Merge pull request #70 from dimforge/lock_rotations
Add a more convenient way of locking the rotations (or translations) of a rigid-body
This commit is contained in:
@@ -3,6 +3,12 @@
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their corresponding getters/setters. For example: `rb.linvel()`, `rb.set_linvel(vel, true)`.
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- Add `RigidBodyBuilder::sleeping(true)` to allow the creation of a rigid-body that is asleep
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at initialization-time.
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- Add `RigidBodyBuilder::lock_rotations` to prevent a rigid-body from rotating because of forces.
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- Add `RigidBodyBuilder::lock_translations` to prevent a rigid-body from translating because of forces.
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- Add `RigidBodyBuilder::principal_inertia` for setting the principal inertia of a rigid-body, and/or
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preventing the rigid-body from rotating along a specific axis.
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- Change `RigidBodyBuilder::mass` by adding a bool parameter indicating whether or not the collider
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contributions should be taken into account in the future too.
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## v0.3.2
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- Add linear and angular damping. The damping factor can be set with `RigidBodyBuilder::linear_damping` and
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@@ -16,6 +16,7 @@ mod damping2;
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mod debug_box_ball2;
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mod heightfield2;
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mod joints2;
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mod locked_rotation2;
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mod platform2;
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mod pyramid2;
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mod restitution2;
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@@ -59,6 +60,7 @@ pub fn main() {
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("Damping", damping2::init_world),
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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("Locked rotations", locked_rotation2::init_world),
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("Platform", platform2::init_world),
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("Pyramid", pyramid2::init_world),
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("Restitution", restitution2::init_world),
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63
examples2d/locked_rotation2.rs
Normal file
63
examples2d/locked_rotation2.rs
Normal file
@@ -0,0 +1,63 @@
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use na::Point2;
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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// This shows a bug when a cylinder is in contact with a very large
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// but very thin cuboid. In this case the EPA returns an incorrect
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// contact normal, resulting in the cylinder falling through the floor.
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let joints = JointSet::new();
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/*
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* The ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A rectangle that only rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 3.0)
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.lock_translations()
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(2.0, 0.6).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A tilted capsule that cannot rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 5.0)
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.rotation(1.0)
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.lock_rotations()
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.6, 0.4).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point2::new(0.0, 0.0), 40.0);
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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@@ -61,7 +61,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a callback to control the platform.
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*/
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testbed.add_callback(move |_, physics, _, _, time| {
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let mut platform = physics.bodies.get_mut(platform_handle).unwrap();
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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let dt = 0.016;
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@@ -26,6 +26,7 @@ mod fountain3;
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mod heightfield3;
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mod joints3;
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mod keva3;
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mod locked_rotation3;
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mod platform3;
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mod primitives3;
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mod restitution3;
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@@ -78,6 +79,7 @@ pub fn main() {
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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("Joints", joints3::init_world),
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("Locked rotations", locked_rotation3::init_world),
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("Platform", platform3::init_world),
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("Restitution", restitution3::init_world),
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("Stacks", stacks3::init_world),
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64
examples3d/locked_rotation3.rs
Normal file
64
examples3d/locked_rotation3.rs
Normal file
@@ -0,0 +1,64 @@
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use na::{Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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// This shows a bug when a cylinder is in contact with a very large
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// but very thin cuboid. In this case the EPA returns an incorrect
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// contact normal, resulting in the cylinder falling through the floor.
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let joints = JointSet::new();
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/*
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* The ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height, 0.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A rectangle that only rotates along the `x` axis.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 3.0, 0.0)
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.lock_translations()
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.principal_inertia(Vector3::zeros(), Vector3::new(true, false, false))
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.2, 0.6, 2.0).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A tilted capsule that cannot rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 5.0, 0.0)
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.rotation(Vector3::x() * 1.0)
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.lock_rotations()
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.6, 0.4).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point3::new(10.0, 3.0, 0.0), Point3::new(0.0, 3.0, 0.0));
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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@@ -3,7 +3,7 @@ use crate::geometry::{
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Collider, ColliderHandle, ColliderSet, InteractionGraph, RigidBodyGraphIndex,
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};
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use crate::math::{AngVector, AngularInertia, Isometry, Point, Rotation, Translation, Vector};
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use crate::utils::{WCross, WDot};
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use crate::utils::{self, WCross, WDot};
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use num::Zero;
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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@@ -25,6 +25,17 @@ pub enum BodyStatus {
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// Disabled,
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}
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bitflags::bitflags! {
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// Flags affecting the behavior of the constraints solver for a given contact manifold.
