Metadata-Version: 2.1
Name: phg_vis
Version: 4.3.0
Summary: A package for the PHG modeling language and 3D visualization tool.
Home-page: https://github.com/panguojun/Coordinate-System
Author: romeosoft
Author-email: 18858146@qq.com
Platform: Windows
Classifier: Programming Language :: Python :: 3
Classifier: License :: OSI Approved :: MIT License
Classifier: Operating System :: Microsoft :: Windows
Requires-Python: >=3.8
Description-Content-Type: text/markdown
License-File: LICENSE
Provides-Extra: process
Requires-Dist: psutil<7.0,>=5.9; extra == "process"
Provides-Extra: shader
Requires-Dist: numpy; extra == "shader"
Requires-Dist: pygame; extra == "shader"
Requires-Dist: PyOpenGL; extra == "shader"

# PHG

PHG (噬菌体) is a powerful 3D modeling and visualization library that combines a minimalist modeling language with Python integration. It provides procedural 3D scene generation, shader-based rendering, and specialized pipe system visualization.

---

## 🌟 Features

- **Minimalist Syntax** - Declarative node tree description for 3D scenes
- **Hierarchical Modeling** - Support for nested nodes and transform inheritance
- **Parametric Design** - Flexible property system and function definitions
- **Pipe Visualization** - Specialized system for visualizing pipe structures with world/local coordinate support
- **Shader Conversion** - Convert PHG scripts to GLSL shaders for GPU rendering
- **Dual Rendering Modes** - Both real-time visualization (vis.exe) and offscreen rendering
- **AI Parser Bridge** - Use DGE++ PHG parser to normalize/enhance scripts before visualization
- **Web Viewer** - Export OBJ and view in a three.js browser viewer
- **Python Integration** - Comprehensive Python API for all features

---

## 📦 Installation

```bash
pip install phg_vis
```

Or install from source:
```bash
pip install phg
```

Shader renderer dependencies (optional):
```bash
pip install phg_vis[shader]
```

---

## 🚀 Quick Start

### Python Usage

```python
import phg

# Define PHG code
phg_code = """
{
    # Create a simple cylinder
    base{md:cylinder 5 10; rgb:100,150,200}
}setup_draw();
"""

# Execute PHG code
phg.run(phg_code)
```

### Visualization Rendering

```python
import phg

# Method 1: Direct rendering
phg.image("box(10);", filename="cube.png")

# Method 2: Complex scene rendering
scene = """
{
    base{md:cylinder 10 2; rgb:100,100,100}
    column{md:cylinder 5 20; y:2; rgb:200,200,200}
    top{md:cone 5 3 3; y:22; rgb:150,150,150}
    structure{[base,column,top]}
}setup_draw(structure);
"""
phg.image(scene, filename="tower.png")

# Method 3: Multi-view rendering
phg.image("sphere(5);|||view=2 width=1920 height=1080", filename="top_view.png")
```

--- 

## ✨ Unified Visualization API

```python
import phg

# Traditional vis.exe
phg.visualize("box(10);", mode="vis")

# Shader ray-march preview (GLSL)
phg.visualize("sphere(5);", mode="shader", width=800, height=600)

# Web (three.js) viewer
phg.visualize("box(10);", mode="web", out_html="view.html")
```

### AI Parser Bridge (for improved PHG)
Use DGE++ PHG parser to normalize/enhance scripts before visualization:

```python
import phg

phg.visualize(script, mode="vis", ai=True)
phg.visualize(script, mode="shader", ai=True)
phg.visualize(script, mode="web", ai=True, out_html="ai_view.html")
```

Environment override (optional):
```
set PHG_AI_ROOT=<PATH_TO_DGEPP_PHG_ROOT>
```

Web live server (serves HTML + OBJ):
```python
phg.web_serve(script, host="127.0.0.1", port=8766, ai_root=None)
```

Notes for web viewer:
- Uses three.js CDN (requires network access)
- Uses AI bridge to export OBJ; ensure DGE++ is available
- Use `web_serve` to avoid file:// loader restrictions

---


## Script Syntax Essentials (PHG 3.0)

This section summarizes the most important script rules for stable rendering.

