Update raycastlib
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1 changed files with 120 additions and 64 deletions
178
raycastlib.h
178
raycastlib.h
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@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.1
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version: 0.8
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*/
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#include <stdint.h>
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@ -40,11 +40,11 @@
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RCL_UNITS_PER_SQUARE units in a square's
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length. This effectively serves the purpose of
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a fixed-point arithmetic. */
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#define RCL_INFINITY 5000000;
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#define RCL_INFINITY 2000000000
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#else
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#define RCL_UNITS_PER_SQUARE 32
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typedef int16_t RCL_Unit;
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#define RCL_INFINITY 32000;
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#define RCL_INFINITY 30000
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#define RCL_USE_DIST_APPROX 2
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#endif
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@ -56,6 +56,14 @@
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 0
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#endif
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#ifndef RCL_FLOOR_TEXCOORDS_HEIGHT
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#define RCL_FLOOR_TEXCOORDS_HEIGHT 0 /** If RCL_COMPUTE_FLOOR_TEXCOORDS == 1,
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this says for what height level the
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texture coords will be computed for
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(for simplicity/performance only one
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level is allowed). */
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#endif
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#ifndef RCL_USE_COS_LUT
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#define RCL_USE_COS_LUT 0 /**< type of look up table for cos function:
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0: none (compute)
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@ -162,7 +170,7 @@
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printf(" start: ");\
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RCL_logV2D(r.start);\
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printf(" dir: ");\
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RCL_logV2D(r.direction);}\
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RCL_logV2D(r.direction);}
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#define RCL_logHitResult(h){\
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printf("hit:\n");\
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@ -172,17 +180,30 @@
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RCL_logV2D(h.position);\
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printf(" dist: %d\n", h.distance);\
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printf(" dir: %d\n", h.direction);\
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printf(" texcoord: %d\n", h.textureCoord);}\
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printf(" texcoord: %d\n", h.textureCoord);}
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#define RCL_logPixelInfo(p){\
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printf("pixel:\n");\
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printf(" position: ");\
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RCL_logV2D(p.position);\
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printf(" texCoord: ");\
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RCL_logV2D(p.texCoords);\
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printf(" depth: %d\n", p.depth);\
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printf(" height: %d\n", p.height);\
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printf(" wall: %d\n", p.isWall);\
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printf(" hit: ");\
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RCL_logHitResult(p.hit);\
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}\
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}
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#define RCL_logCamera(c){\
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printf("camera:\n");\
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printf(" position: ");\
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RCL_logV2D(c.position);\
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printf(" height: %d\n",c.height);\
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printf(" direction: %d\n",c.direction);\
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printf(" shear: %d\n",c.shear);\
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printf(" resolution: %d x %d\n",c.resolution.x,c.resolution.y);\
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}
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/// Position in 2D space.
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typedef struct
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@ -235,6 +256,7 @@ typedef struct
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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int8_t isHorizon; ///< If the pixel belongs to horizon segment.
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RCL_Unit depth; ///< Corrected depth.
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RCL_Unit height; ///< World height (mostly for floor).
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RCL_HitResult hit; ///< Corresponding ray hit.
