新增box复合体 修复vector2运算问题
This commit is contained in:
4
source/src/Debug/DebugDefaults.ts
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4
source/src/Debug/DebugDefaults.ts
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@@ -0,0 +1,4 @@
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class DebugDefaults {
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public static verletParticle = 0xDC345E;
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public static verletConstraintEdge = 0x433E36;
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}
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@@ -8,11 +8,11 @@ abstract class RenderableComponent extends Component {
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private _localOffset: Vector2;
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public get width(){
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return this.bounds.width;
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return this.getWidth();
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}
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public get height(){
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return this.bounds.height;
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return this.getHeight();
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}
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public get isVisible(){
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@@ -29,8 +29,20 @@ abstract class RenderableComponent extends Component {
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}
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public get bounds(): Rectangle{
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return this.getBounds();
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}
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protected getWidth(){
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return this.bounds.width;
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}
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protected getHeight(){
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return this.bounds.height;
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}
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protected getBounds(){
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if (this._areBoundsDirty){
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.Zero,
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, new Vector2(0, 0),
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this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
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this._areBoundsDirty = false;
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}
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@@ -49,7 +49,7 @@ class Transform {
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constructor(entity: Entity){
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this.entity = entity;
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this._scale = this._localScale = Vector2.One;
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this._scale = this._localScale = new Vector2(0, 0);
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this._children = [];
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}
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@@ -122,6 +122,11 @@ class ComponentList {
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public update(){
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this.updateLists();
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for (let i = 0; i < this._components.length; i ++){
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let component = this._components[i];
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if (component.enabled && (component.updateInterval == 1 || Time.frameCount % component.updateInterval == 0))
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component.update();
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}
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}
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public onEntityTransformChanged(comp){
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@@ -1,7 +1,8 @@
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class Time {
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public static unscaledDeltaTime;
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public static deltaTime: number;
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public static deltaTime: number = 0;
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public static timeScale = 1;
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public static frameCount = 0;;
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private static _lastTime = 0;
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@@ -9,6 +10,7 @@ class Time {
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let dt = (currentTime - this._lastTime) / 1000;
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this.deltaTime = dt * this.timeScale;
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this.unscaledDeltaTime = dt;
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this.frameCount ++;
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this._lastTime = currentTime;
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}
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@@ -3,17 +3,6 @@ class Vector2 {
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public x: number = 0;
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public y: number = 0;
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private static readonly zeroVector = new Vector2(0, 0);
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private static readonly unitVector = new Vector2(1, 1);
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public static get One(){
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return this.unitVector;
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}
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public static get Zero(){
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return this.zeroVector;
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}
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/**
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* 从两个值构造一个带有X和Y的二维向量。
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* @param x 二维空间中的x坐标
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@@ -25,26 +14,30 @@ class Vector2 {
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}
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public static add(value1: Vector2, value2: Vector2){
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value1.x += value2.x;
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value1.y += value2.y;
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return value1;
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let result: Vector2 = new Vector2(0, 0);
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result.x = value1.x + value2.x;
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result.y = value1.y + value2.y;
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return result;
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}
