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558 lines
22 KiB
C++
558 lines
22 KiB
C++
//
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// FBXBaker.cpp
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// tools/baking/src
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//
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// Created by Stephen Birarda on 3/30/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <cmath> // need this include so we don't get an error looking for std::isnan
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#include <fbxsdk.h>
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#include <QtConcurrent>
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#include <QtCore/QCoreApplication>
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#include <QtCore/QDir>
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#include <QtCore/QEventLoop>
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#include <QtCore/QFileInfo>
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#include <QtCore/QThread>
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#include <mutex>
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#include <NetworkAccessManager.h>
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#include <SharedUtil.h>
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#include <PathUtils.h>
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#include <FBXReader.h>
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#include <FBXWriter.h>
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#include "ModelBakingLoggingCategory.h"
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#include "TextureBaker.h"
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#include "FBXBaker.h"
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std::once_flag onceFlag;
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FBXSDKManagerUniquePointer FBXBaker::_sdkManager { nullptr };
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FBXBaker::FBXBaker(const QUrl& fbxURL, TextureBakerThreadGetter textureThreadGetter,
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const QString& bakedOutputDir, const QString& originalOutputDir) :
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_fbxURL(fbxURL),
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_bakedOutputDir(bakedOutputDir),
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_originalOutputDir(originalOutputDir),
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_textureThreadGetter(textureThreadGetter)
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{
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std::call_once(onceFlag, [](){
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// create the static FBX SDK manager
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_sdkManager = FBXSDKManagerUniquePointer(FbxManager::Create(), [](FbxManager* manager){
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manager->Destroy();
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});
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});
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}
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void FBXBaker::bake() {
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auto tempDir = PathUtils::generateTemporaryDir();
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if (tempDir.isEmpty()) {
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handleError("Failed to create a temporary directory.");
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return;
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}
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_tempDir = tempDir;
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_originalFBXFilePath = _tempDir.filePath(_fbxURL.fileName());
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qDebug() << "Made temporary dir " << _tempDir;
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qDebug() << "Origin file path: " << _originalFBXFilePath;
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// setup the output folder for the results of this bake
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setupOutputFolder();
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if (hasErrors()) {
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return;
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}
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connect(this, &FBXBaker::sourceCopyReadyToLoad, this, &FBXBaker::bakeSourceCopy);
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// make a local copy of the FBX file
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loadSourceFBX();
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}
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void FBXBaker::bakeSourceCopy() {
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// load the scene from the FBX file
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importScene();
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if (hasErrors()) {
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return;
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}
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// enumerate the textures found in the scene and start a bake for them
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rewriteAndBakeSceneTextures();
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if (hasErrors()) {
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return;
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}
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// export the FBX with re-written texture references
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exportScene();
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if (hasErrors()) {
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return;
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}
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// check if we're already done with textures (in case we had none to re-write)
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checkIfTexturesFinished();
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}
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void FBXBaker::setupOutputFolder() {
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// make sure there isn't already an output directory using the same name
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if (QDir(_bakedOutputDir).exists()) {
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qWarning() << "Output path" << _bakedOutputDir << "already exists. Continuing.";
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} else {
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qCDebug(model_baking) << "Creating FBX output folder" << _bakedOutputDir;
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// attempt to make the output folder
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if (!QDir().mkpath(_bakedOutputDir)) {
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handleError("Failed to create FBX output folder " + _bakedOutputDir);
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return;
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}
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// attempt to make the output folder
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if (!QDir().mkpath(_originalOutputDir)) {
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handleError("Failed to create FBX output folder " + _bakedOutputDir);
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return;
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}
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}
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}
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void FBXBaker::loadSourceFBX() {
