mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
Adding bounding capsule shape for Model
Also: Cleaned up the automatic geometry LOD loading Removed staticExtents data member from FBXGeometry Split debug rendering of bounding shapes from joint shapes
This commit is contained in:
parent
5406490719
commit
1bbdc9d78b
14 changed files with 337 additions and 221 deletions
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@ -113,18 +113,18 @@
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<context>
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<name>Menu</name>
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<message>
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<location filename="src/Menu.cpp" line="459"/>
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<location filename="src/Menu.cpp" line="460"/>
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<source>Open .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="461"/>
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<location filename="src/Menu.cpp" line="473"/>
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<location filename="src/Menu.cpp" line="462"/>
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<location filename="src/Menu.cpp" line="474"/>
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<source>Text files (*.ini)</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="471"/>
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<location filename="src/Menu.cpp" line="472"/>
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<source>Save .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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@ -282,8 +282,9 @@ Menu::Menu() :
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,
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@ -285,8 +285,9 @@ namespace MenuOption {
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const QString PlaySlaps = "Play Slaps";
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const QString Preferences = "Preferences...";
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const QString ReloadAllScripts = "Reload All Scripts";
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const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
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const QString RenderHeadCollisionProxies = "Head Collision Proxies";
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const QString RenderSkeletonCollisionShapes = "Skeleton Collision Shapes";
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const QString RenderHeadCollisionShapes = "Head Collision Shapes";
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const QString RenderBoundingCollisionShapes = "Bounding Collision Shapes";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString RunTimingTests = "Run Timing Tests";
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const QString SettingsImport = "Import Settings";
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@ -56,8 +56,7 @@ Avatar::Avatar() :
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_owningAvatarMixer(),
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_collisionFlags(0),
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_initialized(false),
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_shouldRenderBillboard(true),
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_modelsDirty(true)
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_shouldRenderBillboard(true)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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@ -125,8 +124,7 @@ void Avatar::simulate(float deltaTime) {
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}
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glm::vec3 headPosition = _position;
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if (!_shouldRenderBillboard && inViewFrustum) {
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_skeletonModel.simulate(deltaTime, _modelsDirty);
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_modelsDirty = false;
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_skeletonModel.simulate(deltaTime);
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_skeletonModel.getHeadPosition(headPosition);
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}
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Head* head = getHead();
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@ -210,11 +208,19 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(0.7f);
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
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getHead()->getFaceModel().renderCollisionProxies(0.7f);
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes)) {
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getHead()->getFaceModel().updateShapePositions();
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes)) {
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderBoundingCollisionShapes(0.7f);
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getHead()->getFaceModel().updateShapePositions();
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getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
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}
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// quick check before falling into the code below:
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@ -650,9 +656,6 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
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const float MOVE_DISTANCE_THRESHOLD = 0.001f;
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_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
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// note that we need to update our models
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_modelsDirty = true;
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return bytesRead;
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}
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@ -192,7 +192,6 @@ private:
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bool _initialized;
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QScopedPointer<Texture> _billboardTexture;
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bool _shouldRenderBillboard;
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bool _modelsDirty;
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void renderBillboard();
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@ -19,8 +19,8 @@ FaceModel::FaceModel(Head* owningHead) :
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}
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void FaceModel::simulate(float deltaTime) {
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QVector<JointState> newJointStates = updateGeometry();
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if (!isActive()) {
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bool geometryIsUpToDate = updateGeometry();
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if (!geometryIsUpToDate) {
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return;
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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@ -42,7 +42,7 @@ void FaceModel::simulate(float deltaTime) {
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setPupilDilation(_owningHead->getPupilDilation());
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setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
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Model::simulate(deltaTime, true, newJointStates);
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Model::simulateInternal(deltaTime);
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}
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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@ -253,7 +253,7 @@ void Hand::render(bool isMine) {