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public static divide(value1: Vector2, value2: Vector2){
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value1.x /= value2.x;
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value1.y /= value2.y;
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let result: Vector2 = new Vector2(0, 0);
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result.x = value1.x / value2.x;
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result.y = value1.y / value2.y;
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return value1;
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}
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public static multiply(value1: Vector2, value2: Vector2){
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value1.x *= value2.x;
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value1.y *= value2.y;
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return value1;
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let result: Vector2 = new Vector2(0, 0);
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result.x = value1.x * value2.x;
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result.y = value1.y * value2.y;
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return result;
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}
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public static subtract(value1: Vector2, value2: Vector2){
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value1.x -= value2.x;
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value1.y -= value2.y;
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let result: Vector2 = new Vector2(0, 0);
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result.x = value1.x - value2.x;
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result.y = value1.y - value2.y;
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return value1;
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}
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@@ -55,6 +48,10 @@ class Vector2 {
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this.y *= val;
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}
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public length(){
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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}
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/**
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* 返回两个向量的点积
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* @param value1
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@@ -77,4 +74,9 @@ class Vector2 {
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public static transform(position: Vector2, matrix: Matrix2D){
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return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21), (position.x * matrix.m12) + (position.y * matrix.m22));
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}
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public static distance(value1: Vector2, value2: Vector2){
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let v1 = value1.x - value2.x, v2 = value1.y - value2.y;
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return Math.sqrt((v1 * v1) + (v2 * v2));
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}
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}
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@@ -33,7 +33,7 @@ class Collisions {
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}
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public static lineToLineIntersection(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): Vector2 {
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let intersection = Vector2.Zero;
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let intersection = new Vector2(0, 0);
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let b = Vector2.subtract(a2, a1);
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let d = Vector2.subtract(b2, b1);
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7
source/src/Physics/Physics.ts
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7
source/src/Physics/Physics.ts
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@@ -0,0 +1,7 @@
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class Physics {
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private static _spatialHash: SpatialHash;
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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}
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}
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19
source/src/Physics/Verlet/Composites/Box.ts
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19
source/src/Physics/Verlet/Composites/Box.ts
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@@ -0,0 +1,19 @@
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///<reference path="./Composite.ts"/>
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class Box extends Composite{
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constructor(center: Vector2, width: number, height: number, borderStiffness = 0.2, diagonalStiffness = 0.5){
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super();
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let tl = this.addParticle(new Particle(Vector2.add(center, new Vector2(-width / 2, -height / 2))));
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let tr = this.addParticle(new Particle(Vector2.add(center, new Vector2(width / 2, -height / 2))));
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let br = this.addParticle(new Particle(Vector2.add(center, new Vector2(width / 2, height / 2))));
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let bl = this.addParticle(new Particle(Vector2.add(center, new Vector2(-width / 2, height / 2))));
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this.addConstraint(new DistanceConstraint(tl, tr, borderStiffness));
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this.addConstraint(new DistanceConstraint(tr, br, borderStiffness));
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this.addConstraint(new DistanceConstraint(br, bl, borderStiffness));
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this.addConstraint(new DistanceConstraint(bl, tl, borderStiffness));
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this.addConstraint(new DistanceConstraint(tl, br, diagonalStiffness)).setCollidesWithColliders(false);
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this.addConstraint(new DistanceConstraint(bl, tr, diagonalStiffness)).setCollidesWithColliders(false);
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}
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}
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67
source/src/Physics/Verlet/Composites/Composite.ts
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67
source/src/Physics/Verlet/Composites/Composite.ts
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@@ -0,0 +1,67 @@
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class Composite {
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private _constraints: Constraint[] = [];
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public friction = new Vector2(0.98, 1);
