Files
vimix/SourceCallback.cpp
Bruno Herbelin 2fc52e673f Added Color Correction mapping input
Map image processing source callbacks to key inputs.
2022-10-15 00:26:16 +02:00

1006 lines
24 KiB
C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include "defines.h"
#include "Source.h"
#include "ImageProcessingShader.h"
#include "MediaSource.h"
#include "MediaPlayer.h"
#include "UpdateCallback.h"
#include "Visitor.h"
#include "Log.h"
#include "SourceCallback.h"
SourceCallback *SourceCallback::create(CallbackType type)
{
SourceCallback *loadedcallback = nullptr;
switch (type) {
case SourceCallback::CALLBACK_ALPHA:
loadedcallback = new SetAlpha;
break;
case SourceCallback::CALLBACK_LOOM:
loadedcallback = new Loom;
break;
case SourceCallback::CALLBACK_GEOMETRY:
loadedcallback = new SetGeometry;
break;
case SourceCallback::CALLBACK_GRAB:
loadedcallback = new Grab;
break;
case SourceCallback::CALLBACK_RESIZE:
loadedcallback = new Resize;
break;
case SourceCallback::CALLBACK_TURN:
loadedcallback = new Turn;
break;
case SourceCallback::CALLBACK_DEPTH:
loadedcallback = new SetDepth;
break;
case SourceCallback::CALLBACK_PLAY:
loadedcallback = new Play;
break;
case SourceCallback::CALLBACK_REPLAY:
loadedcallback = new RePlay;
break;
case SourceCallback::CALLBACK_RESETGEO:
loadedcallback = new ResetGeometry;
break;
case SourceCallback::CALLBACK_LOCK:
loadedcallback = new Lock;
break;
case SourceCallback::CALLBACK_SEEK:
loadedcallback = new Seek;
break;
case SourceCallback::CALLBACK_BRIGHTNESS:
loadedcallback = new SetBrightness;
break;
case SourceCallback::CALLBACK_CONTRAST:
loadedcallback = new SetContrast;
break;
case SourceCallback::CALLBACK_SATURATION:
loadedcallback = new SetSaturation;
break;
case SourceCallback::CALLBACK_HUE:
loadedcallback = new SetHue;
break;
case SourceCallback::CALLBACK_THRESHOLD:
loadedcallback = new SetThreshold;
break;
case SourceCallback::CALLBACK_GAMMA:
loadedcallback = new SetGamma;
break;
case SourceCallback::CALLBACK_INVERT:
loadedcallback = new SetInvert;
break;
case SourceCallback::CALLBACK_POSTERIZE:
loadedcallback = new SetPosterize;
break;
default:
break;
}
return loadedcallback;
}
bool SourceCallback::overlap( SourceCallback *a, SourceCallback *b)
{
bool ret = false;
if (a->type() == b->type()) {
// same type means overlap
ret = true;
// but there are some exceptions..
switch (a->type()) {
case SourceCallback::CALLBACK_GRAB:
{
const Grab *_a = static_cast<Grab*>(a);
const Grab *_b = static_cast<Grab*>(b);
// there is no overlap if the X or Y of a vector is zero
if ( ABS(_a->value().x) < EPSILON || ABS(_b->value().x) < EPSILON )
ret = false;
else if ( ABS(_a->value().y) < EPSILON || ABS(_b->value().y) < EPSILON )
ret = false;
}
break;
case SourceCallback::CALLBACK_RESIZE:
{
const Resize *_a = static_cast<Resize*>(a);
const Resize *_b = static_cast<Resize*>(b);
if ( ABS(_a->value().x) < EPSILON || ABS(_b->value().x) < EPSILON )
ret = false;
else if ( ABS(_a->value().y) < EPSILON || ABS(_b->value().y) < EPSILON )
ret = false;
}
break;
default:
break;
}
}
return ret;
}
SourceCallback::SourceCallback(): status_(PENDING), delay_(0.f), elapsed_(0.f)
{
}
void SourceCallback::accept(Visitor& v)
{
v.visit(*this);
}
void SourceCallback::update (Source *s, float dt)
{
if (s != nullptr) {
// time passed
elapsed_ += dt;
// wait for delay to start
if ( status_ == PENDING && elapsed_ > delay_ )
status_ = READY;
}
// invalid
else
status_ = FINISHED;
}
ValueSourceCallback::ValueSourceCallback(float target, float ms, bool revert) : SourceCallback(),
duration_(ms), start_(0.f), target_(target), bidirectional_(revert)
{
}
void ValueSourceCallback::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
// set start on first time it is ready
if ( status_ == READY ){
start_ = readValue(s);
status_ = ACTIVE;
}
// update when active
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// time-out or instantaneous