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_renderAlpha = 1.0;
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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@ -20,6 +20,11 @@
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#include <PacketHeaders.h>
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#include <SharedUtil.h>
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#ifdef ANDREW_HACKERY
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#include <ShapeCollider.h>
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#include <StreamUtils.h>
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#endif ANDREW_HACKERY
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#include "Application.h"
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#include "Audio.h"
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#include "Environment.h"
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@ -867,6 +872,8 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
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return false;
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}
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static CollisionList bodyCollisions(16);
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void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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@ -878,15 +885,6 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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updateShapePositions();
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float myBoundingRadius = getBoundingRadius();
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/* TODO: Andrew to fix Avatar-Avatar body collisions
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// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
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// TODO: make the collision work without assuming avatar orientation
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Extents myStaticExtents = _skeletonModel.getStaticExtents();
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glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
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float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
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float myCapsuleHeight = staticScale.y;
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*/
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foreach (const AvatarSharedPointer& avatarPointer, avatars) {
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
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if (static_cast<Avatar*>(this) == avatar) {
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@ -900,19 +898,26 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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}
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float theirBoundingRadius = avatar->getBoundingRadius();
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if (distance < myBoundingRadius + theirBoundingRadius) {
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/* TODO: Andrew to fix Avatar-Avatar body collisions
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Extents theirStaticExtents = _skeletonModel.getStaticExtents();
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glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
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float theirCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
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float theirCapsuleHeight = staticScale.y;
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glm::vec3 penetration(0.f);
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if (findAvatarAvatarPenetration(_position, myCapsuleRadius, myCapsuleHeight,
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avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
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// move the avatar out by half the penetration
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setPosition(_position - 0.5f * penetration);
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#ifdef ANDREW_HACKERY
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QVector<const Shape*> myShapes;
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_skeletonModel.getBodyShapes(myShapes);
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QVector<const Shape*> theirShapes;
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avatar->getSkeletonModel().getBodyShapes(theirShapes);
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bodyCollisions.clear();
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foreach (const Shape* myShape, myShapes) {
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foreach (const Shape* theirShape, theirShapes) {
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ShapeCollider::shapeShape(myShape, theirShape, bodyCollisions);
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if (bodyCollisions.size() > 0) {
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std::cout << "adebug myPos = " << myShape->getPosition()
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<< " myRadius = " << myShape->getBoundingRadius()
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<< " theirPos = " << theirShape->getPosition()
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<< " theirRadius = " << theirShape->getBoundingRadius()
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<< std::endl; // adebug
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std::cout << "adebug collision count = " << bodyCollisions.size() << std::endl; // adebug
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}
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}
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}
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*/
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#endif // ANDREW_HACKERY
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// collide our hands against them
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// TODO: make this work when we can figure out when the other avatar won't yeild
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@ -14,17 +14,17 @@
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#include "Menu.h"
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#include "SkeletonModel.h"
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SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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_owningAvatar(owningAvatar) {
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}
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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void SkeletonModel::simulate(float deltaTime) {
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
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const float MODEL_SCALE = 0.0006f;
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
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Model::simulate(deltaTime, fullUpdate);
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Model::simulate(deltaTime);
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if (!(isActive() && _owningAvatar->isMyAvatar())) {
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return; // only simulate for own avatar
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}
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}
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void SkeletonModel::getBodyShapes(QVector<const Shape*>& shapes) const {
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// for now we push a single bounding shape,
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// but later we could push a subset of joint shapes
