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https://github.com/overte-org/overte.git
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whenever Model class uses _jointState, use the Rig version if there is a Rig.
This commit is contained in:
parent
2814ad78fe
commit
abfe60aa20
6 changed files with 719 additions and 206 deletions
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@ -269,21 +269,22 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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}
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}
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void SkeletonModel::updateJointState(int index) {
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if (index > _jointStates.size()) {
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if (index < 0 && index >= _jointStates.size()) {
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return; // bail
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}
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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if (joint.parentIndex != -1 && joint.parentIndex <= _jointStates.size()) {
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if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (index == geometry.leanJointIndex) {
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maybeUpdateLeanRotation(parentState, state);
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} else if (index == geometry.neckJointIndex) {
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maybeUpdateNeckRotation(parentState, joint, state);
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maybeUpdateNeckRotation(parentState, joint, state);
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(parentState, joint, state);
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}
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@ -296,6 +297,7 @@ void SkeletonModel::updateJointState(int index) {
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}
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}
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void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) {
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if (!_owningAvatar->isMyAvatar()) {
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return;
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@ -161,7 +161,7 @@ private:
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void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
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bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
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Avatar* _owningAvatar;
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CapsuleShape _boundingShape;
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@ -35,7 +35,7 @@ bool Rig::isRunningAnimation(AnimationHandlePointer animationHandle) {
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return _runningAnimations.contains(animationHandle);
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}
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void Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states) {
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float Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states) {
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_jointStates = states;
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initJointTransforms(scale, offset);
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@ -53,6 +53,7 @@ void Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState>
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}
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// XXX update AnimationHandles from here?
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return radius;
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}
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void Rig::initJointTransforms(glm::vec3 scale, glm::vec3 offset) {
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@ -86,8 +87,360 @@ void Rig::resetJoints() {
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}
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}
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bool Rig::getJointState(int index, glm::quat& rotation) const {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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const JointState& state = _jointStates.at(index);
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rotation = state.getRotationInConstrainedFrame();
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return !state.rotationIsDefault(rotation);
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}
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bool Rig::getVisibleJointState(int index, glm::quat& rotation) const {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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const JointState& state = _jointStates.at(index);
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rotation = state.getVisibleRotationInConstrainedFrame();
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return !state.rotationIsDefault(rotation);
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}
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void Rig::updateVisibleJointStates() {
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].slaveVisibleTransform();
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}
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}
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void Rig::clearJointState(int index) {
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if (index != -1 && index < _jointStates.size()) {
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JointState& state = _jointStates[index];
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state.setRotationInConstrainedFrame(glm::quat(), 0.0f);
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}
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}
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void Rig::clearJointStates() {
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_jointStates.clear();
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}
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void Rig::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
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if (index != -1 && index < _jointStates.size()) {
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JointState& state = _jointStates[index];
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if (valid) {
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state.setRotationInConstrainedFrame(rotation, priority);
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} else {
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state.restoreRotation(1.0f, priority);
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}
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}
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}
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void Rig::clearJointAnimationPriority(int index) {
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if (index != -1 && index < _jointStates.size()) {
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_jointStates[index]._animationPriority = 0.0f;
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}
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}
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AnimationHandlePointer Rig::createAnimationHandle() {
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AnimationHandlePointer handle(new AnimationHandle(getRigPointer()));
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_animationHandles.insert(handle);
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return handle;
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}
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bool Rig::getJointStateAtIndex(int jointIndex, JointState& jointState) const {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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jointState = _jointStates[jointIndex];
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return true;
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}