### Mandatory Structure

```phg
{
    main_part{
        md:cylinder 5 20;
        xyz:0,0,0;
        rgb:180,180,220;
    }
}setup(); draw();
```

- Always use root braces `{ ... }` to host scene nodes.
- Always finish with `setup(); draw();` or `setup_draw(node);`.
- If `setup/draw` is missing, scene execution succeeds but no visible render is produced.

### Node and Parameter Rules

- Node names should use English letters, digits, and underscore.
- For `md:` geometry parameters, use spaces: `md:cylinder 5 10;`.
- For vector attributes, use commas: `xyz:1,2,3;`.
- Avoid mixing comma-separated values into `md:` argument lists.

### Composition Semantics

- Sequence `<a,b,c>` means parent-child chaining; transforms propagate along the chain.
- Array `[a,b,c]` means sibling nodes; they share parent context.
- Reusable templates are recommended for repeated parts to reduce duplicated attributes.

### Primitive Origin Convention (Important)

- `md:box w h d`: origin `p` is the minimum corner, not center.
- `md:cylinder r h`: origin `p` is bottom-center, axis extends along local `+Y`.
- `md:cone rb rt h`: origin `p` is bottom-center, apex direction is local `+Y`.

To center-align box/cylinder/cone, add explicit offsets in node transforms.

### Coordinate Convention

- Visualization side is typically left-handed with Y-up.
- Runtime coordinate switch in VIS affects display convention only; it does not change source modeling intent.

---

## Visualization Methods

Use one of these four methods depending on your workflow.

### 1) Desktop Interactive Viewer (`vis`)

```python
import phg
script = "{ part{md:box 10 8 6; rgb:120,160,220;} }setup_draw(part);"
phg.visualize(script, mode="vis", ai=True)
```

- Best for interactive inspection, coordinate checks, and screenshots.
- Supports runtime coordinate convention switching.

### 2) Shader Preview (`shader`)

```python
phg.visualize(script, mode="shader", ai=True, width=1024, height=768)
```

- Fast preview for basic geometry and transforms.
- Useful for lightweight render validation.

### 3) Web Viewer (`web`)

```python
phg.visualize(script, mode="web", ai=True, out_html="scene_view.html")
```

- Generates browser-viewable result with OBJ pipeline.
- Prefer this for sharing and review.

### 4) Local HTTP Serving (`web_serve`)

```python
phg.web_serve(script, host="127.0.0.1", port=8766, ai_root=None)
```

- Avoids `file://` loading limitations in browsers.
- Recommended for stable three.js preview and OBJ loading.

### 5) 3D Scene Marking: Line / Arrow / Text

Use these markers to annotate dimensions, directions, and labels directly in the scene.

#### A. Line Markers (`md:line` / `md:polyline`)

```phg
{
    center_line{
        md:line 0,0,0 20,0,0 20,10,0;
        rgb:255,220,0;
        ts:2;
    }
}setup_draw(center_line);
```

- Syntax: `md:line x1,y1,z1 x2,y2,z2 ...;`
- Typical use: centerlines, route preview, measurement guides.

#### B. Arrow Markers (`md:ptr`)

```phg
{
    dir_x{ md:ptr 0.15, 1,0,0; xyz:0,0,0; rgb:255,80,80; }
    dir_y{ md:ptr 0.15, 0,1,0; xyz:0,0,0; rgb:80,255,80; }
    dir_z{ md:ptr 0.15, 0,0,1; xyz:0,0,0; rgb:80,120,255; }
}setup(); draw();
```

- Syntax: `md:ptr radius, dx,dy,dz;`
- `dx,dy,dz` is arrow direction vector.
- Typical use: nozzle orientation, local axis direction, flow direction.

#### C. Text Markers (`md:text`)

```phg
{
    tag_A{ md:text 'NOZZLE-A'; xyz:3,1,0; rgb:255,210,0; }
    tag_B{ md:text 'CHECK POINT'; xyz:8,2,1; rgb:180,220,255; }
}setup(); draw();
```

- Syntax: `md:text 'your label';`
- Typical use: part IDs, debug labels, warning notes.

#### D. Coordinate Frame Marker (`md:C`)

```phg
{
    frame_world{ md:C; xyz:0,0,0; }
    frame_local{ md:C; xyz:5,0,3; rz:30; }
}setup(); draw();
```

- Use `md:C` when validating axis orientation before checking geometry.