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shapes.push_back(&_boundingShape);
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}
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class IndexValue {
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public:
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int index;
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@ -9,7 +9,6 @@
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#ifndef __interface__SkeletonModel__
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#define __interface__SkeletonModel__
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#include "renderer/Model.h"
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class Avatar;
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SkeletonModel(Avatar* owningAvatar);
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void simulate(float deltaTime, bool fullUpdate = true);
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void simulate(float deltaTime);
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/// \param jointIndex index of hand joint
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/// \param shapes[out] list in which is stored pointers to hand shapes
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void getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const;
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/// \param shapes[out] list of shapes for body collisions
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void getBodyShapes(QVector<const Shape*>& shapes) const;
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protected:
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void applyHandPosition(int jointIndex, const glm::vec3& position);
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void applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
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@ -41,6 +41,11 @@ bool Extents::containsPoint(const glm::vec3& point) const {
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&& point.z >= minimum.z && point.z <= maximum.z);
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}
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void Extents::addExtents(const Extents& extents) {
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minimum = glm::min(minimum, extents.minimum);
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maximum = glm::max(maximum, extents.maximum);
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}
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void Extents::addPoint(const glm::vec3& point) {
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minimum = glm::min(minimum, point);
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maximum = glm::max(maximum, point);
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@ -1337,7 +1342,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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}
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geometry.bindExtents.reset();
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geometry.staticExtents.reset();
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geometry.meshExtents.reset();
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for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
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@ -1505,8 +1509,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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JointShapeInfo& jointShapeInfo = jointShapeInfos[jointIndex];
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jointShapeInfo.boneBegin = rotateMeshToJoint * (radiusScale * (boneBegin - boneEnd));
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bool jointIsStatic = joint.freeLineage.isEmpty();
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glm::vec3 jointTranslation = extractTranslation(geometry.offset * joint.bindTransform);
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float totalWeight = 0.0f;
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for (int j = 0; j < cluster.indices.size(); j++) {
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int oldIndex = cluster.indices.at(j);
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jointShapeInfo.extents.addPoint(vertexInJointFrame);
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jointShapeInfo.averageVertex += vertexInJointFrame;
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++jointShapeInfo.numVertices;
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if (jointIsStatic) {
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// expand the extents of static (nonmovable) joints
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geometry.staticExtents.addPoint(vertex + jointTranslation);
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}
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}
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// look for an unused slot in the weights vector
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@ -30,6 +30,10 @@ public:
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/// set minimum and maximum to FLT_MAX and -FLT_MAX respectively
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void reset();
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/// \param extents another intance of extents
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/// expand current limits to contain other extents
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void addExtents(const Extents& extents);
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/// \param point new point to compare against existing limits
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/// compare point to current limits and expand them if necessary to contain point
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void addPoint(const glm::vec3& point);
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@ -174,7 +178,6 @@ public:
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glm::vec3 neckPivot;
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Extents bindExtents;
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Extents staticExtents;
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Extents meshExtents;
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QVector<FBXAttachment> attachments;
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@ -32,9 +32,11 @@ Model::Model(QObject* parent) :
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QObject(parent),
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_scale(1.0f, 1.0f, 1.0f),
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_shapesAreDirty(true),
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_boundingRadius(0.f),
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_boundingShape(),
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_boundingShapeLocalOffset(0.f),
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_lodDistance(0.0f),
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_pupilDilation(0.0f),
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_boundingRadius(0.f) {
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_pupilDilation(0.0f) {
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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}
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state.rotation = joint.rotation;
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jointStates.append(state);
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}
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// compute transforms
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// Unfortunately, the joints are not neccessarily in order from parents to children,
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// so we must iterate over the list multiple times until all are set correctly.