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void Rig::updateJointStates(glm::mat4 parentTransform) {
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for (int i = 0; i < _jointStates.size(); i++) {
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updateJointState(i, parentTransform);
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}
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}
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void Rig::updateJointState(int index, glm::mat4 parentTransform) {
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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// compute model transforms
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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// glm::mat4 parentTransform = glm::scale(scale) * glm::translate(offset) * geometryOffset;
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state.computeTransform(parentTransform);
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} else {
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
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}
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}
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}
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void Rig::resetAllTransformsChanged() {
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].resetTransformChanged();
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}
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}
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glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority) {
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glm::quat endRotation;
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return endRotation;
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}
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JointState& state = _jointStates[jointIndex];
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state.setRotationInBindFrame(rotation, priority);
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endRotation = state.getRotationInBindFrame();
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return endRotation;
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}
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void Rig::applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return;
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}
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_jointStates[jointIndex].applyRotationDelta(delta, constrain, priority);
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}
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bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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bool useRotation, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment,
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float priority, glm::mat4 parentTransform) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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// const FBXGeometry& geometry = _geometry->getFBXGeometry();
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// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
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const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
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const QVector<int>& freeLineage = fbxJoint.freeLineage;
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if (freeLineage.isEmpty()) {
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return false;
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}
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if (lastFreeIndex == -1) {
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lastFreeIndex = freeLineage.last();
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}
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// this is a cyclic coordinate descent algorithm: see
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// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
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const int ITERATION_COUNT = 1;
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glm::vec3 worldAlignment = alignment;
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for (int i = 0; i < ITERATION_COUNT; i++) {
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// first, try to rotate the end effector as close as possible to the target rotation, if any
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glm::quat endRotation;
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if (useRotation) {
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JointState& state = _jointStates[jointIndex];
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state.setRotationInBindFrame(rotation, priority);
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endRotation = state.getRotationInBindFrame();
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}
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// then, we go from the joint upwards, rotating the end as close as possible to the target
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glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].getTransform());
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for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
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int index = freeLineage.at(j);
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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if (!(joint.isFree || allIntermediatesFree)) {
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continue;
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}
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glm::vec3 jointPosition = extractTranslation(state.getTransform());
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glm::vec3 jointVector = endPosition - jointPosition;
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glm::quat oldCombinedRotation = state.getRotation();
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glm::quat combinedDelta;
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float combinedWeight;
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if (useRotation) {
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combinedDelta = safeMix(rotation * glm::inverse(endRotation),
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rotationBetween(jointVector, position - jointPosition), 0.5f);
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combinedWeight = 2.0f;
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} else {
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combinedDelta = rotationBetween(jointVector, position - jointPosition);
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combinedWeight = 1.0f;
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}
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if (alignment != glm::vec3() && j > 1) {
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jointVector = endPosition - jointPosition;
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glm::vec3 positionSum;
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for (int k = j - 1; k > 0; k--) {
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int index = freeLineage.at(k);
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updateJointState(index, parentTransform);
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positionSum += extractTranslation(_jointStates.at(index).getTransform());
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}
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glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
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glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
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glm::vec3 projectedAlignment = glm::cross(jointVector, glm::cross(worldAlignment, jointVector));
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const float LENGTH_EPSILON = 0.001f;
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if (glm::length(projectedCenterOfMass) > LENGTH_EPSILON && glm::length(projectedAlignment) > LENGTH_EPSILON) {
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combinedDelta = safeMix(combinedDelta, rotationBetween(projectedCenterOfMass, projectedAlignment),