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// check if the FBX is local or first needs to be downloaded
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if (_fbxURL.isLocalFile()) {
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// load up the local file
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QFile localFBX { _fbxURL.toLocalFile() };
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qDebug() << "Local file url: " << _fbxURL << _fbxURL.toString() << _fbxURL.toLocalFile() << ", copying to: " << _originalFBXFilePath;
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if (!localFBX.exists()) {
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//QMessageBox::warning(this, "Could not find " + _fbxURL.toString(), "");
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handleError("Could not find " + _fbxURL.toString());
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return;
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}
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// make a copy in the output folder
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if (!_originalOutputDir.isEmpty()) {
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qDebug() << "Copying to: " << _originalOutputDir << "/" << _fbxURL.fileName();
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localFBX.copy(_originalOutputDir + "/" + _fbxURL.fileName());
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}
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localFBX.copy(_originalFBXFilePath);
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// emit our signal to start the import of the FBX source copy
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emit sourceCopyReadyToLoad();
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} else {
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// remote file, kick off a download
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auto& networkAccessManager = NetworkAccessManager::getInstance();
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QNetworkRequest networkRequest;
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// setup the request to follow re-directs and always hit the network
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networkRequest.setAttribute(QNetworkRequest::FollowRedirectsAttribute, true);
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networkRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::AlwaysNetwork);
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networkRequest.setHeader(QNetworkRequest::UserAgentHeader, HIGH_FIDELITY_USER_AGENT);
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networkRequest.setUrl(_fbxURL);
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qCDebug(model_baking) << "Downloading" << _fbxURL;
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auto networkReply = networkAccessManager.get(networkRequest);
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connect(networkReply, &QNetworkReply::finished, this, &FBXBaker::handleFBXNetworkReply);
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}
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}
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void FBXBaker::handleFBXNetworkReply() {
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auto requestReply = qobject_cast<QNetworkReply*>(sender());
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if (requestReply->error() == QNetworkReply::NoError) {
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qCDebug(model_baking) << "Downloaded" << _fbxURL;
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// grab the contents of the reply and make a copy in the output folder
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QFile copyOfOriginal(_originalFBXFilePath);
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qDebug(model_baking) << "Writing copy of original FBX to" << _originalFBXFilePath << copyOfOriginal.fileName();
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if (!copyOfOriginal.open(QIODevice::WriteOnly)) {
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// add an error to the error list for this FBX stating that a duplicate of the original FBX could not be made
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handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to open " + _originalFBXFilePath + ")");
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return;
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}
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if (copyOfOriginal.write(requestReply->readAll()) == -1) {
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handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to write)");
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return;
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}
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// close that file now that we are done writing to it
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copyOfOriginal.close();
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if (!_originalOutputDir.isEmpty()) {
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copyOfOriginal.copy(_originalOutputDir + "/" + _fbxURL.fileName());
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}
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// emit our signal to start the import of the FBX source copy
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emit sourceCopyReadyToLoad();
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} else {
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// add an error to our list stating that the FBX could not be downloaded
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handleError("Failed to download " + _fbxURL.toString());
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}
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}
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void FBXBaker::importScene() {
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qDebug() << "file path: " << _originalFBXFilePath.toLocal8Bit().data() << QDir(_originalFBXFilePath).exists();
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QFile fbxFile(_originalFBXFilePath);
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if (!fbxFile.open(QIODevice::ReadOnly)) {
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handleError("Error opening " + _originalFBXFilePath + " for reading");
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return;
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}
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qCDebug(model_baking) << "Imported" << _fbxURL << "to FbxScene";
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_rootNode = FBXReader::parseFBX(&fbxFile);
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}
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QString texturePathRelativeToFBX(QUrl fbxURL, QUrl textureURL) {
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auto fbxPath = fbxURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
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auto texturePath = textureURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
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if (texturePath.startsWith(fbxPath)) {
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// texture path is a child of the FBX path, return the texture path without the fbx path
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return texturePath.mid(fbxPath.length());
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} else {
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// the texture path was not a child of the FBX path, return the empty string
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return "";
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}
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}
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QString FBXBaker::createBakedTextureFileName(const QFileInfo& textureFileInfo) {
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// first make sure we have a unique base name for this texture
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// in case another texture referenced by this model has the same base name
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auto nameMatches = _textureNameMatchCount[textureFileInfo.baseName()];
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QString bakedTextureFileName { textureFileInfo.completeBaseName() };
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if (nameMatches > 0) {
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// there are already nameMatches texture with this name
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// append - and that number to our baked texture file name so that it is unique
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bakedTextureFileName += "-" + QString::number(nameMatches);
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}
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bakedTextureFileName += BAKED_TEXTURE_EXT;
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// increment the number of name matches
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++nameMatches;
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return bakedTextureFileName;
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}
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QUrl FBXBaker::getTextureURL(const QFileInfo& textureFileInfo, FbxFileTexture* fileTexture) {
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QUrl urlToTexture;
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if (textureFileInfo.exists() && textureFileInfo.isFile()) {
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// set the texture URL to the local texture that we have confirmed exists
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urlToTexture = QUrl::fromLocalFile(textureFileInfo.absoluteFilePath());
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} else {
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// external texture that we'll need to download or find
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// first check if it the RelativePath to the texture in the FBX was relative
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QString relativeFileName = fileTexture->GetRelativeFileName();
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auto apparentRelativePath = QFileInfo(relativeFileName.replace("\\", "/"));
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// this is a relative file path which will require different handling
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// depending on the location of the original FBX
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if (_fbxURL.isLocalFile() && apparentRelativePath.exists() && apparentRelativePath.isFile()) {
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// the absolute path we ran into for the texture in the FBX exists on this machine
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// so use that file
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urlToTexture = QUrl::fromLocalFile(apparentRelativePath.absoluteFilePath());
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} else {
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// we didn't find the texture on this machine at the absolute path
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// so assume that it is right beside the FBX to match the behaviour of interface
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urlToTexture = _fbxURL.resolved(apparentRelativePath.fileName());
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}
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}
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return urlToTexture;
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}
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image::TextureUsage::Type textureTypeForMaterialProperty(FbxProperty& property, FbxSurfaceMaterial* material) {
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using namespace image::TextureUsage;
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// this is a property we know has a texture, we need to match it to a High Fidelity known texture type
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// since that information is passed to the baking process
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// grab the hierarchical name for this property and lowercase it for case-insensitive compare
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auto propertyName = QString(property.GetHierarchicalName()).toLower();
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// figure out the type of the property based on what known value string it matches
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if ((propertyName.contains("diffuse") && !propertyName.contains("tex_global_diffuse"))
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|| propertyName.contains("tex_color_map")) {
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return ALBEDO_TEXTURE;
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} else if (propertyName.contains("transparentcolor") || propertyName.contains("transparencyfactor")) {
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return ALBEDO_TEXTURE;
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} else if (propertyName.contains("bump")) {
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return BUMP_TEXTURE;
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} else if (propertyName.contains("normal")) {
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return NORMAL_TEXTURE;
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} else if ((propertyName.contains("specular") && !propertyName.contains("tex_global_specular"))
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|| propertyName.contains("reflection")) {
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return SPECULAR_TEXTURE;
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} else if (propertyName.contains("tex_metallic_map")) {
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return METALLIC_TEXTURE;
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} else if (propertyName.contains("shininess")) {
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return GLOSS_TEXTURE;
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} else if (propertyName.contains("tex_roughness_map")) {
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return ROUGHNESS_TEXTURE;
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} else if (propertyName.contains("emissive")) {
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return EMISSIVE_TEXTURE;
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} else if (propertyName.contains("ambientcolor")) {
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return LIGHTMAP_TEXTURE;
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} else if (propertyName.contains("ambientfactor")) {
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// we need to check what the ambient factor is, since that tells Interface to process this texture
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// either as an occlusion texture or a light map
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auto lambertMaterial = FbxCast<FbxSurfaceLambert>(material);
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if (lambertMaterial->AmbientFactor == 0) {
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return LIGHTMAP_TEXTURE;
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} else if (lambertMaterial->AmbientFactor > 0) {
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return OCCLUSION_TEXTURE;
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} else {
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return UNUSED_TEXTURE;