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QVector<bool> jointIsSet;
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int numJoints = jointStates.size();
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jointIsSet.fill(false, numJoints);
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int numJointsSet = 0;
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int lastNumJointsSet = -1;
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while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
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lastNumJointsSet = numJointsSet;
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for (int i = 0; i < numJoints; ++i) {
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if (jointIsSet[i]) {
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continue;
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}
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JointState& state = jointStates[i];
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const FBXJoint& joint = geometry.joints[i];
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = _rotation * combinedRotation;
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++numJointsSet;
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jointIsSet[i] = true;
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} else if (jointIsSet[parentIndex]) {
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const JointState& parentState = jointStates.at(parentIndex);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = parentState.transform * glm::translate(state.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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++numJointsSet;
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jointIsSet[i] = true;
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}
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}
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}
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return jointStates;
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}
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@ -135,65 +175,87 @@ void Model::reset() {
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}
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}
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void Model::clearShapes() {
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for (int i = 0; i < _jointShapes.size(); ++i) {
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delete _jointShapes[i];
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}
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_jointShapes.clear();
|
||||
}
|
||||
// return 'true' if geometry is up to date
|
||||
bool Model::updateGeometry() {
|
||||
bool needToRebuild = false;
|
||||
|
||||
void Model::createJointCollisionShapes() {
|
||||
clearShapes();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
glm::vec3 meshCenter = _jointStates[i].combinedRotation * joint.shapePosition;
|
||||
glm::vec3 position = _rotation * (extractTranslation(_jointStates[i].transform) + uniformScale * meshCenter) + _translation;
|
||||
|
||||
float radius = uniformScale * joint.boneRadius;
|
||||
if (joint.shapeType == Shape::CAPSULE_SHAPE) {
|
||||
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
||||
CapsuleShape* shape = new CapsuleShape(radius, halfHeight);
|
||||
shape->setPosition(position);
|
||||
_jointShapes.push_back(shape);
|
||||
} else {
|
||||
SphereShape* shape = new SphereShape(radius, position);
|
||||
_jointShapes.push_back(shape);
|
||||
if (_nextGeometry) {
|
||||
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
|
||||
_nextGeometry->setLoadPriority(this, -_lodDistance);
|
||||
_nextGeometry->ensureLoading();
|
||||
if (_nextGeometry->isLoaded()) {
|
||||
applyNextGeometry();
|
||||
needToRebuild = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!_geometry) {
|
||||
// geometry is not ready
|
||||
return false;
|
||||
}
|
||||
|
||||
void Model::createBoundingShape() {
|
||||
//const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
//float uniformScale = extractUniformScale(_scale);
|
||||
}
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
|
||||
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
|
||||
|
||||
void Model::updateShapePositions() {
|
||||
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
|
||||
_boundingRadius = 0.f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// shape position and rotation need to be in world-frame
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_jointShapes[i]->setPosition(worldPosition);
|
||||
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
|
||||
QVector<JointState> newJointStates = createJointStates(newGeometry);
|
||||
if (! _jointStates.isEmpty()) {
|
||||
// copy the existing joint states
|
||||
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
|
||||
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
|
||||
it != oldGeometry.jointIndices.constEnd(); it++) {
|
||||
int oldIndex = it.value() - 1;
|
||||
int newIndex = newGeometry.getJointIndex(it.key());
|
||||
if (newIndex != -1) {
|
||||
newJointStates[newIndex] = _jointStates.at(oldIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
_jointStates = newJointStates;
|
||||
needToRebuild = true;
|
||||
} else if (_jointStates.isEmpty()) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