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1.0f / (combinedWeight + 1.0f));
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}
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}
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state.applyRotationDelta(combinedDelta, true, priority);
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glm::quat actualDelta = state.getRotation() * glm::inverse(oldCombinedRotation);
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endPosition = actualDelta * jointVector + jointPosition;
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if (useRotation) {
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endRotation = actualDelta * endRotation;
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}
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}
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}
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// now update the joint states from the top
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for (int j = freeLineage.size() - 1; j >= 0; j--) {
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updateJointState(freeLineage.at(j), parentTransform);
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}
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return true;
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}
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void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition,
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const glm::quat& targetRotation, float priority, glm::mat4 parentTransform) {
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// NOTE: targetRotation is from bind- to model-frame
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if (endIndex == -1 || _jointStates.isEmpty()) {
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return;
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}
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// const FBXGeometry& geometry = _geometry->getFBXGeometry();
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// const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
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const FBXJoint& fbxJoint = _jointStates[endIndex].getFBXJoint();
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const QVector<int>& freeLineage = fbxJoint.freeLineage;
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if (freeLineage.isEmpty()) {
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return;
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}
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int numFree = freeLineage.size();
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// store and remember topmost parent transform
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glm::mat4 topParentTransform;
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{
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int index = freeLineage.last();
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const JointState& state = _jointStates.at(index);
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const FBXJoint& joint = state.getFBXJoint();
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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topParentTransform = parentTransform;
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} else {
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topParentTransform = _jointStates[parentIndex].getTransform();
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}
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}
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// this is a cyclic coordinate descent algorithm: see
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// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
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// keep track of the position of the end-effector
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JointState& endState = _jointStates[endIndex];
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glm::vec3 endPosition = endState.getPosition();
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float distanceToGo = glm::distance(targetPosition, endPosition);
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const int MAX_ITERATION_COUNT = 2;
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const float ACCEPTABLE_IK_ERROR = 0.005f; // 5mm
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int numIterations = 0;
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do {
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++numIterations;
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// moving up, rotate each free joint to get endPosition closer to target
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for (int j = 1; j < numFree; j++) {
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int nextIndex = freeLineage.at(j);
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JointState& nextState = _jointStates[nextIndex];
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FBXJoint nextJoint = nextState.getFBXJoint();
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if (! nextJoint.isFree) {
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continue;
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}
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glm::vec3 pivot = nextState.getPosition();
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glm::vec3 leverArm = endPosition - pivot;
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float leverLength = glm::length(leverArm);
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if (leverLength < EPSILON) {
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continue;
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}
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glm::quat deltaRotation = rotationBetween(leverArm, targetPosition - pivot);
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// We want to mix the shortest rotation with one that will pull the system down with gravity
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// so that limbs don't float unrealistically. To do this we compute a simplified center of mass
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// where each joint has unit mass and we don't bother averaging it because we only need direction.
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if (j > 1) {
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glm::vec3 centerOfMass(0.0f);
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for (int k = 0; k < j; ++k) {
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int massIndex = freeLineage.at(k);
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centerOfMass += _jointStates[massIndex].getPosition() - pivot;
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}
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// the gravitational effect is a rotation that tends to align the two cross products
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const glm::vec3 worldAlignment = glm::vec3(0.0f, -1.0f, 0.0f);
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glm::quat gravityDelta = rotationBetween(glm::cross(centerOfMass, leverArm),
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glm::cross(worldAlignment, leverArm));
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float gravityAngle = glm::angle(gravityDelta);
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const float MIN_GRAVITY_ANGLE = 0.1f;
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float mixFactor = 0.5f;
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if (gravityAngle < MIN_GRAVITY_ANGLE) {
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// the final rotation is a mix of the two
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mixFactor = 0.5f * gravityAngle / MIN_GRAVITY_ANGLE;
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}
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deltaRotation = safeMix(deltaRotation, gravityDelta, mixFactor);
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}
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// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
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// in the process. This provides stability to the IK solution for most models.