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RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
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texture coordinates. */
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@ -791,9 +813,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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{
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RCL_profileCall(RCL_castRayMultiHit);
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RCL_Vector2D initialPos = ray.start;
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RCL_Vector2D currentPos = ray.start;
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RCL_Vector2D currentSquare;
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currentSquare.x = RCL_divRoundDown(ray.start.x,RCL_UNITS_PER_SQUARE);
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@ -883,7 +903,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Unit diff = h.position.x - ray.start.x;
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h.position.y = ray.start.y + ((ray.direction.y * diff) /
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RCL_nonZero(ray.direction.x));
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h.textureCoord = h.position.y;
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h.distance =
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((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) /
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@ -903,7 +922,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Unit diff = h.position.y - ray.start.y;
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h.position.x = ray.start.x + ((ray.direction.x * diff) /
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RCL_nonZero(ray.direction.y));
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h.textureCoord = h.position.x;
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h.distance =
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((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) /
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@ -914,8 +932,27 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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switch (h.direction)
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{
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case 0: h.textureCoord =
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RCL_wrap(-1 * h.position.x,RCL_UNITS_PER_SQUARE); break;
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case 1: h.textureCoord =
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RCL_wrap(h.position.y,RCL_UNITS_PER_SQUARE); break;
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case 2: h.textureCoord =
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RCL_wrap(h.position.x,RCL_UNITS_PER_SQUARE); break;
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case 3: h.textureCoord =
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RCL_wrap(-1 * h.position.y,RCL_UNITS_PER_SQUARE); break;
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default: h.textureCoord = 0; break;
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}
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if (_RCL_rollFunction != 0)
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h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y);
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#else
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h.textureCoord = 0;
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#endif
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hitResults[*hitResultsLen] = h;
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@ -1063,8 +1100,6 @@ static inline int16_t _RCL_drawHorizontal(
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RCL_Unit depthIncrement;
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RCL_Unit dx;
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RCL_Unit dy;
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RCL_Unit pixPos;
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RCL_Unit rayCameraCos;
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pixelInfo->isWall = 0;
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{\
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dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
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dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
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pixPos = yCurrent - _RCL_middleRow - 1;\
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rayCameraCos = RCL_vectorsAngleCos(\
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RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
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}\
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for (int16_t i = yCurrent + increment;\
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increment == -1 ? i >= limit : i <= limit; /* TODO: is efficient? */\
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pixelInfo->depth += depthIncrement;\
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if (doCoords) /*constant condition - compiler should optimize it out*/\
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{\
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RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
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RCL_Unit d = _RCL_floorPixelDistances[i];\
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RCL_Unit d2 = RCL_nonZero(pixelInfo->hit.distance);\
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pixelInfo->texCoords.x =\
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_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
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_RCL_camera.position.x + ((d * dx) / d2);\
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pixelInfo->texCoords.y =\
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_RCL_camera.position.y + ((d * dy) / (pixelInfo->hit.distance));\
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++pixPos;\
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_RCL_camera.position.y + ((d * dy) / d2);\
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}\
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RCL_PIXEL_FUNCTION(pixelInfo);\
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}\
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@ -1174,7 +1206,6 @@ static inline int16_t _RCL_drawWall(
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i += increment)
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{
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// more expensive texture coord computing
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pixelInfo->position.y = i;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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return limit;
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}
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/// Fills a RCL_HitResult struct with info for a hit at infinity.
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static inline void _RCL_makeInfiniteHit(RCL_HitResult *hit, RCL_Ray *ray)
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{
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hit->distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE;
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/* ^ horizon is at infinity, but we can't use too big infinity
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(RCL_INFINITY) because it would overflow in the following mult. */
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hit->position.x = (ray->direction.x * hit->distance) / RCL_UNITS_PER_SQUARE;
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hit->position.y = (ray->direction.y * hit->distance) / RCL_UNITS_PER_SQUARE;
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hit->direction = 0;
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hit->textureCoord = 0;
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hit->arrayValue = 0;
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hit->doorRoll = 0;
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hit->type = 0;
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}
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void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
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RCL_Ray ray)
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{
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RCL_Unit fPosY = _RCL_camera.resolution.y;
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RCL_Unit cPosY = -1;
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// world coordinates
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// world coordinates (relative to camera height though)
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RCL_Unit fZ1World = _RCL_startFloorHeight;
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RCL_Unit cZ1World = _RCL_startCeil_Height;
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RCL_PixelInfo p;
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p.position.x = x;
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p.height = 0;
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p.texCoords.x = 0;
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p.texCoords.y = 0;
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int8_t drawingHorizon = j == hitCount;
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RCL_HitResult hit;
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RCL_Unit distance;
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RCL_Unit distance = 1;
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RCL_Unit fWallHeight = 0, cWallHeight = 0;
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RCL_Unit fZ2World = 0, cZ2World = 0;
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@ -1242,7 +1290,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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if (!drawingHorizon)
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{
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hit = hits[j];
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distance = hit.distance;
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distance = RCL_nonZero(hit.distance);
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p.hit = hit;
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fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
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fZ2World = fWallHeight - _RCL_camera.height;
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@ -1269,6 +1318,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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fZ1Screen = _RCL_middleRow;
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cZ1Screen = _RCL_middleRow + 1;
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_RCL_makeInfiniteHit(&p.hit,&ray);
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}
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RCL_Unit limit;
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@ -1278,6 +1328,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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// draw floor until wall
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p.isFloor = 1;
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p.height = fZ1World + _RCL_camera.height;
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#if RCL_COMPUTE_FLOOR_DEPTH == 1
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p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep;
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@ -1286,8 +1337,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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#endif
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limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,0,1,&ray,&p);
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,
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// ^ purposfully allow outside screen bounds
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RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT,
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1,&ray,&p);
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if (fPosY > limit)
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fPosY = limit;
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@ -1296,6 +1349,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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// draw ceiling until wall
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p.isFloor = 0;
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p.height = cZ1World + _RCL_camera.height;
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#if RCL_COMPUTE_CEILING_DEPTH == 1
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p.depth = (cPosY - _RCL_cHorizontalDepthStart) *
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@ -1315,8 +1369,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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p.isWall = 1;
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p.depth = distance;
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p.isFloor = 1;
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p.hit = hit;
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p.texCoords.x = hit.textureCoord;
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p.height = 0; // don't compute this, no use
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// draw floor wall
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@ -1400,9 +1454,11 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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{
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// normal hit, check the door roll
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RCL_Unit texCoordMod = hit.textureCoord % RCL_UNITS_PER_SQUARE;
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int8_t unrolled = hit.doorRoll >= 0 ?