### Coordinate Convention (Important)

- Default convention: **Left-handed, Y-up**.
- In default view: `+X` right, `+Y` up, `+Z` forward.
- Runtime coordinate switching in VIS changes display convention only, not the source modeling intent.

When exchanging data with other systems (e.g. Z-up pipelines), validate orientation with `md:C` + `md:ptr` first.

---

## 📖 Syntax Reference

### 1. Basic Structure

```phg
{
    # Scene node definitions
    node definitions...
}setup();draw();  # or setup_draw();
```

**Key Points:**
- All nodes must be defined within the root node (anonymous braces)
- Call `setup();draw();` or `setup_draw()` at the end for scene rendering
- Use `#` for single-line comments

### 2. Node Definition

#### 2.1 Basic Syntax
```phg
nodeName{attributes and content}
```

#### 2.2 Node Attributes

| Attribute Type | Syntax | Description |
|----------------|--------|-------------|
| Position | `x:value` `y:value` `z:value` | Single-axis position |
| Position (Combined) | `xyz:x,y,z` | Three-axis position |
| Rotation | `rx:angle` `ry:angle` `rz:angle` | Single-axis rotation (degrees) |
| Rotation (Combined) | `rxyz:x,y,z` | Three-axis rotation |
| Scale | `s:scale` | Uniform scaling |
| Color | `rgb:red,green,blue` | RGB color (0-255) |
| Tessellation | `ts:subdivisions` | Curve/surface subdivision level |

**Examples:**
```phg
node1{x:10; y:20; z:30; rx:45; ry:90; rz:0}
node2{xyz:10,20,30; rxyz:45,90,0; s:2.0}
node3{rgb:255,128,0; ts:32}
```

#### 2.3 Node Composition Methods

**Sequence Composition (Transform Propagation):**
```phg
parent{<child1,child2,child3>}
```
- Use angle brackets `<>` for sequences
- Parent node transforms are **propagated sequentially** to child nodes
- Commonly used for creating repetitive patterns (turbine blades, gear teeth)

**Array Composition (Independent Transforms):**
```phg
group{[item1,item2,item3]}
```
- Use square brackets `[]` for arrays
- Each child node maintains **independent transforms**
- Used for combining unrelated components

**Comparison Example:**
```phg
{
    # Sequence: Each box accumulates rotation
    gear1{<box1,box1,box1,box1>; rz:90}  # Four boxes at 0°, 90°, 180°, 270°

    # Array: Each box has independent transform
    gear2{[box1{rz:0},box1{rz:90},box1{rz:180},box1{rz:270}]}
}
```

#### 2.4 Node Reference and Reuse

```phg
# Define template node
template{md:cylinder 10 20}

# Reference node
instance1{template; x:10}              # Inherit template and add translation
instance2{{template; s:0.5}; y:20}    # Scale first, then translate
```

---

### 3. Model Definition (md Command)

#### 3.1 Basic Syntax
```phg
{md:commandName param1 param2 ...}
```

#### 3.2 2D Shapes

| Command | Syntax | Description |
|---------|--------|-------------|
| Rectangle | `md:rect width height` | Rectangle |
| Circle | `md:circle radius` | Circle |
| Ellipse | `md:ellipse2d majorAxis minorAxis` | Ellipse |
| Polygon | `md:poly x1,y1,z1 x2,y2,z2 ...` | Arbitrary polygon |

**Examples:**
```phg
rect1{md:rect 10 20}
circle1{md:circle 5; ts:64}               # 64 subdivisions
triangle{md:poly 0,0,0 10,0,0 5,10,0}
```

#### 3.3 3D Primitives

| Command | Syntax | Description |
|---------|--------|-------------|
| Cylinder | `md:cylinder radius height` | Cylinder |
| Cone | `md:cone bottomRadius topRadius height` | Cone/Frustum |
| Spherical Crown | `md:sphericalcrown radiusX radiusY radiusZ` | Spherical cap/hemisphere |
| Box | `md:box length width height` | Box |

**Examples:**
```phg
cylinder1{md:cylinder 5 10}
cone1{md:cone 5 2 8}
hemisphere{md:sphericalcrown 3 3 1.5}
box1{md:box 10 5 2}
```