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glm::quat oldNextRotation = nextState.getRotation();
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float mixFactor = 0.03f;
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nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
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// measure the result of the rotation which may have been modified by
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// blending and constraints
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glm::quat actualDelta = nextState.getRotation() * glm::inverse(oldNextRotation);
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endPosition = pivot + actualDelta * leverArm;
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}
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// recompute transforms from the top down
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glm::mat4 parentTransform = topParentTransform;
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for (int j = numFree - 1; j >= 0; --j) {
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JointState& freeState = _jointStates[freeLineage.at(j)];
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freeState.computeTransform(parentTransform);
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parentTransform = freeState.getTransform();
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}
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// measure our success
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endPosition = endState.getPosition();
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distanceToGo = glm::distance(targetPosition, endPosition);
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} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
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// set final rotation of the end joint
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endState.setRotationInBindFrame(targetRotation, priority, true);
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}
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bool Rig::restoreJointPosition(int jointIndex, float fraction, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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// const FBXGeometry& geometry = _geometry->getFBXGeometry();
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// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
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const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
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const QVector<int>& freeLineage = fbxJoint.freeLineage;
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foreach (int index, freeLineage) {
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JointState& state = _jointStates[index];
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state.restoreRotation(fraction, priority);
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}
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return true;
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}
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float Rig::getLimbLength(int jointIndex, glm::vec3 scale) const {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return 0.0f;
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}
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// const FBXGeometry& geometry = _geometry->getFBXGeometry();
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// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
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const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
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const QVector<int>& freeLineage = fbxJoint.freeLineage;
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float length = 0.0f;
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float lengthScale = (scale.x + scale.y + scale.z) / 3.0f;
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for (int i = freeLineage.size() - 2; i >= 0; i--) {
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int something = freeLineage.at(i);
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const FBXJoint& fbxJointI = _jointStates[something].getFBXJoint();
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length += fbxJointI.distanceToParent * lengthScale;
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}
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return length;
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}
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@ -36,14 +36,39 @@ public:
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bool isRunningAnimation(AnimationHandlePointer animationHandle);
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const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
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void initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states);
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float initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states);
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void initJointTransforms(glm::vec3 scale, glm::vec3 offset);
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void resetJoints();
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bool jointStatesEmpty() { return _jointStates.isEmpty(); };
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int jointStateCount() const { return _jointStates.size(); }
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bool getJointStateAtIndex(int jointIndex, JointState& jointState) const;
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void updateJointStates(glm::mat4 parentTransform);
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void updateJointState(int index, glm::mat4 parentTransform);
|
||||
void resetAllTransformsChanged();
|
||||
|
||||
bool getJointState(int index, glm::quat& rotation) const;
|
||||
bool getVisibleJointState(int index, glm::quat& rotation) const;
|
||||
void updateVisibleJointStates();
|
||||
void clearJointState(int index);
|
||||
void clearJointStates();
|
||||
void setJointState(int index, bool valid, const glm::quat& rotation, float priority);
|
||||
void clearJointAnimationPriority(int index);
|
||||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
|
||||
void applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority);
|
||||
|
||||
QVector<JointState> getJointStates() { return _jointStates; }
|
||||
|
||||
AnimationHandlePointer createAnimationHandle();
|
||||
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
bool useRotation, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment,
|
||||
float priority, glm::mat4 parentTransform);
|
||||
void inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
||||
const glm::quat& targetRotation, float priority, glm::mat4 parentTransform);
|
||||
bool restoreJointPosition(int jointIndex, float fraction, float priority);
|
||||
float getLimbLength(int jointIndex, glm::vec3 scale) const;
|
||||
|
||||
protected:
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -262,6 +262,7 @@ protected:
|
|||
|
||||
bool _showTrueJointTransforms;
|
||||
|
||||
bool getJointStateAtIndex(int jointIndex, JointState& jointState) const;
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
class MeshState {
|
||||
|
@ -283,10 +284,13 @@ protected:
|
|||
void simulateInternal(float deltaTime);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
void updateJointStates();
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
virtual void updateVisibleJointStates();
|
||||
|
||||
|
||||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
|
||||
|
||||
/// \param jointIndex index of joint in model structure
|
||||
/// \param position position of joint in model-frame
|
||||
/// \param rotation rotation of joint in model-frame
|
||||
|
@ -525,6 +529,7 @@ private:
|
|||
bool _readyWhenAdded = false;
|
||||
bool _needsReload = true;
|
||||
|
||||
protected:
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue