzzing_distance","5")); static float lastbuzz=getNewTime(); Unit * playa = _Universe->AccessCockpit()->GetParent(); if (playa) { Vector diff=this->Position()-playa->Position(); if (UnitUtil::getDistance(this,playa)<buzzingdistance&&playa->owner!=this&&this->owner!=playa&&this->owner!=playa->owner) { float ttime=getNewTime(); if (ttime-lastbuzz>buzzingtime) { Vector pvel=playa->GetVelocity(); Vector vel=this->GetVelocity(); pvel.Normalize(); vel.Normalize(); float dotprod=vel.Dot(pvel); if (dotprod<.86) { lastbuzz=ttime; AUDPlay(this->sound->engine,this->Position(),this->GetVelocity(),1); } else { } } } } } }
QVector ComputeJumpPointArrival( QVector pos, std::string origin, std::string destination ) { QVector finish = SystemLocation( destination ); QVector start = SystemLocation( origin ); QVector dir = finish-start; if ( dir.MagnitudeSquared() ) { dir.Normalize(); dir = -dir; pos = -pos; pos.Normalize(); if ( pos.MagnitudeSquared() ) pos.Normalize(); return (dir*.5+pos*.125)*howFarToJump(); } return QVector( 0, 0, 0 ); }
void UnitFactory::addPlanetBuffer( NetBuffer &netbuf, QVector x, QVector y, float vely, const Vector &rotvel, float pos, float gravity, float radius, const char *filename, BLENDFUNC sr, BLENDFUNC ds, const vector< string > &dest, const QVector &orbitcent, Unit *parent, const GFXMaterial &ourmat, const std::vector< GFXLightLocal > &ligh, int faction, string fullname, bool inside_out, ObjSerial netcreate ) { netbuf.addChar( ZoneMgr::AddPlanet ); netbuf.addSerial( netcreate ); netbuf.addQVector( x ); netbuf.addQVector( y ); netbuf.addFloat( vely ); netbuf.addVector( Vector( rotvel ) ); netbuf.addFloat( pos ); netbuf.addFloat( gravity ); netbuf.addFloat( radius ); netbuf.addString( string( filename ) ); netbuf.addChar( sr ); netbuf.addChar( ds ); netbuf.addShort( dest.size() ); for (unsigned int i = 0; i < dest.size(); i++) netbuf.addString( dest[i] ); netbuf.addQVector( QVector( orbitcent ) ); netbuf.addSerial( parent->GetSerial() ); netbuf.addGFXMaterial( ourmat ); netbuf.addShort( ligh.size() ); for (unsigned int j = 0; j < ligh.size(); j++) netbuf.addGFXLightLocal( ligh[j] ); netbuf.addInt32( faction ); netbuf.addString( fullname ); netbuf.addChar( inside_out ); }
Unit* Mission::call_unit_launch( CreateFlightgroup *fg, int type, const string &destinations ) { int faction_nr = FactionUtil::GetFactionIndex( fg->fg->faction ); Unit **units = new Unit*[fg->nr_ships]; int u; Unit *par = _Universe->AccessCockpit()->GetParent(); CollideMap::iterator metahint[2] = { _Universe->scriptStarSystem()->collidemap[Unit::UNIT_ONLY]->begin(), _Universe->scriptStarSystem()->collidemap[Unit::UNIT_BOLT]->begin() }; CollideMap::iterator *hint = metahint; if ( par && !is_null( par->location[Unit::UNIT_ONLY] ) && !is_null( par->location[Unit::UNIT_BOLT] ) && par->activeStarSystem == _Universe->scriptStarSystem() ) hint = par->location; for (u = 0; u < fg->nr_ships; u++) { Unit *my_unit; if (type == PLANETPTR) { float radius = 1; char *tex = strdup( fg->fg->type.c_str() ); char *nam = strdup( fg->fg->type.c_str() ); char *bsrc = strdup( fg->fg->type.c_str() ); char *bdst = strdup( fg->fg->type.c_str() ); char *citylights = strdup( fg->fg->type.c_str() ); tex[0] = '\0'; bsrc[0] = '\0'; //have at least 1 char bdst[0] = '\0'; citylights[0] = '\0'; GFXMaterial mat; GFXGetMaterial( 0, mat ); BLENDFUNC s = ONE; BLENDFUNC d = ZERO; if (bdst[0] != '\0') d = parse_alpha( bdst ); if (bsrc[0] != '\0') s = parse_alpha( bsrc ); my_unit = UnitFactory::createPlanet( QVector( 0, 0, 0 ), QVector( 0, 0, 0 ), 0, Vector( 0, 0, 0 ), 0, 0, radius, tex, "", "", s, d, ParseDestinations( destinations ), QVector( 0, 0, 0 ), NULL, mat, vector< GFXLightLocal > (), faction_nr, nam, getUniqueSerial() ); free( bsrc ); free( bdst ); free( tex ); free( nam ); free( citylights ); } else if (type == NEBULAPTR) { my_unit = UnitFactory::createNebula( fg->fg->type.c_str(), false, faction_nr, fg->fg, u+fg->fg->nr_ships-fg->nr_ships, getUniqueSerial() ); } else if (type == ASTEROIDPTR) { my_unit = UnitFactory::createAsteroid( fg->fg->type.c_str(), faction_nr, fg->fg, u+fg->fg->nr_ships-fg->nr_ships, .01, getUniqueSerial() ); } else { my_unit = UnitFactory::createUnit( fg->fg->type.c_str(), false, faction_nr, string( "" ), fg->fg, u+fg->fg->nr_ships-fg->nr_ships, NULL, getUniqueSerial() ); } units[u] = my_unit; } float fg_radius = units[0]->rSize(); Unit *my_unit; for (u = 0; u < fg->nr_ships; u++) { my_unit = units[u]; QVector pox; pox.i = fg->fg->pos.i+u*fg_radius*3; pox.j = fg->fg->pos.j+u*fg_radius*3; pox.k = fg->fg->pos.k+u*fg_radius*3; my_unit->SetPosAndCumPos( pox ); if (type == ASTEROIDPTR || type == NEBULAPTR) { my_unit->PrimeOrders(); } else { my_unit->LoadAIScript( fg->fg->ainame ); my_unit->SetTurretAI(); } _Universe->scriptStarSystem()->AddUnit( my_unit ); my_unit->UpdateCollideQueue( _Universe->scriptStarSystem(), hint ); if ( !is_null( my_unit->location[Unit::UNIT_ONLY] ) && !is_null( my_unit->location[Unit::UNIT_BOLT] ) ) hint = my_unit->location; my_unit->Target( NULL ); } my_unit = units[0]; if ( !_Universe->isPlayerStarship( fg->fg->leader.GetUnit() ) ) fg->fg->leader.SetUnit( my_unit ); delete[] units; return my_unit; }
QPlane::QPlane(){ point = QVector(); normal = QVector(); }
QVector AUDListenerLocation() { return QVector(0,0,0); }
bool StarSystem::JumpTo( Unit *un, Unit *jumppoint, const std::string &system, bool force, bool save_coordinates ) { if ( ( un->DockedOrDocking()&(~Unit::DOCKING_UNITS) ) != 0 ) return false; if (Network == NULL || force) { if (un->jump.drive >= 0) un->jump.drive = -1; #ifdef JUMP_DEBUG VSFileSystem::vs_fprintf( stderr, "jumping to %s. ", system.c_str() ); #endif StarSystem *ss = star_system_table.Get( system ); std::string ssys( system+".system" ); if (!ss) ss = star_system_table.Get( ssys ); bool justloaded = false; if (!ss) { justloaded = true; ss = _Universe->GenerateStarSystem( ssys.c_str(), filename.c_str(), Vector( 0, 0, 0 ) ); //NETFIXME: Do we want to generate the system if an AI unit jumps? } if ( ss && !isJumping( pendingjump, un ) ) { #ifdef JUMP_DEBUG VSFileSystem::vs_fprintf( stderr, "Pushing back to pending queue!\n" ); #endif bool dosightandsound = ( ( this == _Universe->getActiveStarSystem( 0 ) ) || _Universe->isPlayerStarship( un ) ); int ani = -1; if (dosightandsound) ani = _Universe->activeStarSystem()->DoJumpingLeaveSightAndSound( un ); _Universe->AccessCockpit()->OnJumpBegin(un); pendingjump.push_back( new unorigdest( un, jumppoint, this, ss, un->GetJumpStatus().delay, ani, justloaded, save_coordinates ? ComputeJumpPointArrival( un->Position(), this->getFileName(), system ) : QVector( 0, 0, 0 ) ) ); } else { #ifdef JUMP_DEBUG VSFileSystem::vs_fprintf( stderr, "Failed to retrieve!\n" ); #endif return false; } if (jumppoint) ActivateAnimation( jumppoint ); } else //Networking mode if (jumppoint) { Network->jumpRequest( system, jumppoint->GetSerial() ); } return true; }
void LocationSelect::SetPosition (float x,float y, float z) { local_transformation.position = QVector (x,y,z); }
void LocationSelect:: Draw () { Matrix transformation; local_transformation.to_matrix(transformation); GFXLoadIdentity(MODEL); GFXMultMatrixModel (transformation); /* GFXEnable(DEPTHWRITE); GFXEnable(DEPTHTEST); GFXDisable(TEXTURE0); GFXDisable(TEXTURE1); GFXDisable(LIGHTING); GFXPushBlendMode(); // GFXBlendMode(SRCALPHA,INVSRCALPHA); //GFXColor4f (parentScene->HUDColor.r, parentScene->HUDColor.g, parentScene->HUDColor.b, parentScene->HUDColor.a); GFXColor4f (0,.5,0,.3); */ #ifdef DELTA_MOVEMENT if (vert) { LocalPosition.k=0; } vert=false; if (DeltaPosition.k) { LocalPosition.k-=DeltaPosition.k*.3; DeltaPosition.k=0; } #endif if (changed||vert) { Matrix t,m; Matrix v; GFXGetMatrixView (v); GFXGetMatrixModel (m); MultMatrix(t,v,m); //following translates 'z'...not sure it's necessary // Translate (v,0,0,LocalPosition.k); // MultMatrix (m,t,v); //the location in camera coordinates of the beginning of the location select Vector tLocation (t.p.Cast()); Vector tP (t.getP());//the p vector of the plane being selected on Vector tQ (t.getQ());//the q vector of the plane being selected on ///unused Vector tR (t[8],t[9],t[10]);//the q vector of the plane being selected on //VSFileSystem::Fprintf (stderr,"<%f,%f,%f>",t[0],t[1],t[2]); //VSFileSystem::Fprintf (stderr,"<%f,%f,%f>",t[4],t[5],t[6]); //VSFileSystem::Fprintf (stderr,"<%f,%f,%f>",t[8],t[9],t[10]); #ifdef DELTA_MOVEMENT float zvalueXY = tLocation.k+LocalPosition.i*tP.k+LocalPosition.j*tQ.k; // z val of the parallelogram #else float zvalueXY = tLocation.k+LocalPosition.i*tP.k+LocalPosition.j*tQ.k+LocalPosition.k*tR.k; //zvalue of the cursor #endif if (changed&&!vert) { //planar movement if (zvalueXY >1000) /// zfar zvalueXY = 1000; if (zvalueXY<-1000) zvalueXY = -1000; LocalPosition.i= fabs(zvalueXY)*(((2*DeltaPosition.i/g_game.x_resolution - 1)*g_game.MouseSensitivityX*GFXGetXInvPerspective()*tP.i)-(1-(2*DeltaPosition.j/g_game.y_resolution)*g_game.MouseSensitivityY*GFXGetYInvPerspective()*tP.j)); LocalPosition.j= fabs(zvalueXY)*(((2*DeltaPosition.i/g_game.x_resolution - 1)*g_game.MouseSensitivityX*GFXGetXInvPerspective()*tQ.i)-(1-(2*DeltaPosition.j/g_game.y_resolution)*tQ.j*g_game.MouseSensitivityY*GFXGetYInvPerspective())); DeltaPosition= Vector(0,0,0); // Vector