if ( !(ABS(duration_) > 0.f) || progress > duration_ ) {
// apply target
writeValue(s, target_);
// done
status_ = FINISHED;
}
// perform iteration of interpolation
else {
// apply calculated intermediate
writeValue(s, glm::mix(start_, target_, progress/duration_) );
}
}
}
void ValueSourceCallback::multiply (float factor)
{
target_ *= factor;
}
SourceCallback *ValueSourceCallback::clone() const
{
SourceCallback *ret = SourceCallback::create(type());
ValueSourceCallback *vsc = static_cast<ValueSourceCallback *>(ret);
vsc->setValue( target_ );
vsc->setDuration( duration_ );
vsc->setBidirectional( bidirectional_ );
return ret;
}
SourceCallback *ValueSourceCallback::reverse(Source *s) const
{
SourceCallback *ret = nullptr;
if (bidirectional_) {
ret = SourceCallback::create(type());
ValueSourceCallback *vsc = static_cast<ValueSourceCallback *>(ret);
vsc->setValue( readValue(s) );
vsc->setDuration( duration_ );
vsc->setBidirectional( true );
}
return ret;
}
void ValueSourceCallback::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
void ResetGeometry::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// apply when ready
if ( status_ == READY ){
s->group(View::GEOMETRY)->scale_ = glm::vec3(1.f);
s->group(View::GEOMETRY)->rotation_.z = 0;
s->group(View::GEOMETRY)->crop_ = glm::vec3(1.f);
s->group(View::GEOMETRY)->translation_ = glm::vec3(0.f);
s->touch();
status_ = FINISHED;
}
}
SourceCallback *ResetGeometry::clone() const
{
return new ResetGeometry;
}
SetAlpha::SetAlpha(float alpha, float ms, bool revert) : SourceCallback(),
duration_(ms), alpha_(alpha), bidirectional_(revert)
{
alpha_ = glm::clamp(alpha_, 0.f, 1.f);
start_ = glm::vec2();
target_ = glm::vec2();
}
void SetAlpha::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start position on first time it is ready
if ( status_ == READY ){
// initial mixing view position
start_ = glm::vec2(s->group(View::MIXING)->translation_);
// step in diagonal by default
glm::vec2 step = glm::normalize(glm::vec2(1.f, 1.f));
// step in direction of source translation if possible
if ( glm::length(start_) > DELTA_ALPHA)
step = glm::normalize(start_);
//
// target mixing view position
//
// special case Alpha = 0
if (alpha_ < DELTA_ALPHA) {
target_ = step;
}
// special case Alpha = 1
else if (alpha_ > 1.f - DELTA_ALPHA) {
target_ = step * 0.005f;
}
// general case
else {
// converge to reduce the difference of alpha using dichotomic algorithm
target_ = start_;
float delta = 1.f;
do {
target_ += step * (delta / 2.f);
delta = SourceCore::alphaFromCordinates(target_.x, target_.y) - alpha_;
} while (glm::abs(delta) > DELTA_ALPHA);
}
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// perform movement
if ( ABS(duration_) > 0.f)
s->group(View::MIXING)->translation_ = glm::vec3(glm::mix(start_, target_, progress/duration_), s->group(View::MIXING)->translation_.z);
// time-out
if ( progress > duration_ ) {
// apply alpha to target
s->group(View::MIXING)->translation_ = glm::vec3(target_, s->group(View::MIXING)->translation_.z);
// done
status_ = FINISHED;
}
}
}
void SetAlpha::multiply (float factor)
{
alpha_ *= factor;
}
SourceCallback *SetAlpha::clone() const
{
return new SetAlpha(alpha_, duration_, bidirectional_);
}
SourceCallback *SetAlpha::reverse(Source *s) const
{
return bidirectional_ ? new SetAlpha(s->alpha(), duration_) : nullptr;
}
void SetAlpha::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
Lock::Lock(bool on) : lock_(on)
{
}
void Lock::update(Source *s, float)
{
if (s)
s->setLocked(lock_);
status_ = FINISHED;
}
SourceCallback *Lock::clone() const
{
return new Lock(lock_);
}
Loom::Loom(float speed, float ms) : SourceCallback(),
speed_(speed), duration_(ms)
{
pos_ = glm::vec2();
step_ = glm::normalize(glm::vec2(1.f, 1.f)); // step in diagonal by default
}
void Loom::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start on first time it is ready
