mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-26 14:44:58 +00:00
Add Lua bindings and mesh loading functionality for enhanced scripting support
This commit is contained in:
211
src/script/lua_bindings.cpp
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211
src/script/lua_bindings.cpp
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#include "script/lua_bindings.hpp"
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#include "script/script_engine.hpp"
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#include "script/lua_helpers.hpp"
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#include "script/mesh_loader.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <lua.hpp>
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namespace sdl3cpp::script {
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namespace {
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glm::vec3 ToVec3(const std::array<float, 3>& value) {
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return glm::vec3(value[0], value[1], value[2]);
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}
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glm::quat ToQuat(const std::array<float, 4>& value) {
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return glm::quat(value[3], value[0], value[1], value[2]);
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}
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void PushMatrix(lua_State* L, const glm::mat4& matrix) {
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lua_newtable(L);
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const float* ptr = glm::value_ptr(matrix);
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for (int i = 0; i < 16; ++i) {
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lua_pushnumber(L, ptr[i]);
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lua_rawseti(L, -2, i + 1);
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}
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}
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} // namespace
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void LuaBindings::RegisterBindings(lua_State* L, ScriptEngine* engine) {
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &LoadMeshFromFile, 1);
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lua_setglobal(L, "load_mesh_from_file");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &PhysicsCreateBox, 1);
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lua_setglobal(L, "physics_create_box");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &PhysicsStepSimulation, 1);
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lua_setglobal(L, "physics_step_simulation");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &PhysicsGetTransform, 1);
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lua_setglobal(L, "physics_get_transform");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &GlmMatrixFromTransform, 1);
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lua_setglobal(L, "glm_matrix_from_transform");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &AudioPlayBackground, 1);
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lua_setglobal(L, "audio_play_background");
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lua_pushlightuserdata(L, engine);
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lua_pushcclosure(L, &AudioPlaySound, 1);
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lua_setglobal(L, "audio_play_sound");
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}
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int LuaBindings::LoadMeshFromFile(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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const char* path = luaL_checkstring(L, 1);
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MeshPayload payload;
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std::string error;
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if (!MeshLoader::LoadFromFile(engine->GetScriptDirectory(), path, payload, error)) {
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lua_pushnil(L);
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lua_pushstring(L, error.c_str());
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return 2;
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}
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MeshLoader::PushMeshToLua(L, payload);
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lua_pushnil(L);
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return 2;
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}
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int LuaBindings::PhysicsCreateBox(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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const char* name = luaL_checkstring(L, 1);
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if (!lua_istable(L, 2) || !lua_istable(L, 4) || !lua_istable(L, 5)) {
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luaL_error(L, "physics_create_box expects vector tables for half extents, origin, and rotation");
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}
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std::array<float, 3> halfExtents = ReadVector3(L, 2);
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float mass = static_cast<float>(luaL_checknumber(L, 3));
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std::array<float, 3> origin = ReadVector3(L, 4);
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std::array<float, 4> rotation = ReadQuaternion(L, 5);
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btTransform transform;
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transform.setIdentity();
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transform.setOrigin(btVector3(origin[0], origin[1], origin[2]));
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transform.setRotation(btQuaternion(rotation[0], rotation[1], rotation[2], rotation[3]));
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std::string error;
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if (!engine->GetPhysicsBridge().addBoxRigidBody(
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name,
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btVector3(halfExtents[0], halfExtents[1], halfExtents[2]),
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mass,
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transform,
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error)) {
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lua_pushnil(L);
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lua_pushstring(L, error.c_str());
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return 2;
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}
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lua_pushboolean(L, 1);
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return 1;
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}
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int LuaBindings::PhysicsStepSimulation(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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float deltaTime = static_cast<float>(luaL_checknumber(L, 1));
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int steps = engine->GetPhysicsBridge().stepSimulation(deltaTime);
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lua_pushinteger(L, steps);
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return 1;
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}
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int LuaBindings::PhysicsGetTransform(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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const char* name = luaL_checkstring(L, 1);
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btTransform transform;
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std::string error;
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if (!engine->GetPhysicsBridge().getRigidBodyTransform(name, transform, error)) {
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lua_pushnil(L);
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lua_pushstring(L, error.c_str());
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return 2;
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}
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lua_newtable(L);
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lua_newtable(L);
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const btVector3& origin = transform.getOrigin();
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lua_pushnumber(L, origin.x());
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lua_rawseti(L, -2, 1);
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lua_pushnumber(L, origin.y());
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lua_rawseti(L, -2, 2);
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lua_pushnumber(L, origin.z());
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lua_rawseti(L, -2, 3);
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lua_setfield(L, -2, "position");
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lua_newtable(L);
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const btQuaternion& orientation = transform.getRotation();
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lua_pushnumber(L, orientation.x());
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lua_rawseti(L, -2, 1);
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lua_pushnumber(L, orientation.y());
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lua_rawseti(L, -2, 2);
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lua_pushnumber(L, orientation.z());
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lua_rawseti(L, -2, 3);
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lua_pushnumber(L, orientation.w());
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lua_rawseti(L, -2, 4);
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lua_setfield(L, -2, "rotation");
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return 1;
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}
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int LuaBindings::AudioPlayBackground(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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const char* path = luaL_checkstring(L, 1);
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bool loop = true;
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if (lua_gettop(L) >= 2 && lua_isboolean(L, 2)) {
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loop = lua_toboolean(L, 2);
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}
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std::string error;
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if (!engine->QueueAudioCommand(ScriptEngine::AudioCommandType::Background, path, loop, error)) {
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lua_pushnil(L);
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lua_pushstring(L, error.c_str());
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return 2;
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}
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lua_pushboolean(L, 1);
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return 1;
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}
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int LuaBindings::AudioPlaySound(lua_State* L) {
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auto* engine = static_cast<ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
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const char* path = luaL_checkstring(L, 1);
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bool loop = false;
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if (lua_gettop(L) >= 2 && lua_isboolean(L, 2)) {
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loop = lua_toboolean(L, 2);
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}
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std::string error;
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if (!engine->QueueAudioCommand(ScriptEngine::AudioCommandType::Effect, path, loop, error)) {
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lua_pushnil(L);
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lua_pushstring(L, error.c_str());
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return 2;
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}
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lua_pushboolean(L, 1);
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return 1;
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}
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int LuaBindings::GlmMatrixFromTransform(lua_State* L) {
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std::array<float, 3> translation = ReadVector3(L, 1);
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std::array<float, 4> rotation = ReadQuaternion(L, 2);
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glm::vec3 pos = ToVec3(translation);
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glm::quat quat = ToQuat(rotation);
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glm::mat4 matrix = glm::translate(glm::mat4(1.0f), pos) * glm::mat4_cast(quat);
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PushMatrix(L, matrix);
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return 1;
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}
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} // namespace sdl3cpp::script
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