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public drawParticles: boolean = true;
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public drawConstraints: boolean = true;
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public particles: Particle[] = [];
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/**
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* 处理解决所有约束条件
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*/
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public solveConstraints(){
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for (let i = this._constraints.length - 1; i >= 0; i --){
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this._constraints[i].solve();
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}
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}
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public addParticle(particle: Particle){
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this.particles.push(particle);
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return particle;
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}
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public addConstraint<T extends Constraint>(constraint: T): T{
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this._constraints.push(constraint);
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constraint.composite = this;
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return constraint;
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}
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public removeConstraint(constraint: Constraint){
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this._constraints.remove(constraint);
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}
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public updateParticles(deltaTimeSquared: number, gravity: Vector2){
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for (let j = 0; j < this.particles.length; j ++){
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let p = this.particles[j];
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if (p.isPinned){
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p.position = p.pinnedPosition;
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continue;
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}
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p.applyForce(Vector2.multiply(new Vector2(p.mass, p.mass), gravity));
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let vel = Vector2.multiply(Vector2.subtract(p.position, p.lastPosition), this.friction);
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let nextPos = Vector2.add(Vector2.add(p.position, vel), Vector2.multiply(p.acceleration, new Vector2(0.5 * deltaTimeSquared, 0.5 * deltaTimeSquared)));
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p.lastPosition = p.position;
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p.position = nextPos;
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p.acceleration.x = p.acceleration.y = 0;
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}
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}
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public debugRender(graphics: egret.Graphics){
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if (this.drawConstraints){
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for (let i = 0; i < this._constraints.length; i ++){
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this._constraints[i].debugRender(graphics);
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}
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}
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if (this.drawParticles){
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for (let i = 0; i < this.particles.length; i ++){
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let size = this.particles[i].radius ? this.particles[i].radius : 4;
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graphics.lineStyle(4, DebugDefaults.verletParticle);
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graphics.drawRect(this.particles[i].position.x, this.particles[i].position.y, size, size);
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graphics.endFill();
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}
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}
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}
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}
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8
source/src/Physics/Verlet/Constraint/Constraint.ts
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8
source/src/Physics/Verlet/Constraint/Constraint.ts
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@@ -0,0 +1,8 @@
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abstract class Constraint {
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public composite: Composite;
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public collidesWithColliders = true;
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public abstract solve();
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public debugRender(graphics: egret.Graphics) {}
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}
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54
source/src/Physics/Verlet/Constraint/DistanceConstraint.ts
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54
source/src/Physics/Verlet/Constraint/DistanceConstraint.ts
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@@ -0,0 +1,54 @@
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class DistanceConstraint extends Constraint {
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public stiffness: number = 0;
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public restingDistance: number = 0;
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public tearSensitivity = Number.POSITIVE_INFINITY;
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private _particleOne: Particle;
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private _particleTwo: Particle;
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constructor(first: Particle, second: Particle, stiffness: number, distance = -1){
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super();
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this._particleOne = first;
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this._particleTwo = second;
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this.stiffness = stiffness;
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if (distance > -1){
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this.restingDistance = distance;
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}else{
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this.restingDistance = Vector2.distance(first.position, second.position);
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}
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}
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public setCollidesWithColliders(collidesWithColliders: boolean){
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this.collidesWithColliders = collidesWithColliders;
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return this;
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}
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public solve() {