if (fbxGeometry.joints.size() > 0) {
|
||||
_jointStates = createJointStates(fbxGeometry);
|
||||
needToRebuild = true;
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime, bool fullUpdate) {
|
||||
// update our LOD, then simulate
|
||||
simulate(deltaTime, fullUpdate, updateGeometry());
|
||||
_geometry->setLoadPriority(this, -_lodDistance);
|
||||
_geometry->ensureLoading();
|
||||
|
||||
if (needToRebuild) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
QOpenGLBuffer buffer;
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
||||
buffer.create();
|
||||
buffer.bind();
|
||||
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
}
|
||||
_blendedVertexBuffers.append(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
createShapes();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Model::render(float alpha, bool forShadowMap) {
|
||||
|
@ -262,15 +324,6 @@ Extents Model::getBindExtents() const {
|
|||
return scaledExtents;
|
||||
}
|
||||
|
||||
Extents Model::getStaticExtents() const {
|
||||
if (!isActive()) {
|
||||
return Extents();
|
||||
}
|
||||
const Extents& staticExtents = _geometry->getFBXGeometry().staticExtents;
|
||||
Extents scaledExtents = { staticExtents.minimum * _scale, staticExtents.maximum * _scale };
|
||||
return scaledExtents;
|
||||
}
|
||||
|
||||
bool Model::getJointState(int index, glm::quat& rotation) const {
|
||||
if (index == -1 || index >= _jointStates.size()) {
|
||||
return false;
|
||||
|
@ -373,6 +426,90 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
}
|
||||
}
|
||||
|
||||
void Model::clearShapes() {
|
||||
for (int i = 0; i < _jointShapes.size(); ++i) {
|
||||
delete _jointShapes[i];
|
||||
}
|
||||
_jointShapes.clear();
|
||||
}
|
||||
|
||||
void Model::createShapes() {
|
||||
clearShapes();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
glm::quat inverseRotation = glm::inverse(_rotation);
|
||||
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
|
||||
// joint shapes
|
||||
Extents totalExtents;
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
Extents shapeExtents;
|
||||
|
||||
float radius = uniformScale * joint.boneRadius;
|
||||
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
||||
if (joint.shapeType == Shape::CAPSULE_SHAPE && halfHeight > EPSILON) {
|
||||
CapsuleShape* capsule = new CapsuleShape(radius, halfHeight);
|
||||
capsule->setPosition(worldPosition);
|
||||
capsule->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
_jointShapes.push_back(capsule);
|
||||
|
||||
glm::vec3 endPoint;
|
||||
capsule->getEndPoint(endPoint);
|
||||
glm::vec3 startPoint;
|
||||
capsule->getStartPoint(startPoint);
|
||||
glm::vec3 axis = (halfHeight + radius) * glm::normalize(endPoint - startPoint);
|
||||
shapeExtents.addPoint(inverseRotation * (worldPosition + axis - _translation));
|
||||
shapeExtents.addPoint(inverseRotation * (worldPosition - axis - _translation));
|
||||
} else {
|
||||
SphereShape* sphere = new SphereShape(radius, worldPosition);
|
||||
_jointShapes.push_back(sphere);
|
||||
|
||||
glm::vec3 axis = glm::vec3(radius);
|
||||
shapeExtents.addPoint(inverseRotation * (worldPosition + axis - _translation));
|
||||
shapeExtents.addPoint(inverseRotation * (worldPosition - axis - _translation));
|
||||
}
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
}
|
||||
|
||||
// bounding shape
|
||||
// NOTE: we assume that the longest side of totalExtents is the yAxis
|
||||
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
||||
float capsuleRadius = 0.25f * (diagonal.x + diagonal.z); // half the average of x and z
|
||||
_boundingShape.setRadius(capsuleRadius);
|
||||
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
|
||||
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum);
|
||||
}
|
||||
|
||||
void Model::updateShapePositions() {
|
||||
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
|
||||
_boundingRadius = 0.f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// shape position and rotation need to be in world-frame
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_jointShapes[i]->setPosition(worldPosition);
|
||||
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
}
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
}
|
||||
_boundingShape.setPosition(_translation + _rotation * _boundingShapeLocalOffset);
|
||||
}
|
||||
|
||||
bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
|
||||
const glm::vec3 relativeOrigin = origin - _translation;
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
@ -419,7 +556,6 @@ bool Model::findCollisions(const QVector<const Shape*> shapes, CollisionList& co
|
|||
bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius,
|
||||
CollisionList& collisions, int skipIndex) {
|
||||
bool collided = false;
|
||||
updateShapePositions();
|
||||
SphereShape sphere(sphereRadius, sphereCenter);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
|
@ -448,45 +584,6 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
|
|||
return collided;
|
||||
}
|
||||
|
||||
QVector<Model::JointState> Model::updateGeometry() {
|
||||
QVector<JointState> newJointStates;
|
||||
if (_nextGeometry) {
|
||||
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
|
||||
_nextGeometry->setLoadPriority(this, -_lodDistance);
|
||||
_nextGeometry->ensureLoading();
|
||||
if (_nextGeometry->isLoaded()) {
|
||||
applyNextGeometry();
|
||||