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pub(crate) struct RigidBodyFlags: u8 {
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const IGNORE_COLLIDER_MASS = 1 << 0;
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const IGNORE_COLLIDER_ANGULAR_INERTIA_X = 1 << 1;
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const IGNORE_COLLIDER_ANGULAR_INERTIA_Y = 1 << 2;
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const IGNORE_COLLIDER_ANGULAR_INERTIA_Z = 1 << 3;
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}
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}
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bitflags::bitflags! {
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// Flags affecting the behavior of the constraints solver for a given contact manifold.
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@@ -46,7 +57,7 @@ pub struct RigidBody {
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pub(crate) position: Isometry<f32>,
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pub(crate) predicted_position: Isometry<f32>,
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/// The local mass properties of the rigid-body.
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pub mass_properties: MassProperties,
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pub(crate) mass_properties: MassProperties,
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/// The world-space center of mass of the rigid-body.
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pub world_com: Point<f32>,
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/// The square-root of the inverse angular inertia tensor of the rigid-body.
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@@ -69,6 +80,7 @@ pub struct RigidBody {
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pub(crate) active_set_id: usize,
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pub(crate) active_set_offset: usize,
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pub(crate) active_set_timestamp: u32,
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flags: RigidBodyFlags,
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pub(crate) changes: RigidBodyChanges,
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/// The status of the body, governing how it is affected by external forces.
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pub body_status: BodyStatus,
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@@ -97,6 +109,7 @@ impl RigidBody {
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active_set_id: 0,
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active_set_offset: 0,
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active_set_timestamp: 0,
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flags: RigidBodyFlags::empty(),
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changes: RigidBodyChanges::all(),
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body_status: BodyStatus::Dynamic,
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user_data: 0,
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@@ -123,6 +136,12 @@ impl RigidBody {
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}
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}
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/// The mass properties of this rigid-body.
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#[inline]
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pub fn mass_properties(&self) -> &MassProperties {
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&self.mass_properties
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}
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/// The handles of colliders attached to this rigid body.
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pub fn colliders(&self) -> &[ColliderHandle] {
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&self.colliders[..]
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@@ -153,7 +172,7 @@ impl RigidBody {
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///
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/// Returns zero if this rigid body has an infinite mass.
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pub fn mass(&self) -> f32 {
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crate::utils::inv(self.mass_properties.inv_mass)
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utils::inv(self.mass_properties.inv_mass)
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}
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/// The predicted position of this rigid-body.
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@@ -176,10 +195,40 @@ impl RigidBody {
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.mass_properties()
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.transform_by(coll.position_wrt_parent());
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self.colliders.push(handle);
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self.mass_properties += mass_properties;
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self.mass_properties += Self::filter_collider_mass_props(mass_properties, self.flags);
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self.update_world_mass_properties();
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}
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fn filter_collider_mass_props(
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mut props: MassProperties,
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flags: RigidBodyFlags,
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) -> MassProperties {
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if flags.contains(RigidBodyFlags::IGNORE_COLLIDER_MASS) {
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props.inv_mass = 0.0;
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}
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#[cfg(feature = "dim2")]
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{
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if flags.contains(RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Z) {
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props.inv_principal_inertia_sqrt = 0.0;
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}
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}
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#[cfg(feature = "dim3")]
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{
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if flags.contains(RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_X) {
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props.inv_principal_inertia_sqrt.x = 0.0;
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}
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if flags.contains(RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Y) {
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props.inv_principal_inertia_sqrt.y = 0.0;
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}
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if flags.contains(RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Z) {
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props.inv_principal_inertia_sqrt.z = 0.0;
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}
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}
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props
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}
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pub(crate) fn update_colliders_positions(&mut self, colliders: &mut ColliderSet) {
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for handle in &self.colliders {
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let collider = &mut colliders[*handle];
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@@ -196,7 +245,7 @@ impl RigidBody {
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let mass_properties = coll
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.mass_properties()
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.transform_by(coll.position_wrt_parent());
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self.mass_properties -= mass_properties;
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self.mass_properties -= Self::filter_collider_mass_props(mass_properties, self.flags);
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self.update_world_mass_properties();
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}
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}
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@@ -491,6 +540,7 @@ pub struct RigidBodyBuilder {
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linear_damping: f32,
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angular_damping: f32,
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body_status: BodyStatus,
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flags: RigidBodyFlags,
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mass_properties: MassProperties,
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can_sleep: bool,
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sleeping: bool,
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@@ -507,6 +557,7 @@ impl RigidBodyBuilder {
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linear_damping: 0.0,
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angular_damping: 0.0,
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body_status,
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flags: RigidBodyFlags::empty(),
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mass_properties: MassProperties::zero(),
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can_sleep: true,
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sleeping: false,
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@@ -579,18 +630,100 @@ impl RigidBodyBuilder {
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self
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}
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/// Prevents this rigid-body from translating because of forces.