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let diff = Vector2.subtract(this._particleOne.position, this._particleTwo.position);
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let d = diff.length();
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let difference = (this.restingDistance - d) / d;
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if (d / this.restingDistance > this.tearSensitivity){
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this.composite.removeConstraint(this);
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return;
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}
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let im1 = 1 / this._particleOne.mass;
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let im2 = 1 / this._particleTwo.mass;
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let scalarP1 = (im1 / (im1 + im2)) * this.stiffness;
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let scalarP2 = this.stiffness - scalarP1;
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this._particleOne.position = Vector2.add(this._particleOne.position, Vector2.multiply(diff, new Vector2(scalarP1 * difference, scalarP1 * difference)));
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this._particleTwo.position = Vector2.subtract(this._particleTwo.position, Vector2.multiply(diff, new Vector2(scalarP2 * difference, scalarP2 * difference)))
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}
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public debugRender(graphics: egret.Graphics){
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graphics.lineStyle(1, DebugDefaults.verletConstraintEdge);
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graphics.lineTo(this._particleOne.position.x, this._particleOne.position.y);
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graphics.lineTo(this._particleTwo.position.x, this._particleTwo.position.y);
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graphics.endFill();
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}
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}
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@@ -1,17 +1,19 @@
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class Particle {
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public position: Vector2;
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public lastPosition: Vector2;
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public isPinned: boolean;
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public pinnedPosition;
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public acceleration: Vector2;
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public mass: number = 1;
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constructor(position: Vector2){
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this.position = position;
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this.lastPosition = position;
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}
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public applyForce(force: Vector2){
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this.acceleration = Vector2.add(this.acceleration, new Vector2(force.x / this.mass, force.y / this.mass));
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}
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class Particle {
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public position: Vector2 = new Vector2(0, 0);
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public lastPosition: Vector2 = new Vector2(0, 0);
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public isPinned: boolean;
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public pinnedPosition;
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public acceleration: Vector2 = new Vector2(0, 0);
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public mass: number = 1;
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public radius: number = 0;
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public collidesWithColliders = true;
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constructor(position: Vector2){
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this.position = position;
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this.lastPosition = position;
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}
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public applyForce(force: Vector2){
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this.acceleration = Vector2.add(this.acceleration, new Vector2(force.x / this.mass, force.y / this.mass));
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}
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}
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7
source/src/Physics/Verlet/SpatialHash.ts
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7
source/src/Physics/Verlet/SpatialHash.ts
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@@ -0,0 +1,7 @@
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class SpatialHash {
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public overlapCircle(circleCenter: Vector2, radius: number, results: any[], layerMask){
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let resultCounter = 0;
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return resultCounter;
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}
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}
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113
source/src/Physics/Verlet/VerletWorld.ts
Normal file
113
source/src/Physics/Verlet/VerletWorld.ts
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@@ -0,0 +1,113 @@
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/**
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* 基于verlet 物理引擎进行改造的物理引擎 ts重写
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* https://github.com/subprotocol/verlet-js
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*/
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class VerletWorld {
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public gravity: Vector2 = new Vector2(0, 980);
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public maximumStepIterations = 5;
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public constraintIterations = 3;
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public simulationBounds: Rectangle;
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private _leftOverTime: number = 0;
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private _iterationSteps: number = 0;
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private _fixedDeltaTime = 1 / 60;
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private _composites: Composite[] = [];
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private _fixedDeltaTimeSq: number;
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private static _colliders = new Array(4);
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constructor(simulationBounds?: Rectangle){
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this.simulationBounds = simulationBounds;
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this._fixedDeltaTimeSq = Math.pow(this._fixedDeltaTime, 2);
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}