return newJointStates;
|
||||
}
|
||||
}
|
||||
if (!_geometry) {
|
||||
return newJointStates;
|
||||
}
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
if (!_jointStates.isEmpty()) {
|
||||
// copy the existing joint states
|
||||
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
|
||||
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
|
||||
newJointStates = createJointStates(newGeometry);
|
||||
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
|
||||
it != oldGeometry.jointIndices.constEnd(); it++) {
|
||||
int oldIndex = it.value() - 1;
|
||||
int newIndex = newGeometry.getJointIndex(it.key());
|
||||
if (newIndex != -1) {
|
||||
newJointStates[newIndex] = _jointStates.at(oldIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
}
|
||||
_geometry->setLoadPriority(this, -_lodDistance);
|
||||
_geometry->ensureLoading();
|
||||
return newJointStates;
|
||||
}
|
||||
|
||||
class Blender : public QRunnable {
|
||||
public:
|
||||
|
||||
|
@ -549,53 +646,23 @@ void Blender::run() {
|
|||
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates) {
|
||||
if (!isActive()) {
|
||||
|
||||
void Model::simulate(float deltaTime) {
|
||||
bool geometryIsUpToDate = updateGeometry();
|
||||
if (!geometryIsUpToDate) {
|
||||
return;
|
||||
}
|
||||
|
||||
// set up world vertices on first simulate after load
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (_jointStates.isEmpty()) {
|
||||
_jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates;
|
||||
foreach (const FBXMesh& mesh, geometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
QOpenGLBuffer buffer;
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
||||
buffer.create();
|
||||
buffer.bind();
|
||||
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
}
|
||||
_blendedVertexBuffers.append(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, geometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
fullUpdate = true;
|
||||
createJointCollisionShapes();
|
||||
}
|
||||
|
||||
// exit early if we don't have to perform a full update
|
||||
if (!fullUpdate) {
|
||||
return;
|
||||
}
|
||||
|
||||
simulateInternal(deltaTime);
|
||||
}
|
||||
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// update the world space transforms for all joints
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
// update the attachment transforms and simulate them
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
const FBXAttachment& attachment = geometry.attachments.at(i);
|
||||
|
@ -641,7 +708,7 @@ void Model::updateJointState(int index) {
|
|||
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
|
||||
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
state.combinedRotation = _rotation * combinedRotation;
|
||||
|
||||
|
||||
} else {
|
||||
const JointState& parentState = _jointStates.at(joint.parentIndex);
|
||||
if (index == geometry.leanJointIndex) {
|
||||
|
@ -825,11 +892,11 @@ void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool cons
|
|||
state.rotation = newRotation;
|
||||
}
|
||||
|
||||
void Model::renderCollisionProxies(float alpha) {
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
|
||||
void Model::renderJointCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
updateShapePositions();
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
glPushMatrix();
|
||||
|
||||
|
@ -876,6 +943,36 @@ void Model::renderCollisionProxies(float alpha) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Model::renderBoundingCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
|
||||
// draw a blue sphere at the capsule endpoint
|
||||
glm::vec3 endPoint;
|
||||
_boundingShape.getEndPoint(endPoint);
|
||||
endPoint = endPoint - _translation;
|
||||
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
||||
glColor4f(0.6f, 0.6f, 0.8f, alpha);
|
||||
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a yellow sphere at the capsule startpoint
|
||||
glm::vec3 startPoint;
|
||||
_boundingShape.getStartPoint(startPoint);
|
||||
startPoint = startPoint - _translation;
|
||||
glm::vec3 axis = endPoint - startPoint;
|
||||
glTranslatef(-axis.x, -axis.y, -axis.z);
|
||||
glColor4f(0.8f, 0.8f, 0.6f, alpha);
|
||||
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius());
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
|
||||
if (collision._type == MODEL_COLLISION) {
|
||||
// the joint is pokable by a collision if it exists and is free to move
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include <QObject>
|
||||
#include <QUrl>
|
||||
|
||||
#include <CapsuleShape.h>
|
||||
|
||||
#include "GeometryCache.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "ProgramObject.h"
|
||||
|
@ -54,13 +56,9 @@ public:
|
|||
|
||||
void init();
|
||||
void reset();
|
||||
void clearShapes();
|
||||
void createJointCollisionShapes();
|
||||
void createBoundingShape();
|
||||
void updateShapePositions();
|
||||
void simulate(float deltaTime, bool fullUpdate = true);
|
||||
void simulate(float deltaTime);
|
||||
bool render(float alpha = 1.0f, bool forShadowMap = false);
|
||||
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
/// \param fallback the URL of a fallback model to render if the requested model fails to load
|
||||
/// \param retainCurrent if true, keep rendering the current model until the new one is loaded
|
||||
|
@ -76,9 +74,6 @@ public:
|
|||
/// Returns the extents of the model in its bind pose.