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///
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/// This is equivalent to `self.mass(0.0, false)`. See the
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/// documentation of [`RigidBodyBuilder::mass`] for more details.
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pub fn lock_translations(self) -> Self {
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self.mass(0.0, false)
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}
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/// Prevents this rigid-body from rotating because of forces.
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///
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/// This is equivalent to `self.principal_inertia(0.0, false)` (in 2D) or
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/// `self.principal_inertia(Vector3::zeros(), Vector3::repeat(false))` (in 3D).
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///
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/// See the documentation of [`RigidBodyBuilder::principal_inertia`] for more details.
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pub fn lock_rotations(self) -> Self {
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#[cfg(feature = "dim2")]
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return self.principal_inertia(0.0, false);
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#[cfg(feature = "dim3")]
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return self.principal_inertia(Vector::zeros(), Vector::repeat(false));
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}
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/// Sets the mass of the rigid-body being built.
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///
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/// Note that the final mass of the rigid-bodies depends
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/// on the initial mass of the rigid-body (set by this method)
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/// In order to lock the translations of this rigid-body (by
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/// making them kinematic), call `.mass(0.0, false)`.
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///
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/// If `colliders_contribution_enabled` is `false`, then the mass specified here
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/// will be the final mass of the rigid-body created by this builder.
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/// If `colliders_contribution_enabled` is `true`, then the final mass of the rigid-body
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/// will depends on the initial mass set by this method to which is added
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/// the contributions of all the colliders with non-zero density attached to
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/// this rigid-body.
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pub fn mass(mut self, mass: f32, colliders_contribution_enabled: bool) -> Self {
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self.mass_properties.inv_mass = utils::inv(mass);
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self.flags.set(
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RigidBodyFlags::IGNORE_COLLIDER_MASS,
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!colliders_contribution_enabled,
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);
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self
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}
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/// Sets the angular inertia of this rigid-body.
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///
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/// In order to lock the rotations of this rigid-body (by
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/// making them kinematic), call `.principal_inertia(0.0, false)`.
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///
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/// If `colliders_contribution_enabled` is `false`, then the principal inertia specified here
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/// will be the final principal inertia of the rigid-body created by this builder.
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/// If `colliders_contribution_enabled` is `true`, then the final principal of the rigid-body
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/// will depend on the initial principal inertia set by this method to which is added
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/// the contributions of all the colliders with non-zero density attached to this rigid-body.
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#[cfg(feature = "dim2")]
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pub fn principal_inertia(mut self, inertia: f32, colliders_contribution_enabled: bool) -> Self {
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self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia);
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self.flags.set(
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RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_X
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| RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Y
|
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| RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Z,
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!colliders_contribution_enabled,
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);
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self
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}
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/// Sets the principal angular inertia of this rigid-body.
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///
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/// In order to lock the rotations of this rigid-body (by
|
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/// making them kinematic), call `.principal_inertia(Vector3::zeros(), Vector3::repeat(false))`.
