blockpick: avoid blocks being placed diagonally
parent
0b294bb35b
commit
ebef608000
153
blockpick_aw
153
blockpick_aw
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@ -1,153 +0,0 @@
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// Traverse voxel using Amanatides&Woo traversal algorithm
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// http://www.cse.yorku.ca/~amana/research/grid.pdf
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glm::vec3 pos = msg.cameraPos;
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glm::vec3 front = msg.cameraFront;
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int chunkX, chunkY, chunkZ, blockX, blockY, blockZ, old_blockX, old_blockY, old_blockZ;
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Chunk::Chunk* old_chunk = nullptr;
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// The ray has equation pos + t*front
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// Initialize phase
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// Origin integer voxel coordinates
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// Avoid floating point accuracy errors: work as close to 0 as possible, translate
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// everything later
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int basex = std::floor(pos.x);
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int basey = std::floor(pos.y);
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int basez = std::floor(pos.z);
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double x = pos.x - basex;
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double y = pos.y - basey;
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double z = pos.z - basez;
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/*double x = std::floor(pos.x + 0.5d);
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double y = std::floor(pos.y + 0.5d);
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double z = std::floor(pos.z + 0.5d);
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*/
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auto sign = [=](double f){ return f > 0 ? 1 : f < 0 ? -1 : 0; };
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auto tmax = [=](double p, double dir){
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int s = sign(dir);
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double b = std::floor(p + 0.5d);
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if(s > 0)
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return (b + 1 - p) / dir;
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else if(s < 0)
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return (p - b) / dir;
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return 0.0;
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};
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// Step
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int stepX = sign(front.x);
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int stepY = sign(front.y);
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int stepZ = sign(front.z);
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// tMax: the value of t at which the ray crosses the first voxel boundary
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double tMaxX = tmax(x, front.x);
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double tMaxY = tmax(y, front.y);
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double tMaxZ = tmax(z, front.z);
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// tDelta: how far along the ray along they ray (in units of t) for the _ component of such
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// a movement to equal the width of a voxel
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double tDeltaX = stepX / front.x;
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double tDeltaY = stepY / front.y;
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double tDeltaZ = stepZ / front.z;
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std::cout << "starting blockpick at " << x << "," << y << "," << z << "+(" << basex << "," <<
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basey << "," << basez << ") with tMax " << tMaxX
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<< "," << tMaxY << "," << tMaxZ << " and delta " << tDeltaX << "," << tDeltaY << "," <<
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tDeltaZ << std::endl;
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while(utils::withinDistance(x,y,z,0,0,0,6)){
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if(tMaxX < tMaxY){
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if(tMaxX < tMaxZ) {
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x += stepX;
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tMaxX += tDeltaX;
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}else{
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z += stepZ;
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tMaxZ += tDeltaZ;
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}
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}else{
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if(tMaxY < tMaxZ){
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y += stepY;
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tMaxY += tDeltaY;
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}else{
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z += stepZ;
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tMaxZ += tDeltaZ;
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}
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}
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int realx = basex + x;
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int realy = basey + y;
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int realz = basez + z;
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chunkX = realx / CHUNK_SIZE;
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chunkY = realy / CHUNK_SIZE;
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chunkZ = realz / CHUNK_SIZE;
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if(chunkX < 0 || chunkY < 0 || chunkZ < 0 || chunkX > 1023 || chunkY > 1023 || chunkZ >
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1023) break;
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blockX = realx - chunkX*CHUNK_SIZE;