|
||||
Extents getBindExtents() const;
|
||||
|
||||
/// Returns the extents of the unmovable joints of the model.
|
||||
Extents getStaticExtents() const;
|
||||
|
||||
/// Returns a reference to the shared geometry.
|
||||
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }
|
||||
|
||||
|
@ -160,6 +155,12 @@ public:
|
|||
/// Returns the extended length from the right hand to its first free ancestor.
|
||||
float getRightArmLength() const;
|
||||
|
||||
void clearShapes();
|
||||
void createShapes();
|
||||
void updateShapePositions();
|
||||
void renderJointCollisionShapes(float alpha);
|
||||
void renderBoundingCollisionShapes(float alpha);
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
|
||||
|
||||
/// \param shapes list of pointers shapes to test against Model
|
||||
|
@ -170,8 +171,6 @@ public:
|
|||
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
|
||||
CollisionList& collisions, int skipIndex = -1);
|
||||
|
||||
void renderCollisionProxies(float alpha);
|
||||
|
||||
/// \param collision details about the collisions
|
||||
/// \return true if the collision is against a moveable joint
|
||||
bool collisionHitsMoveableJoint(CollisionInfo& collision) const;
|
||||
|
@ -206,6 +205,10 @@ protected:
|
|||
QVector<JointState> _jointStates;
|
||||
QVector<Shape*> _jointShapes;
|
||||
|
||||
float _boundingRadius;
|
||||
CapsuleShape _boundingShape;
|
||||
glm::vec3 _boundingShapeLocalOffset;
|
||||
|
||||
class MeshState {
|
||||
public:
|
||||
QVector<glm::mat4> clusterMatrices;
|
||||
|
@ -213,8 +216,8 @@ protected:
|
|||
|
||||
QVector<MeshState> _meshStates;
|
||||
|
||||
QVector<JointState> updateGeometry();
|
||||
void simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates);
|
||||
bool updateGeometry();
|
||||
void simulateInternal(float deltaTime);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
virtual void updateJointState(int index);
|
||||
|
@ -249,6 +252,7 @@ private:
|
|||
void applyNextGeometry();
|
||||
void deleteGeometry();
|
||||
void renderMeshes(float alpha, bool forShadowMap, bool translucent);
|
||||
QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
|
||||
QSharedPointer<NetworkGeometry> _baseGeometry; ///< reference required to prevent collection of base
|
||||
QSharedPointer<NetworkGeometry> _nextBaseGeometry;
|
||||
|
@ -268,8 +272,6 @@ private:
|
|||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
float _boundingRadius;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
|
||||
static ProgramObject _shadowProgram;
|
||||
|
@ -292,7 +294,6 @@ private:
|
|||
static SkinLocations _skinShadowLocations;
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
|
||||
static QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
Loading…
Reference in a new issue