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///
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/// If `colliders_contribution_enabled[i]` is `false`, then the principal inertia specified here
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/// along the `i`-th local axis of the rigid-body, will be the final principal inertia along
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/// the `i`-th local axis of the rigid-body created by this builder.
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/// If `colliders_contribution_enabled[i]` is `true`, then the final principal of the rigid-body
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/// along its `i`-th local axis will depend on the initial principal inertia set by this method
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/// to which is added the contributions of all the colliders with non-zero density
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/// attached to this rigid-body.
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///
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/// Therefore, if you want your provided mass to be the final
|
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/// mass of your rigid-body, don't attach colliders to it, or
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||||
/// only attach colliders with densities equal to zero.
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||||
pub fn mass(mut self, mass: f32) -> Self {
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self.mass_properties.inv_mass = crate::utils::inv(mass);
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#[cfg(feature = "dim3")]
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||||
pub fn principal_inertia(
|
||||
mut self,
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||||
inertia: AngVector<f32>,
|
||||
colliders_contribution_enabled: AngVector<bool>,
|
||||
) -> Self {
|
||||
self.mass_properties.inv_principal_inertia_sqrt = inertia.map(utils::inv);
|
||||
self.flags.set(
|
||||
RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_X,
|
||||
!colliders_contribution_enabled.x,
|
||||
);
|
||||
self.flags.set(
|
||||
RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Y,
|
||||
!colliders_contribution_enabled.y,
|
||||
);
|
||||
self.flags.set(
|
||||
RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_Z,
|
||||
!colliders_contribution_enabled.z,
|
||||
);
|
||||
self
|
||||
}
|
||||
|
||||
@@ -656,6 +789,7 @@ impl RigidBodyBuilder {
|
||||
rb.mass_properties = self.mass_properties;
|
||||
rb.linear_damping = self.linear_damping;
|
||||
rb.angular_damping = self.angular_damping;
|
||||
rb.flags = self.flags;
|
||||
|
||||
if self.can_sleep && self.sleeping {
|
||||
rb.sleep();
|
||||
|
||||
@@ -219,7 +219,7 @@ impl Box2dWorld {
|
||||
}
|
||||
|
||||
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
|
||||
for (handle, mut body) in bodies.iter_mut() {
|
||||
for (handle, body) in bodies.iter_mut() {
|
||||
if let Some(pb2_handle) = self.rapier2box2d.get(&handle) {
|
||||
let b2_body = self.world.body(*pb2_handle);
|
||||
let pos = b2_transform_to_na_isometry(b2_body.transform().clone());
|
||||
|
||||
@@ -158,7 +158,7 @@ impl NPhysicsWorld {
|
||||
|
||||
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
|
||||
for (rapier_handle, nphysics_handle) in self.rapier2nphysics.iter() {
|
||||
let mut rb = bodies.get_mut(*rapier_handle).unwrap();
|
||||
let rb = bodies.get_mut(*rapier_handle).unwrap();
|
||||
let ra = self.bodies.rigid_body(*nphysics_handle).unwrap();
|
||||
let pos = *ra.position();
|
||||
rb.set_position(pos, false);
|
||||
|
||||
@@ -20,12 +20,11 @@ use na::{self, Point2, Point3, Vector3};
|
||||
use rapier::dynamics::{
|
||||
ActivationStatus, IntegrationParameters, JointSet, RigidBodyHandle, RigidBodySet,
|
||||
};
|
||||
#[cfg(feature = "dim3")]
|
||||
use rapier::geometry::Ray;
|
||||
use rapier::geometry::{
|
||||
BroadPhase, ColliderHandle, ColliderSet, ContactEvent, InteractionGroups, NarrowPhase,
|
||||
ProximityEvent,
|
||||
BroadPhase, ColliderHandle, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent,
|
||||
};
|
||||
#[cfg(feature = "dim3")]
|
||||
use rapier::geometry::{InteractionGroups, Ray};
|
||||
use rapier::math::Vector;
|
||||
use rapier::pipeline::{ChannelEventCollector, PhysicsPipeline, QueryPipeline};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user