if ( status_ == READY ){
// initial position
pos_ = glm::vec2(s->group(View::MIXING)->translation_);
// step in direction of source translation if possible
if ( glm::length(pos_) > DELTA_ALPHA)
step_ = glm::normalize(pos_);
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// move target by speed vector (in the direction of step_, amplitude of speed * time (in second))
pos_ -= step_ * ( speed_ * dt * 0.001f );
// apply alpha if pos in range [0 MIXING_MIN_THRESHOLD]
float l = glm::length( pos_ );
if ( (l > 0.01f && speed_ > 0.f ) || (l < MIXING_MIN_THRESHOLD && speed_ < 0.f ) )
s->group(View::MIXING)->translation_ = glm::vec3(pos_, s->group(View::MIXING)->translation_.z);
else
status_ = FINISHED;
// time-out
if ( progress > duration_ )
// done
status_ = FINISHED;
}
}
void Loom::multiply (float factor)
{
speed_ *= factor;
}
SourceCallback *Loom::clone() const
{
return new Loom(speed_, duration_);
}
SourceCallback *Loom::reverse(Source *) const
{
return new Loom(speed_, 0.f);
}
void Loom::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
SetDepth::SetDepth(float target, float ms, bool revert) : SourceCallback(),
duration_(ms), start_(0.f), target_(target), bidirectional_(revert)
{
target_ = glm::clamp(target_, MIN_DEPTH, MAX_DEPTH);
}
void SetDepth::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start position on first time it is ready
if ( status_ == READY ){
start_ = s->group(View::LAYER)->translation_.z;
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// perform movement
if ( ABS(duration_) > 0.f)
s->group(View::LAYER)->translation_.z = glm::mix(start_, target_, progress/duration_);
// time-out
if ( progress > duration_ ) {
// apply depth to target
s->group(View::LAYER)->translation_.z = target_;
// ensure reordering of view
++View::need_deep_update_;
// done
status_ = FINISHED;
}
}
}
void SetDepth::multiply (float factor)
{
target_ *= factor;
}
SourceCallback *SetDepth::clone() const
{
return new SetDepth(target_, duration_, bidirectional_);
}
SourceCallback *SetDepth::reverse(Source *s) const
{
return bidirectional_ ? new SetDepth(s->depth(), duration_) : nullptr;
}
void SetDepth::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
Play::Play(bool on, bool revert) : SourceCallback(), play_(on), bidirectional_(revert)
{
}
void Play::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
// toggle play status when ready
if ( status_ == READY ){
if (s->playing() != play_)
// call play function
s->play(play_);
status_ = FINISHED;
}
}
SourceCallback *Play::clone() const
{
return new Play(play_, bidirectional_);
}
SourceCallback *Play::reverse(Source *s) const
{
return bidirectional_ ? new Play(s->playing()) : nullptr;
}
void Play::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
RePlay::RePlay() : SourceCallback()
{
}
void RePlay::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
// apply when ready
if ( status_ == READY ){
// call replay function
s->replay();
status_ = FINISHED;
}
}
SourceCallback *RePlay::clone() const
{
return new RePlay;
}
Seek::Seek(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
}
float Seek::readValue(Source *s) const
{
double ret = 0.f;
// access media player if target source is a media source
MediaSource *ms = dynamic_cast<MediaSource *>(s);
if (ms != nullptr) {
GstClockTime media_duration = ms->mediaplayer()->timeline()->duration();
GstClockTime media_position = ms->mediaplayer()->position();
if (GST_CLOCK_TIME_IS_VALID(media_duration) && media_duration > 0 &&
GST_CLOCK_TIME_IS_VALID(media_position) && media_position > 0){
ret = static_cast<double>(media_position) / static_cast<double>(media_duration);
}
}
return (float)ret;
}
void Seek::writeValue(Source *s, float val)
{
// access media player if target source is a media source
MediaSource *ms = dynamic_cast<MediaSource *>(s);
if (ms != nullptr) {
GstClockTime media_duration = ms->mediaplayer()->timeline()->duration();
double media_position = glm::clamp( (double) val, 0.0, 1.0);
if (GST_CLOCK_TIME_IS_VALID(media_duration))
ms->mediaplayer()->seek( media_position * media_duration );
}
}
SetGeometry::SetGeometry(const Group *g, float ms, bool revert) : SourceCallback(),
duration_(ms), bidirectional_(revert)
{
setTarget(g);
}
void SetGeometry::getTarget (Group *g) const
{
if (g!=nullptr)
g->copyTransform(&target_);
}
void SetGeometry::setTarget (const Group *g)
{
if (g!=nullptr)
target_.copyTransform(g);
}
void SetGeometry::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start position on first time it is ready
if ( status_ == READY ){
start_.copyTransform(s->group(View::GEOMETRY));
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// perform movement
if ( ABS(duration_) > 0.f){
Group intermediate;
intermediate.translation_ = glm::mix(start_.translation_, target_.translation_, progress/duration_);
intermediate.scale_ = glm::mix(start_.scale_, target_.scale_, progress/duration_);
intermediate.rotation_ = glm::mix(start_.rotation_, target_.rotation_, progress/duration_);
// apply geometry
s->group(View::GEOMETRY)->copyTransform(&intermediate);
s->touch();
}
// time-out
if ( progress > duration_ ) {
// apply target
s->group(View::GEOMETRY)->copyTransform(&target_);
s->touch();
// done
status_ = FINISHED;
}
}
}
void SetGeometry::multiply (float factor)
{
// TODO
}
SourceCallback *SetGeometry::clone() const
{
return new SetGeometry(&target_, duration_, bidirectional_);
}
SourceCallback *SetGeometry::reverse(Source *s) const
{
return bidirectional_ ? new SetGeometry( s->group(View::GEOMETRY), duration_) : nullptr;
}
void SetGeometry::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
Grab::Grab(float dx, float dy, float ms) : SourceCallback(),
speed_(glm::vec2(dx, dy)), duration_(ms)
{
}
void Grab::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start on first time it is ready
if ( status_ == READY ) {
// initial position
pos_ = glm::vec2(s->group(View::GEOMETRY)->translation_);
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// move target by speed vector * time (in second)
pos_ += speed_ * ( dt * 0.001f);
s->group(View::GEOMETRY)->translation_ = glm::vec3(pos_, s->group(View::GEOMETRY)->translation_.z);
// time-out
if ( (elapsed_ - delay_) > duration_ )
// done
status_ = FINISHED;
}
}
void Grab::multiply (float factor)
{
speed_ *= factor;
}
SourceCallback *Grab::clone() const
{
return new Grab(speed_.x, speed_.y, duration_);
}
SourceCallback *Grab::reverse(Source *) const
{
return new Grab(speed_.x, speed_.y, 0.f);
}
void Grab::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
Resize::Resize(float dx, float dy, float ms) : SourceCallback(),
speed_(glm::vec2(dx, dy)), duration_(ms)
{
}
void Resize::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
if ( status_ == READY )
status_ = ACTIVE;
if ( status_ == ACTIVE ) {
// move target by speed vector * time (in second)
glm::vec2 scale = glm::vec2(s->group(View::GEOMETRY)->scale_) + speed_ * ( dt * 0.001f );
s->group(View::GEOMETRY)->scale_ = glm::vec3(scale, s->group(View::GEOMETRY)->scale_.z);
// time-out
if ( (elapsed_ - delay_) > duration_ )
status_ = FINISHED;
}
}
void Resize::multiply (float factor)
{
speed_ *= factor;
}
SourceCallback *Resize::clone() const
{
return new Resize(speed_.x, speed_.y, duration_);
}
SourceCallback *Resize::reverse(Source *) const
{
return new Resize(speed_.x, speed_.y, 0.f);
}
void Resize::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
Turn::Turn(float speed, float ms) : SourceCallback(),
speed_(speed), duration_(ms)
{
}
void Turn::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (s->locked())
status_ = FINISHED;
// set start on first time it is ready
if ( status_ == READY ){
// initial position
angle_ = s->group(View::GEOMETRY)->rotation_.z;
status_ = ACTIVE;
}
if ( status_ == ACTIVE ) {
// perform movement
angle_ -= speed_ * ( dt * 0.001f );
s->group(View::GEOMETRY)->rotation_.z = angle_;
// timeout
if ( (elapsed_ - delay_) > duration_ )
// done
status_ = FINISHED;
}
}
void Turn::multiply (float factor)
{
speed_ *= factor;
}
SourceCallback *Turn::clone() const
{
return new Turn(speed_, duration_);
}
SourceCallback *Turn::reverse(Source *) const
{
return new Turn(speed_, 0.f);
}
void Turn::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}
SetBrightness::SetBrightness(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, -1.f, 1.f);
}
float SetBrightness::readValue(Source *s) const
{
return s->processingShader()->brightness;
}
void SetBrightness::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->brightness = val;
}
SetContrast::SetContrast(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, -1.f, 1.f);
}
float SetContrast::readValue(Source *s) const
{
return s->processingShader()->contrast;
}
void SetContrast::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->contrast = val;
}
SetSaturation::SetSaturation(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, -1.f, 1.f);
}
float SetSaturation::readValue(Source *s) const
{
return s->processingShader()->saturation;
}
void SetSaturation::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->saturation = val;
}
SetHue::SetHue(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, 0.f, 1.f);
}
float SetHue::readValue(Source *s) const
{
return s->processingShader()->hueshift;
}
void SetHue::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->hueshift = val;
}
SetThreshold::SetThreshold(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, 0.f, 1.f);
}
float SetThreshold::readValue(Source *s) const
{
return s->processingShader()->threshold;
}
void SetThreshold::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->threshold = val;
}
SetInvert::SetInvert(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, 0.f, 2.f);
}
float SetInvert::readValue(Source *s) const
{
return static_cast<float>(s->processingShader()->invert);
}
void SetInvert::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->invert = static_cast<int>(val);
}
SetPosterize::SetPosterize(float v, float ms, bool r) : ValueSourceCallback(v, ms, r)
{
target_ = glm::clamp(target_, 0.f, 128.f);
}
float SetPosterize::readValue(Source *s) const
{
return static_cast<float>(s->processingShader()->nbColors);
}
void SetPosterize::writeValue(Source *s, float val)
{
if (s->imageProcessingEnabled())
s->processingShader()->nbColors = static_cast<int>(val);
}
SetGamma::SetGamma(glm::vec4 g, float ms, bool revert) : SourceCallback(),
duration_(ms), start_(glm::vec4()), target_(g), bidirectional_(revert)
{
start_ = glm::clamp(start_, glm::vec4(0.f), glm::vec4(10.f));
}
void SetGamma::update(Source *s, float dt)
{
SourceCallback::update(s, dt);
if (!s->imageProcessingEnabled())
status_ = FINISHED;
// set start on first time it is ready
if ( status_ == READY ){
start_ = s->processingShader()->gamma;
status_ = ACTIVE;
}
// update when active
if ( status_ == ACTIVE ) {
// time passed since start
float progress = elapsed_ - delay_;
// time-out or instantaneous
if ( !(ABS(duration_) > 0.f) || progress > duration_ ) {
// apply target
s->processingShader()->gamma = target_;
// done
status_ = FINISHED;
}
// perform iteration of interpolation
else {
// apply calculated intermediate
s->processingShader()->gamma = glm::mix(start_, target_, progress/duration_);
}
}
}
void SetGamma::multiply (float factor)
{
target_ *= factor;
}
SourceCallback *SetGamma::clone() const
{
return new SetGamma(target_, duration_, bidirectional_);
}
SourceCallback *SetGamma::reverse(Source *s) const
{
return bidirectional_ ? new SetGamma(s->processingShader()->gamma, duration_) : nullptr;
}
void SetGamma::accept(Visitor& v)
{
SourceCallback::accept(v);
v.visit(*this);
}