#### 3.4 Curve Commands

**Interpolated Curves:**
```phg
{md:ccurve interpolationType startNode endNode}
```

Interpolation Types:
- `lerpTX` - Linear interpolation (tangent X direction)
- `lerpTY` - Linear interpolation (tangent Y direction)
- `lerpTZ` - Linear interpolation (tangent Z direction)
- `lerp` - Standard linear interpolation

**Example:**
```phg
{
    p1{} p2{x:10; rz:15}
    curve1{md:ccurve lerpTX p1 p2}
}
```

#### 3.5 Surface Commands

**Patch:**
```phg
{md:face interpolationType curve1 curve2}
```

**Extrusion:**
```phg
{md:extrudex profile xStart yStart length}
```

**Loft:**
```phg
{md:loft profile1 profile2 path parameters}
```

---

### 4. Data Structures

#### 4.1 Location Data (Locations)
```phg
{md:Locations;
list:"
1
    1 0 0  # x coordinate
    0 1 0  # y coordinate
    0 0 1  # z coordinate
"
}
```

#### 4.2 Curve Data (Curves)
```phg
{md:Curves;
list:"
    type param1 param2 param3 dirX dirY dirZ
"
}
```

---

### 5. Control Statements

#### 5.1 Conditional Statement
```phg
?(condition) { statement } : { else_statement };
```

#### 5.2 Loop Statement
```phg
@n { statement1 ? (_i = x) ~; statement2; }
```

#### 5.3 Function Definition
```phg
$functionName(args...) { statement; $return }
```

---

### 6. Scene Rendering Functions

```phg
setup();draw();                  # Setup and draw entire scene
setup_draw();                    # Combined call
setup_draw(node1);               # Draw specified node
setup_draw(node1,node2,...);     # Draw multiple specified nodes
```

---

## 🎨 Visualization Features

### 1. Interactive Screenshot (UI Button)

Click the **Shot** button in the 3D view interface to take a screenshot.

**Features:**
- One-click operation with auto-generated timestamped filename
- Default save location: Desktop as `screenshot_YYYYMMDD_HHMMSS.png`
- Real-time notification of screenshot results

### 2. Python API Rendering (Recommended)

```python
import phg

# Default screenshot (shot.png)
phg.image("box(10);")

# Specify filename
phg.image("box(10);", filename="cube_render.png")

# Full path
phg.image("box(10);", filename="C:/output/result.png")

# Advanced: Custom resolution and view
phg_code = "box(10);"
phg.image(phg_code + "|||width=1920 height=1080 view=2")
```

### 3. HTTP API

**Save to File:**
```http
POST http://127.0.0.1:5088/phg_img
Content-Type: text/plain

box(10);|||file=output.png width=1920 height=1080 view=0
```

**Return Binary Data:**
```http
POST http://127.0.0.1:5088/phg_img
Content-Type: text/plain

box(10);|||width=800 height=600
```

### 4. Rendering Parameters

**Request Body Format:**
```
<PHG_CODE>|||<PARAMETERS>
```

**Available Parameters:**

| Parameter | Type | Default | Description |
|-----------|------|---------|-------------|
| `file` | string | - | Output filename, omit for binary return |
| `width` | int | 1288 | Render width (pixels) |
| `height` | int | 800 | Render height (pixels) |
| `view` | int | 3 | View mode (see table below) |
| `quality` | string | high | Render quality: high/low |

**View Modes:**

| Value | Mode | Description |
|-------|------|-------------|
| 0 | Front | Front view (orthographic projection) |
| 1 | Right | Right view (orthographic projection) |
| 2 | Top | Top view (orthographic projection) |
| 3 | Perspective | **Perspective view (default)** |

### 5. Batch Rendering Example

```python
import phg

# Batch generate different views
views = [(0,"front"), (1,"right"), (2,"top"), (3,"perspective")]
phg_code = "box(10);"

for view_id, view_name in views:
    phg.image(
        f"{phg_code}|||view={view_id}",
        filename=f"cube_{view_name}.png"
    )

# Batch render different sizes
for size in [5, 10, 15, 20]:
    phg.image(f"box({size});", filename=f"box_{size}.png")
```

---

## 🔧 Pipe Visualization System

PHG includes a specialized pipe visualization system for creating 3D pipe structures from simple string commands.