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}
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} else if (propertyName.contains("tex_ao_map")) {
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return OCCLUSION_TEXTURE;
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}
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return UNUSED_TEXTURE;
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}
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void FBXBaker::rewriteAndBakeSceneTextures() {
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// enumerate the surface materials to find the textures used in the scene
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int numMaterials = _scene->GetMaterialCount();
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for (int i = 0; i < numMaterials; i++) {
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FbxSurfaceMaterial* material = _scene->GetMaterial(i);
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if (material) {
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// enumerate the properties of this material to see what texture channels it might have
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FbxProperty property = material->GetFirstProperty();
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while (property.IsValid()) {
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// first check if this property has connected textures, if not we don't need to bother with it here
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if (property.GetSrcObjectCount<FbxTexture>() > 0) {
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// figure out the type of texture from the material property
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auto textureType = textureTypeForMaterialProperty(property, material);
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if (textureType != image::TextureUsage::UNUSED_TEXTURE) {
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int numTextures = property.GetSrcObjectCount<FbxFileTexture>();
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for (int j = 0; j < numTextures; j++) {
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FbxFileTexture* fileTexture = property.GetSrcObject<FbxFileTexture>(j);
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// use QFileInfo to easily split up the existing texture filename into its components
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QString fbxTextureFileName { fileTexture->GetFileName() };
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QFileInfo textureFileInfo { fbxTextureFileName.replace("\\", "/") };
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// make sure this texture points to something and isn't one we've already re-mapped
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if (!textureFileInfo.filePath().isEmpty()) {
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if (textureFileInfo.suffix() == BAKED_TEXTURE_EXT.mid(1)) {
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// re-baking an FBX that already references baked textures is a fail
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// so we add an error and return from here
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handleError("Cannot re-bake a partially baked FBX file that references baked KTX textures");
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return;
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}
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// construct the new baked texture file name and file path
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// ensuring that the baked texture will have a unique name
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// even if there was another texture with the same name at a different path
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auto bakedTextureFileName = createBakedTextureFileName(textureFileInfo);
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QString bakedTextureFilePath {
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_bakedOutputDir + "/" + bakedTextureFileName
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};
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_outputFiles.push_back(bakedTextureFilePath);
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qCDebug(model_baking).noquote() << "Re-mapping" << fileTexture->GetFileName()
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<< "to" << bakedTextureFilePath;
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// figure out the URL to this texture, embedded or external
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auto urlToTexture = getTextureURL(textureFileInfo, fileTexture);
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// write the new filename into the FBX scene
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fileTexture->SetFileName(bakedTextureFilePath.toUtf8().data());
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// write the relative filename to be the baked texture file name since it will
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// be right beside the FBX
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fileTexture->SetRelativeFileName(bakedTextureFileName.toLocal8Bit().constData());
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if (!_bakingTextures.contains(urlToTexture)) {
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// bake this texture asynchronously
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bakeTexture(urlToTexture, textureType, _bakedOutputDir);
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}
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}
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}
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}
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}
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property = material->GetNextProperty(property);
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}
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}
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}
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}
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void FBXBaker::bakeTexture(const QUrl& textureURL, image::TextureUsage::Type textureType, const QDir& outputDir) {
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// start a bake for this texture and add it to our list to keep track of
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QSharedPointer<TextureBaker> bakingTexture {
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new TextureBaker(textureURL, textureType, outputDir),
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&TextureBaker::deleteLater
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};
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// make sure we hear when the baking texture is done
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connect(bakingTexture.data(), &Baker::finished, this, &FBXBaker::handleBakedTexture);
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// keep a shared pointer to the baking texture
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_bakingTextures.insert(textureURL, bakingTexture);
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// start baking the texture on one of our available worker threads
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bakingTexture->moveToThread(_textureThreadGetter());
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QMetaObject::invokeMethod(bakingTexture.data(), "bake");
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}
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void FBXBaker::handleBakedTexture() {
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TextureBaker* bakedTexture = qobject_cast<TextureBaker*>(sender());