TransPQR (t[0]*i+t[4]*LocalPosition.j+t[8]*LocalPosition.k+t[12],t[1]*LocalPosition.i+t[5]*LocalPosition.j+t[9]*LocalPosition.k+t[13],t[2]*LocalPosition.i+t[6]*LocalPosition.j+t[10]*LocalPosition.k+t[14]); changed=false; } #ifndef DELTA_MOVEMENT else { //vertical movement if (zvalueXY >1000) /// zfar zvalueXY = 1000; if (zvalueXY<-1000) zvalueXY = -1000; LocalPosition.k= fabs(zvalueXY)*(((2*DeltaPosition.i/g_game.x_resolution - 1)*g_game.MouseSensitivityX*GFXGetXInvPerspective()*tR.i)-((2*DeltaPosition.j/g_game.y_resolution -1)*g_game.MouseSensitivityY*GFXGetYInvPerspective()*tR.j)); if (DeltaPosition.k) { LocalPosition.k=0; DeltaPosition.k=0; } vert =false; changed=false; } #endif } //draw the animation LocSelUpAni.SetPosition (QVector (LocalPosition.i,LocalPosition.j,0)); LocSelUpAni.Draw(); LocSelAni.SetPosition(LocalPosition); LocSelAni.Draw(); /* GFXBegin(TRIANGLES); if (fabs(LocalPosition.k-CrosshairSize)>CrosshairSize) { int tmp; if (LocalPosition.k>=0) tmp =1; else tmp =-1; GFXVertex3f (LocalPosition.i,LocalPosition.j,LocalPosition.k-tmp*CrosshairSize); GFXVertex3f (LocalPosition.i,LocalPosition.j+CrosshairSize*.125,0); GFXVertex3f (LocalPosition.i,LocalPosition.j-CrosshairSize*.125,0); GFXVertex3f (LocalPosition.i,LocalPosition.j-CrosshairSize*.125,0); GFXVertex3f (LocalPosition.i,LocalPosition.j+CrosshairSize*.125,0); GFXVertex3f (LocalPosition.i,LocalPosition.j,LocalPosition.k-tmp*CrosshairSize); GFXVertex3f (LocalPosition.i,LocalPosition.j,LocalPosition.k-tmp*CrosshairSize); GFXVertex3f (LocalPosition.i+.125*CrosshairSize,LocalPosition.j,0); GFXVertex3f (LocalPosition.i-CrosshairSize*.125,LocalPosition.j,0); GFXVertex3f (LocalPosition.i-CrosshairSize*.125,LocalPosition.j,0); GFXVertex3f (LocalPosition.i+CrosshairSize*.125,LocalPosition.j,0); GFXVertex3f (LocalPosition.i,LocalPosition.j,LocalPosition.k-tmp*CrosshairSize); } if (fabs(LocalPosition.i)+fabs(LocalPosition.j)>CrosshairSize) { GFXVertex3f (0,0,0); GFXVertex3f (LocalPosition.i,LocalPosition.j,CrosshairSize*.125); GFXVertex3f (LocalPosition.i,LocalPosition.j,CrosshairSize*-.125); GFXVertex3f (LocalPosition.i,LocalPosition.j,CrosshairSize*-.125); GFXVertex3f (LocalPosition.i,LocalPosition.j,CrosshairSize*.125); GFXVertex3f (0,0,0); } POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (1,.1,.1); POSITION_GFXVertex (1,.1,-.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (1,-.1,-.1); POSITION_GFXVertex (1,-.1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (1,-.1,.1); POSITION_GFXVertex (1,.1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (1,.1,-.1); POSITION_GFXVertex (1,-.1,-.1);//one of the arrows to point POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-1,.1,-.1); POSITION_GFXVertex (-1,.1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-1,-.1,.1); POSITION_GFXVertex (-1,-.1,-.