### Pipe String Commands

- **F** - Forward (move forward in current direction)
- **B** - Back (move backward in current direction)
- **R** - Right (turn right and move)
- **L** - Left (turn left and move)
- **U** - Up (turn up and move)
- **D** - Down (turn down and move)

### World Coordinate System

World coordinate pipes use absolute directions regardless of current orientation:

```python
import phg
from coordinate_system import vec3, quat, coord3

# Create a pipe in world coordinates
# F moves along world Z+, R moves along world X+, etc.
start_pos = coord3(vec3(0, 0, 0), quat(1, 0, 0, 0))
phg_script = phg.world_pipestr_vis("FFRRUD", start_pos)

# Custom pipe appearance
phg.world_pipestr_vis(
    "FFLLUU",
    start_pos,
    pipe_color=(255, 100, 50),  # Orange pipe
    pipe_radius=0.5               # Thicker pipe
)
```

### Local Coordinate System

Local coordinate pipes use directions relative to current orientation:

```python
import phg
from coordinate_system import vec3, quat, coord3

# Create a pipe in local coordinates
# F moves forward relative to current orientation
start_pos = coord3(vec3(0, 0, 0), quat(1, 0, 0, 0))
phg_script = phg.local_pipestr_vis("FFRRUD", start_pos)

# The same string produces different results in local vs world coordinates
phg.local_pipestr_vis(
    "FFRRFF",  # Forward, Forward, Right turn, Right turn, Forward, Forward
    start_pos,
    pipe_color=(0, 255, 100)  # Green pipe
)
```

### Direct PHG Script Generation

For advanced use cases, you can generate PHG scripts without immediate visualization:

```python
import phg
from coordinate_system import vec3, quat, coord3

start = coord3(vec3(5, 0, 0), quat(1, 0, 0, 0))

# Generate PHG script for world coordinates
world_phg = phg.world_pipe_to_phg("FFRUD", start)

# Generate PHG script for local coordinates
local_phg = phg.local_pipe_to_phg("FFRUD", start)

# Visualize later
phg.vis(world_phg)
```

### Example: Complex Pipe System

```python
import phg
from coordinate_system import vec3, quat, coord3

# Create a complex pipe network
def create_pipe_network():
    # Main pipeline
    main_pipe = phg.world_pipestr_vis(
        "FFFFRRFFRRUUFFLLFF",
        coord3(vec3(0, 0, 0), quat(1, 0, 0, 0)),
        pipe_color=(100, 100, 255),
        pipe_radius=0.5
    )

    # Branch 1
    branch1 = phg.world_pipestr_vis(
        "RRUUFFFF",
        coord3(vec3(4, 0, 0), quat(1, 0, 0, 0)),
        pipe_color=(255, 100, 100),
        pipe_radius=0.3
    )

    # Branch 2
    branch2 = phg.local_pipestr_vis(
        "FFLLDDFF",
        coord3(vec3(8, 2, 2), quat(1, 0, 0, 0)),
        pipe_color=(100, 255, 100),
        pipe_radius=0.3
    )

    return main_pipe, branch1, branch2

# Create and visualize the network
pipes = create_pipe_network()
```

---

## 💡 Complete Examples

### Example 1: Simple Geometry
```phg
{
    # Create a cylinder with base
    base{md:cylinder 10 2; rgb:100,100,100}
    column{md:cylinder 5 20; y:2; rgb:200,200,200}
    top{md:cone 5 3 3; y:22; rgb:150,150,150}

    structure{[base,column,top]}
}setup_draw(structure);
```

### Example 2: Parametric Gear
```phg
{
    # Create gear tooth
    tooth{md:box 2 5 3; z:10}

    # Create gear by rotating around center (8 teeth)
    gear{
        <tooth,tooth,tooth,tooth,tooth,tooth,tooth,tooth>
        rz:45  # Each tooth automatically rotates 45° (360/8)
    }

    # Center shaft
    shaft{md:cylinder 3 10; rgb:50,50,50}

    # Assembly
    assembly{[gear,shaft]; rx:90}
}setup_draw(assembly);
```