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public update(){
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this.updateTiming();
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for (let iteration = 1; iteration <= this._iterationSteps; iteration ++){
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for (let i = this._composites.length - 1; i >= 0; i --){
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let composite = this._composites[i];
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for (let s = 0; s < this.constraintIterations; s++){
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composite.solveConstraints();
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}
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composite.updateParticles(this._fixedDeltaTimeSq, this.gravity);
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for (let j = 0; j < composite.particles.length; j ++){
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let p = composite.particles[j];
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if (this.simulationBounds){
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this.constrainParticleToBounds(p);
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}
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// if (p.collidesWithColliders)
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// this.handleCollisions(p, -1);
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}
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}
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}
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}
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private handleCollisions(p: Particle, collidesWithLayers: number){
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let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
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// handle
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}
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private constrainParticleToBounds(p: Particle){
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let tempPos = p.position;
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let bounds = this.simulationBounds;
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if (p.radius == 0){
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if (tempPos.y > bounds.height){
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tempPos.y = bounds.height;
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} else if(tempPos.y < bounds.y){
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tempPos.y = bounds.y;
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}
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if (tempPos.x < bounds.x){
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tempPos.x = bounds.x;
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}else if(tempPos.x > bounds.width){
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tempPos.x = bounds.width;
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}
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}else{
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if (tempPos.y < bounds.y + p.radius){
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tempPos.y = 2 * (bounds.y + p.radius) - tempPos.y;
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}
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if (tempPos.y > bounds.height - p.radius){
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tempPos.y = 2 * (bounds.height - p.radius) - tempPos.y;
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}
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if (tempPos.x > bounds.width - p.radius){
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||||
tempPos.x = 2 * (bounds.width - p.radius) - tempPos.x;
|
||||
}
|
||||
if (tempPos.x < bounds.x + p.radius)
|
||||
tempPos.x = 2 * (bounds.x + p.radius) - tempPos.x;
|
||||
}
|
||||
|
||||
p.position = tempPos;
|
||||
}
|
||||
|
||||
public debugRender(displayObject: egret.DisplayObject){
|
||||
if (!displayObject)
|
||||
return;
|
||||
|
||||
displayObject.stage.removeChildren();
|
||||
for (let i = 0; i < this._composites.length; i ++){
|
||||
let shape = new egret.Shape();
|
||||
this._composites[i].debugRender(shape.graphics);
|
||||
displayObject.stage.addChild(shape);
|
||||
}
|
||||
}
|
||||
|
||||
public addComposite<T extends Composite>(composite: T): T{
|
||||
this._composites.push(composite);
|
||||
return composite;
|
||||
}
|
||||
|
||||
private updateTiming(){
|
||||
this._leftOverTime += Time.deltaTime;
|
||||
this._iterationSteps = Math.trunc(this._leftOverTime / this._fixedDeltaTime);
|
||||
this._leftOverTime -= this._iterationSteps * this._fixedDeltaTime;
|
||||
|
||||
this._iterationSteps = Math.min(this._iterationSteps, this.maximumStepIterations);
|
||||
}
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
class Composite {
|
||||
private _constraints: Constraint[] = [];
|
||||
|
||||
public particles: Particle[] = [];
|
||||
/**
|
||||
* 处理解决所有约束条件
|
||||
*/
|
||||
public solveConstraints(){
|
||||
for (let i = this._constraints.length - 1; i >= 0; i --){
|
||||
this._constraints[i].solve();
|
||||
}
|
||||
}
|
||||
|
||||
public updateParticles(deltaTimeSquared: number, gravity: Vector2){
|
||||
for (let j = 0; j < this.particles.length; j ++){
|
||||
let p = this.particles[j];
|
||||
if (p.isPinned){
|
||||
p.position = p.pinnedPosition;
|
||||
continue;
|
||||
}
|
||||
|
||||
p.applyForce(Vector2.multiply(new Vector2(p.mass, p.mass), gravity));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
abstract class Constraint {
|
||||
public composite: Composite;
|
||||
|
||||
public abstract solve();
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
/**
|
||||
* 基于verlet 物理引擎进行改造的物理引擎 ts重写
|
||||
* https://github.com/subprotocol/verlet-js
|
||||
*/
|
||||
class VerletWorld {
|
||||
public gravity: Vector2 = new Vector2(0, 980);
|
||||
public maximumStepIterations = 5;
|
||||
public constraintIterations = 3;
|
||||
public simulationBounds: Rectangle;
|
||||
|
||||
private _leftOverTime: number;
|
||||
private _iterationSteps: number;
|
||||
private _fixedDeltaTime = 1 / 60;
|
||||
private _composites: Composite[] = [];
|
||||
private _fixedDeltaTimeSq: number;
|
||||
|
||||
constructor(simulationBounds?: Rectangle){
|
||||
this.simulationBounds = simulationBounds;
|
||||
this._fixedDeltaTimeSq = Math.pow(this._fixedDeltaTime, 2);
|
||||
}
|
||||
|
||||
public update(){
|
||||
this.updateTiming();
|
||||
|
||||
for (let iteration = 1; iteration <= this._iterationSteps; iteration ++){
|
||||
for (let i = this._composites.length - 1; i >= 0; i --){
|
||||
let composite = this._composites[i];
|
||||
|
||||
for (let s = 0; s < this.constraintIterations; s++){
|
||||
composite.solveConstraints();
|
||||
}
|
||||
|
||||
composite.updateParticles(this._fixedDeltaTimeSq, this.gravity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private updateTiming(){
|
||||
this._leftOverTime += Time.deltaTime;
|
||||
this._iterationSteps = Math.trunc(this._leftOverTime / this._fixedDeltaTime);
|
||||
this._leftOverTime -= this._iterationSteps * this._fixedDeltaTime;
|
||||
|
||||
this._iterationSteps = Math.min(this._iterationSteps, this.maximumStepIterations);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user