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blockY = realy - chunkY*CHUNK_SIZE;
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blockZ = realz - chunkZ*CHUNK_SIZE;
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std::cout << blockX << "," << blockY << "," << blockZ << std::endl;
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ChunkTable::accessor a;
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if(!chunks.find(a, Chunk::calculateIndex(chunkX, chunkY, chunkZ))) break;
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Chunk::Chunk* chunk = a->second;
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if(!(chunk->isFree() || chunk->getState(Chunk::CHUNK_STATE_GENERATED))) break;
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Block block = chunk->getBlock(blockX, blockY, blockZ);
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//chunk->setBlock(msg.block, blockX, blockY, blockZ);
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//send_chunk_to_meshing_thread(chunk, MESHING_PRIORITY_PLAYER_EDIT);
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if(block != Block::AIR){
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if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_PLACE){
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if(old_chunk){
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old_chunk->setBlock(msg.block, old_blockX, old_blockY, old_blockZ);
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send_chunk_to_meshing_thread(old_chunk, MESHING_PRIORITY_PLAYER_EDIT);
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if(chunk != old_chunk) send_chunk_to_meshing_thread(chunk, MESHING_PRIORITY_PLAYER_EDIT);
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debug::window::set_parameter("block_last_action", false);
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debug::window::set_parameter("block_last_action_block_type",
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(int)(msg.block));
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debug::window::set_parameter("block_last_action_x", (int)x);
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debug::window::set_parameter("block_last_action_y", (int)y);
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debug::window::set_parameter("block_last_action_z", (int)z);
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}
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}else{
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chunk->setBlock(Block::AIR, blockX, blockY, blockZ);
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send_chunk_to_meshing_thread(chunk, MESHING_PRIORITY_PLAYER_EDIT);
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// When necessary, also mesh nearby chunks
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ChunkTable::accessor a1, a2, b1, b2, c1, c2;
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if(blockX == 0 && chunkX - 1 >= 0 && chunks.find(a1, Chunk::calculateIndex(chunkX - 1, chunkY, chunkZ)))
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send_chunk_to_meshing_thread(a1->second, MESHING_PRIORITY_PLAYER_EDIT);
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if(blockY == 0 && chunkY - 1 >= 0 && chunks.find(b1, Chunk::calculateIndex(chunkX, chunkY - 1, chunkZ)))
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send_chunk_to_meshing_thread(b1->second, MESHING_PRIORITY_PLAYER_EDIT);
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if(blockZ == 0 && chunkZ - 1 >= 0 && chunks.find(c1, Chunk::calculateIndex(chunkX, chunkY, chunkZ - 1)))
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send_chunk_to_meshing_thread(c1->second, MESHING_PRIORITY_PLAYER_EDIT);
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if(blockX == CHUNK_SIZE - 1 && chunkX +1 < 1024 && chunks.find(a2, Chunk::calculateIndex(chunkX +1, chunkY, chunkZ)))
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send_chunk_to_meshing_thread(a2->second, MESHING_PRIORITY_PLAYER_EDIT);
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if(blockY == CHUNK_SIZE - 1 && chunkY +1 < 1024 && chunks.find(b2, Chunk::calculateIndex(chunkX, chunkY +1, chunkZ)))
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send_chunk_to_meshing_thread(b2->second, MESHING_PRIORITY_PLAYER_EDIT);
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if(blockZ == CHUNK_SIZE - 1 && chunkZ +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(chunkX, chunkY, chunkZ +1)))
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send_chunk_to_meshing_thread(c2->second, MESHING_PRIORITY_PLAYER_EDIT);
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debug::window::set_parameter("block_last_action", false);
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debug::window::set_parameter("block_last_action_block_type", (int) (Block::AIR));
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debug::window::set_parameter("block_last_action_x", (int)x);
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debug::window::set_parameter("block_last_action_y", (int)y);
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debug::window::set_parameter("block_last_action_z", (int)z);
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}
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break;
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}
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old_chunk = chunk;
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old_blockX = blockX;
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old_blockY = blockY;
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old_blockZ = blockZ;
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}
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@ -1,2 +0,0 @@
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@ -6,6 +6,7 @@
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#include <thread>
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#include <glm/glm.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <oneapi/tbb/parallel_for.h>
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@ -17,6 +18,7 @@
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#include "debugwindow.hpp"
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#include "globals.hpp"
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#include "renderer.hpp"
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#include "utils.hpp"
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namespace chunkmanager
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{
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@ -281,16 +283,20 @@ namespace chunkmanager
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chunks.clear();
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}
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void blockpick(WorldUpdateMsg& msg){
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glm::vec3 ray_intersect(glm::vec3 startposition, glm::vec3 startdir){
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int old_bx{0}, old_by{0}, old_bz{0};
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int old_px{0}, old_py{0}, old_pz{0};
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Chunk::Chunk* old_chunk{nullptr};
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glm::vec3 old_pos;
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// cast a ray from the camera in the direction pointed by the camera itself
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glm::vec3 pos = msg.cameraPos;
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for(float t = 0.0; t <= 10.0; t += 0.1){
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glm::vec3 origin = startposition;
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glm::vec3 pos = origin;
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glm::vec3 front = startdir;
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for(float t = 0.0; t <= 10.0; t += 0.5){
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// traverse the ray a block at the time
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pos = msg.cameraPos + t*msg.cameraFront;
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pos = origin + t*front;
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// get which chunk and block the ray is at
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int px = ((int)(pos.x))/CHUNK_SIZE;
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// exit early if the position is invalid or the chunk does not exist
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if(px < 0 || py < 0 || pz < 0 || px >= 1024 || py >= 1024 || pz >= 1024) continue;
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ChunkTable::accessor a;
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ChunkTable::const_accessor a;
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if(!chunks.find(a, Chunk::calculateIndex(px, py, pz))) continue;
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Chunk::Chunk* c = a->second;
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if(!c->isFree() || !c->getState(Chunk::CHUNK_STATE_GENERATED)) continue;
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if(!c->isFree() || !c->getState(Chunk::CHUNK_STATE_GENERATED)){
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a.release();
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continue;
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}
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Block b = c->getBlock(bx, by, bz);
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a.release();
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// if the block is non empty
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if(b != Block::AIR){
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// if placing a new block
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if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_PLACE){
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// place the new block (only stone for now)
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if(!old_chunk) break;
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old_chunk->setBlock(msg.block, old_bx, old_by, old_bz);
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// mark the mesh of the chunk the be updated
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send_to_chunk_meshing_thread(old_chunk, MESHING_PRIORITY_PLAYER_EDIT);
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if(c != old_chunk) send_to_chunk_meshing_thread(c,
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MESHING_PRIORITY_PLAYER_EDIT);
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debug::window::set_parameter("block_last_action", true);
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debug::window::set_parameter("block_last_action_block_type", (int)(msg.block));
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debug::window::set_parameter("block_last_action_x", old_px*CHUNK_SIZE+bx);
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debug::window::set_parameter("block_last_action_y", old_py*CHUNK_SIZE+by);
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debug::window::set_parameter("block_last_action_z", old_pz*CHUNK_SIZE+bz);
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}else{
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// replace the current block with air to remove it
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c->setBlock( Block::AIR, bx, by, bz);
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chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_PLAYER_EDIT));
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// When necessary, also mesh nearby chunks
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ChunkTable::accessor a1, a2, b1, b2, c1, c2;
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if(bx == 0 && px - 1 >= 0 && chunks.find(a1, Chunk::calculateIndex(px - 1, py, pz)))
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chunkmesher::mesh(a1->second);
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if(by == 0 && py - 1 >= 0 && chunks.find(b1, Chunk::calculateIndex(px, py - 1, pz)))
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chunkmesher::mesh(b1->second);
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if(bz == 0 && pz - 1 >= 0 && chunks.find(c1, Chunk::calculateIndex(px, py, pz - 1)))
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chunkmesher::mesh(c1->second);
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if(bx == CHUNK_SIZE - 1 && px +1 < 1024 && chunks.find(a2, Chunk::calculateIndex(px +1, py, pz)))
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chunkmesher::mesh(a2->second);
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if(by == CHUNK_SIZE - 1 && py +1 < 1024 && chunks.find(b2, Chunk::calculateIndex(px, py +1, pz)))
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chunkmesher::mesh(b2->second);
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if(bz == CHUNK_SIZE - 1 && pz +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(px, py, pz +1)))
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chunkmesher::mesh(c2->second);
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debug::window::set_parameter("block_last_action", false);
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debug::window::set_parameter("block_last_action_block_type", (int) (Block::AIR));
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debug::window::set_parameter("block_last_action_x", px*CHUNK_SIZE + bx);
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debug::window::set_parameter("block_last_action_y", py*CHUNK_SIZE + by);
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debug::window::set_parameter("block_last_action_z", pz*CHUNK_SIZE + bz);
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}
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break;
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}
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if(b != Block::AIR) return pos;
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old_chunk = c;
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old_bx = bx;
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old_px = px;
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old_py = py;
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old_pz = pz;
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old_pos = pos;
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}
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return glm::vec3(-1);
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}
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void blockpick(WorldUpdateMsg& msg){
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//std::cout << glm::to_string(ray_intersect(msg.cameraPos, msg.cameraFront)) << std::endl;
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glm::vec3 ray_pos = ray_intersect(msg.cameraPos, msg.cameraFront);
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if(ray_pos == glm::vec3(-1)) return;
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// Chunk in which the blockpick is happening
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int chunkx = (int)(ray_pos.x) / CHUNK_SIZE;
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int chunky = (int)(ray_pos.y) / CHUNK_SIZE;
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int chunkz = (int)(ray_pos.z) / CHUNK_SIZE;
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// Block (chunk coord) in which the blockpick is happening
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int blockx = ray_pos.x - chunkx*CHUNK_SIZE;
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int blocky = ray_pos.y - chunky*CHUNK_SIZE;
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int blockz = ray_pos.z - chunkz*CHUNK_SIZE;
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// The chunk must exist, otherwise ray_intersect would have returned an error
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// Also, the block must be different from AIR
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ChunkTable::accessor a;
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if(!chunks.find(a, Chunk::calculateIndex(chunkx, chunky, chunkz))) return;
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Chunk::Chunk* c = a->second;
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if(!(c->isFree() && c->getState(Chunk::CHUNK_STATE_GENERATED))) return;
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if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_BREAK){
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c->setBlock(Block::AIR, blockx, blocky, blockz);
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send_to_chunk_meshing_thread(c, MESHING_PRIORITY_PLAYER_EDIT);
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}else{
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// Traverse voxel using Amanatides&Woo traversal algorithm
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// http://www.cse.yorku.ca/~amana/research/grid.pdf
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glm::vec3 pos = msg.cameraPos;
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glm::vec3 front = glm::normalize(pos - ray_pos);
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// Original chunk in which the blockpick started
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const int ochunkX=chunkx, ochunkY = chunky, ochunkZ = chunkz;
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// The ray has equation pos + t*front
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// Initialize phase
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// Origin integer voxel coordinates
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// Avoid floating point accuracy errors: work as close to 0 as possible, translate
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// everything later
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int basex = std::floor(ray_pos.x);
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int basey = std::floor(ray_pos.y);
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int basez = std::floor(ray_pos.z);
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double x = ray_pos.x - basex;
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double y = ray_pos.y - basey;
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double z = ray_pos.z - basez;
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auto sign = [=](double f){ return f > 0 ? 1 : f < 0 ? -1 : 0; };
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auto tmax = [=](double p, double dir){
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int s = sign(dir);
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if(s > 0)
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return (1 - p) / dir;
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else if(s < 0)
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return -(p) / dir;
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return 0.0;
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};
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// Step
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int stepX = sign(front.x);
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int stepY = sign(front.y);
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int stepZ = sign(front.z);
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// tMax: the value of t at which the ray crosses the first voxel boundary
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double tMaxX = tmax(x, front.x);
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double tMaxY = tmax(y, front.y);
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double tMaxZ = tmax(z, front.z);
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// tDelta: how far along the ray along they ray (in units of t) for the _ component of such
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// a movement to equal the width of a voxel
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double tDeltaX = stepX / front.x;
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double tDeltaY = stepY / front.y;
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double tDeltaZ = stepZ / front.z;
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for(int i = 0; i < 10; i++){
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if(tMaxX < tMaxY){
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if(tMaxX < tMaxZ) {
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x += stepX;
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tMaxX += tDeltaX;
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}else{
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z += stepZ;
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tMaxZ += tDeltaZ;
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}
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}else{
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if(tMaxY < tMaxZ){
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y += stepY;
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tMaxY += tDeltaY;
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}else{
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z += stepZ;
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tMaxZ += tDeltaZ;
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}
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}
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int realx = basex + x;
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int realy = basey + y;
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int realz = basez + z;
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chunkx = realx / CHUNK_SIZE;
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chunky = realy / CHUNK_SIZE;
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chunkz = realz / CHUNK_SIZE;
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if(chunkx < 0 || chunky < 0 || chunkz < 0 || chunkx > 1023 || chunky > 1023 ||
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chunkz > 1023) continue;
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blockx = realx - chunkx*CHUNK_SIZE;
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blocky = realy - chunky*CHUNK_SIZE;
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blockz = realz - chunkz*CHUNK_SIZE;
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Chunk::Chunk* chunk;
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ChunkTable::accessor b;
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if(chunkx != ochunkX || chunky != ochunkY || chunkz != ochunkZ){
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if(!chunks.find(b, Chunk::calculateIndex(chunkx, chunky, chunkz)))
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continue;
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chunk = b->second;
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if(!(chunk->isFree() && chunk->getState(Chunk::CHUNK_STATE_GENERATED)))
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continue;
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}else{
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chunk = c;
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}
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if(chunk->getBlock(blockx, blocky, blockz) != Block::AIR) continue;
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chunk->setBlock(msg.block, blockx, blocky, blockz);
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send_to_chunk_meshing_thread(chunk, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Release the chunk in which the blockpick started to avoid locks
|
||||
a.release();
|
||||
// When necessary, also mesh nearby chunks
|
||||
ChunkTable::accessor a1, a2, b1, b2, c1, c2;
|
||||
if(blockx == 0 && chunkx - 1 >= 0 && chunks.find(a1, Chunk::calculateIndex(chunkx - 1, chunky, chunkz)))
|
||||
send_to_chunk_meshing_thread(a1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blocky == 0 && chunky - 1 >= 0 && chunks.find(b1, Chunk::calculateIndex(chunkx, chunky - 1, chunkz)))
|
||||
send_to_chunk_meshing_thread(b1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockz == 0 && chunkz - 1 >= 0 && chunks.find(c1, Chunk::calculateIndex(chunkx, chunky, chunkz - 1)))
|
||||
send_to_chunk_meshing_thread(c1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockx == CHUNK_SIZE - 1 && chunkx +1 < 1024 && chunks.find(a2, Chunk::calculateIndex(chunkx +1, chunky, chunkz)))
|
||||
send_to_chunk_meshing_thread(a2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blocky == CHUNK_SIZE - 1 && chunky +1 < 1024 && chunks.find(b2, Chunk::calculateIndex(chunkx, chunky +1, chunkz)))
|
||||
send_to_chunk_meshing_thread(b2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockz == CHUNK_SIZE - 1 && chunkz +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(chunkx, chunky, chunkz +1)))
|
||||
send_to_chunk_meshing_thread(c2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
|
||||
// Update debugging information
|
||||
|
||||
debug::window::set_parameter("block_last_action", msg.msg_type ==
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE);
|
||||
debug::window::set_parameter("block_last_action_block_type", (int)(msg.msg_type ==
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE ? msg.block : Block::AIR));
|
||||
debug::window::set_parameter("block_last_action_x", chunkx*CHUNK_SIZE+blockx);
|
||||
debug::window::set_parameter("block_last_action_y", chunky*CHUNK_SIZE+blocky);
|
||||
debug::window::set_parameter("block_last_action_z", chunkz*CHUNK_SIZE+blockz);
|
||||
}
|
||||
|
||||
Block getBlockAtPos(int x, int y, int z){
|
||||
|
|
Loading…
Reference in New Issue