### Example 3: Turbine Blade (Complex Assembly)
```phg
{
    # Define control points
    p1{}
    p2{x:4; rz:15}
    p3{x:4; rz:-15}

    # Create curves
    c1{{md:ccurve lerpTX p1 p2}{md:ccurve lerpTX p1 p3}}
    c2{c1; z:14; rz:75; s:0.75}

    # Create blade surface
    blade{{md:face lerp c1 c2; z:2; rz:90}ry:15}

    # Create impeller (24 blades)
    wheel{<blade,blade,blade,blade,blade,blade,blade,blade,
           blade,blade,blade,blade,blade,blade,blade,blade,
           blade,blade,blade,blade,blade,blade,blade,blade>}

    # Hub
    hub{md:cylinder 8 5; rgb:80,80,80}

    # Assembly
    turbine{[wheel,hub]}
}setup_draw(turbine);
```

### Example 4: Python Rendering Workflow
```python
import phg

# Define complex scene
scene = """
{
    # Ground
    ground{md:cylinder 20 0.5; rgb:80,80,80}

    # Main structure
    base{md:cylinder 5 2; y:0.5; rgb:150,150,150}
    column{md:cylinder 2 10; y:3.5; rgb:200,200,200}
    top{md:cone 3 0 2; y:9; rgb:180,180,180}

    # Decoration
    ring1{md:cylinder 4 0.3; y:5; rgb:255,200,0}
    ring2{md:cylinder 4 0.3; y:7; rgb:255,200,0}

    # Assembly
    monument{[ground,base,column,top,ring1,ring2]}
}setup_draw(monument);
"""

# Render multiple views
phg.image(scene + "|||view=3", filename="monument_perspective.png")
phg.image(scene + "|||view=0", filename="monument_front.png")
phg.image(scene + "|||view=2 width=2560 height=1440", filename="monument_top_4k.png")
```

---

## 🎯 Best Practices

### 1. Naming Conventions
- Use meaningful node names
- Use lowercase letters and underscores
- Avoid using PHG keywords as node names

### 2. Structure Organization
- Group related nodes together
- Use comments to explain complex structures
- Use node references to reduce repetition

### 3. Performance Optimization
- Set appropriate tessellation levels (`ts` parameter)
- Reuse node definitions instead of recreating
- Use sequence and array composition appropriately

### 4. Debugging Tips
- Build complex models incrementally
- Use `setup_draw(nodeName)` to test nodes individually
- Check coordinate system and transform order

---

## 📚 Built-in Functions

### Math Functions
- `rnd()` - Random number
- `sin()` - Sine
- `cos()` - Cosine

### Node Operations
- `im()` - Image operations
- `on()` - Enable node
- `wak()` - Wake node
- `dump()` - Dump node data

### Data Conversion
- `tojson()` - Convert to JSON format

---

## 🔧 Coordinate System

### Coordinate System
- Uses **right-hand coordinate system**
- X-axis: Right
- Y-axis: Up
- Z-axis: Forward

### Rotation Rules
- Rotation angle unit is **degrees**
- Positive rotation follows **right-hand rule**

### Transform Order
- Transform order: **Scale → Rotation → Translation**
- Child node transforms are applied on top of parent transforms

---

## ❓ FAQ

### Q1: What's the difference between sequences and arrays?
- **Sequence** `<a,b,c>` equals `{a {b {c}}}` - Transforms accumulate
- **Array** `[a,b,c]` equals `{{a}{b}{c}}` - Transforms are independent

### Q2: How to create repetitive structures?
Use sequence composition `<>` with rotation:
```phg
# Create 8 evenly distributed elements
element{md:box 2 2 2; z:10; rz:45}
ring{<element,element,element,element,element,element,element,element>}
```

### Q3: How to set transparent background?
Currently the rendering engine uses RGB format and doesn't support transparent backgrounds. For transparency, remove the background color in post-processing.

### Q4: Is there a resolution limit for rendering?
Recommended maximum resolution is **4096 x 4096**. Excessively large resolutions may cause insufficient GPU memory or rendering failures.

---

## 🔗 Links

- [PyPI Package](https://pypi.org/project/phg/)
- [Mathematical Foundation](https://github.com/panguojun/Coordinate-System)

---

## 📄 License

This project is licensed under the MIT License.

---

## 🙏 Acknowledgments

PHG is inspired by concepts from group theory, aiming to provide a flexible way to describe complex data structures in programming. Special thanks to all developers who have contributed to the PHG ecosystem.

---

## 🤝 Contributing

Contributions are welcome! Please feel free to submit issues or pull requests.

---

**© 2025 PHG - Minimalist 3D Modeling Language**