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// make sure we haven't already run into errors, and that this is a valid texture
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if (bakedTexture) {
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if (!hasErrors()) {
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if (!bakedTexture->hasErrors()) {
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if (!_originalOutputDir.isEmpty()) {
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// we've been asked to make copies of the originals, so we need to make copies of this if it is a linked texture
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// use the path to the texture being baked to determine if this was an embedded or a linked texture
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// it is embeddded if the texure being baked was inside the original output folder
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// since that is where the FBX SDK places the .fbm folder it generates when importing the FBX
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auto originalOutputFolder = QUrl::fromLocalFile(_originalOutputDir);
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if (!originalOutputFolder.isParentOf(bakedTexture->getTextureURL())) {
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// for linked textures we want to save a copy of original texture beside the original FBX
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qCDebug(model_baking) << "Saving original texture for" << bakedTexture->getTextureURL();
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// check if we have a relative path to use for the texture
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auto relativeTexturePath = texturePathRelativeToFBX(_fbxURL, bakedTexture->getTextureURL());
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QFile originalTextureFile {
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_originalOutputDir + "/" + relativeTexturePath + bakedTexture->getTextureURL().fileName()
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};
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if (relativeTexturePath.length() > 0) {
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// make the folders needed by the relative path
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}
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if (originalTextureFile.open(QIODevice::WriteOnly) && originalTextureFile.write(bakedTexture->getOriginalTexture()) != -1) {
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qCDebug(model_baking) << "Saved original texture file" << originalTextureFile.fileName()
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<< "for" << _fbxURL;
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} else {
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handleError("Could not save original external texture " + originalTextureFile.fileName()
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+ " for " + _fbxURL.toString());
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return;
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}
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}
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}
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// now that this texture has been baked and handled, we can remove that TextureBaker from our hash
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_bakingTextures.remove(bakedTexture->getTextureURL());
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checkIfTexturesFinished();
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} else {
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// there was an error baking this texture - add it to our list of errors
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_errorList.append(bakedTexture->getErrors());
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// we don't emit finished yet so that the other textures can finish baking first
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_pendingErrorEmission = true;
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// now that this texture has been baked, even though it failed, we can remove that TextureBaker from our list
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_bakingTextures.remove(bakedTexture->getTextureURL());
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checkIfTexturesFinished();
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}
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} else {
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// we have errors to attend to, so we don't do extra processing for this texture
|
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// but we do need to remove that TextureBaker from our list
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// and then check if we're done with all textures
|
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_bakingTextures.remove(bakedTexture->getTextureURL());
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|
|
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checkIfTexturesFinished();
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}
|
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}
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}
|
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|
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void FBXBaker::exportScene() {
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// save the relative path to this FBX inside our passed output folder
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auto fileName = _fbxURL.fileName();
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auto baseName = fileName.left(fileName.lastIndexOf('.'));
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auto bakedFilename = baseName + BAKED_FBX_EXTENSION;
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|
|
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_bakedFBXFilePath = _bakedOutputDir + "/" + bakedFilename;
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|
|
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auto fbxData = FBXWriter::encodeFBX(_rootNode);
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|
|
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QFile bakedFile(_bakedFBXFilePath);
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|
|
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if (!bakedFile.open(QIODevice::WriteOnly)) {
|
|
handleError("Error opening " + _bakedFBXFilePath + " for writing");
|
|
return;
|
|
}
|
|
|
|
bakedFile.write(fbxData);
|
|
|
|
_outputFiles.push_back(_bakedFBXFilePath);
|
|
|
|
qCDebug(model_baking) << "Exported" << _fbxURL << "with re-written paths to" << _bakedFBXFilePath;
|
|
}
|
|
|
|
|
|
void FBXBaker::removeEmbeddedMediaFolder() {
|
|
// now that the bake is complete, remove the embedded media folder produced by the FBX SDK when it imports an FBX
|
|
//auto embeddedMediaFolderName = _fbxURL.fileName().replace(".fbx", ".fbm");
|
|
//QDir(_bakedOutputDir + ORIGINAL_OUTPUT_SUBFOLDER + embeddedMediaFolderName).removeRecursively();
|
|
}
|
|
|
|
void FBXBaker::checkIfTexturesFinished() {
|
|
// check if we're done everything we need to do for this FBX
|
|
// and emit our finished signal if we're done
|
|
|
|
if (_bakingTextures.isEmpty()) {
|
|
// remove the embedded media folder that the FBX SDK produces when reading the original
|
|
removeEmbeddedMediaFolder();
|
|
|
|
if (hasErrors()) {
|
|
// if we're checking for completion but we have errors
|
|
// that means one or more of our texture baking operations failed
|
|
|
|
if (_pendingErrorEmission) {
|
|
emit finished();
|
|
}
|
|
|
|
return;
|
|
} else {
|
|
qCDebug(model_baking) << "Finished baking, emitting finsihed" << _fbxURL;
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|
|
|
emit finished();
|
|
}
|
|
}
|
|
}
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