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-1,.1,.1); POSITION_GFXVertex (-1,-.1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-1,-.1,-.1); POSITION_GFXVertex (-1,.1,-.1);//one of the arrows to point //vertical POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,.1,1); POSITION_GFXVertex (.1,-.1,1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,-.1,1); POSITION_GFXVertex (-.1,.1,1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,.1,1); POSITION_GFXVertex (.1,.1,1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,-.1,1); POSITION_GFXVertex(-.1,-.1,1);//one of the arrows to point POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,-.1,-1); POSITION_GFXVertex (.1,.1,-1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,.1,-1); POSITION_GFXVertex (-.1,-.1,-1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,.1,-1); POSITION_GFXVertex (-.1,.1,-1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,-.1,-1); POSITION_GFXVertex (.1,-.1,-1);//one of the arrows to point POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,-1,.1); POSITION_GFXVertex (.1,-1,-.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,-1,-.1); POSITION_GFXVertex (-.1,-1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,-1,.1); POSITION_GFXVertex (.1,-1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,-1,-.1); POSITION_GFXVertex (-.1,-1,-.1);//one of the arrows to point POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,1,-.1); POSITION_GFXVertex (.1,1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,1,.1); POSITION_GFXVertex (-.1,1,-.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (.1,1,.1); POSITION_GFXVertex (-.1,1,.1); POSITION_GFXVertex (0,0,0); POSITION_GFXVertex (-.1,1,-.1); POSITION_GFXVertex (.1,1,-.1);//one of the arrows to point GFXEnd(); GFXBegin (QUADS); //GFXColor4f (parentScene->HUDColor.r, parentScene->HUDColor.g, parentScene->HUDColor.b, 1.5*parentScene->HUDColor.a); GFXVertex3f(.5*CrosshairSize +LocalPosition.i,LocalPosition.j,0); GFXVertex3f(LocalPosition.i,.5*CrosshairSize+LocalPosition.j,0); GFXVertex3f(-.5*CrosshairSize +LocalPosition.i,LocalPosition.j,0); GFXVertex3f(LocalPosition.i,-.5*CrosshairSize+LocalPosition.j,0); GFXVertex3f(LocalPosition.i,-.5*CrosshairSize+LocalPosition.j,0); GFXVertex3f(-.5*CrosshairSize +LocalPosition.i,LocalPosition.j,0); GFXVertex3f(LocalPosition.i,.5*CrosshairSize+LocalPosition.j,0); GFXVertex3f(.5*CrosshairSize +LocalPosition.i,LocalPosition.j,0); GFXColor4f (0,.5,0,.5); POSITION_GFXVertex (1,.1,.1); //cap POSITION_GFXVertex (1,-.1,.1); POSITION_GFXVertex (1,-.1,-.1); POSITION_GFXVertex (1,.1,-.1); POSITION_GFXVertex (-1,.1,-.1); POSITION_GFXVertex (-1,-.1,-.1); POSITION_GFXVertex (-1,-.1,.1); POSITION_GFXVertex (-1,.1,.1); //cap POSITION_GFXVertex (.1,-1,.1); //cap POSITION_GFXVertex (-.1,-1,.1); POSITION_GFXVertex (-.1,-1,-.1); POSITION_GFXVertex (.1,-1,-.1); POSITION_GFXVertex (.1,1,-.1); POSITION_GFXVertex (-.1,1,-.1); POSITION_GFXVertex (-.1,1,.1); POSITION_GFXVertex (.1,1,.1); //cap POSITION_GFXVertex (.1,.1,1); //cap POSITION_GFXVertex (-.1,.1,1); POSITION_GFXVertex (-.1,-.1,1); POSITION_GFXVertex (.1,-.1,1); POSITION_GFXVertex (.1,-.1,-1); POSITION_GFXVertex (-.1,-.1,-1); POSITION_GFXVertex (-.1,.1,-1); POSITION_GFXVertex (.1,.1,-1); //cap GFXEnd(); */ GFXPopBlendMode(); }