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hit.doorRoll > hit.textureCoord :
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hit.textureCoord > RCL_UNITS_PER_SQUARE + hit.doorRoll;
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hit.doorRoll > texCoordMod :
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texCoordMod > RCL_UNITS_PER_SQUARE + hit.doorRoll;
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if (unrolled)
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{
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@ -1450,17 +1506,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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}
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else
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{
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RCL_HitResult hit;
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hit.distance = RCL_HORIZON_DEPTH;
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hit.direction = 0;
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hit.textureCoord = x * 128;
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hit.position.x = 0;
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hit.position.y = 0;
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hit.arrayValue = 0;
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hit.type = 0;
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p.hit = hit;
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_RCL_makeInfiniteHit(&p.hit,&ray);
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}
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// draw ceiling
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@ -1469,6 +1515,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.isFloor = 0;
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p.isHorizon = 1;
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p.depth = 1;
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p.height = RCL_UNITS_PER_SQUARE;
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y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
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RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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@ -1478,6 +1525,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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p.isWall = 1;
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p.isFloor = 1;
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p.depth = dist;
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p.height = 0;
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#if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1
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p.hit.textureCoord -= p.hit.doorRoll;
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@ -1490,7 +1538,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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-1,_RCL_camResYLimit,p.hit.arrayValue,1,&p);
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y = RCL_max(y,limit); // take max, in case no wall was drawn
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y = RCL_max(y,_RCL_middleRow + 1);
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y = RCL_max(y,wallStart);
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// draw floor
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@ -1505,6 +1553,22 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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-1,&ray,&p);
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}
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/**
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Precomputes a distance from camera to the floor at each screen row into an
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array (must be preallocated with sufficient (camera.resolution.y) length).
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*/
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static inline void _RCL_precomputeFloorDistances(RCL_Camera camera,
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RCL_Unit *dest, uint16_t startIndex)
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{
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RCL_Unit camHeightScreenSize =
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(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = startIndex
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; i < camera.resolution.y; ++i)
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dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,
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RCL_absVal(i - _RCL_middleRow));
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}
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void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction,
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RCL_RayConstraints constraints)
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@ -1514,7 +1578,7 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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_RCL_camera = cam;
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_RCL_camResYLimit = cam.resolution.y - 1;
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int16_t halfResY = cam.resolution.y / 2;
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uint16_t halfResY = cam.resolution.y / 2;
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_RCL_middleRow = halfResY + cam.shear;
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@ -1534,6 +1598,12 @@ void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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_RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y;
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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RCL_Unit floorPixelDistances[cam.resolution.y];
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_RCL_precomputeFloorDistances(cam,floorPixelDistances,0);
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_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
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#endif
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RCL_castRaysMultiHit(cam,_RCL_floorCeilFunction,typeFunction,
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_RCL_columnFunctionComplex,constraints);
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}
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@ -1560,25 +1630,9 @@ void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2)
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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uint16_t halfResY = cam.resolution.y / 2;
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RCL_Unit floorPixelDistances[halfResY]; /* for each vertical floor pixel,
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this will contain precomputed
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distance to the camera */
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RCL_Unit camHeightScreenSize =
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||||
#ifdef RCL_RAYCAST_TINY
|
||||
(cam.height
|
||||
#else
|
||||
(((cam.height >> 6) << 6) // prevent weird floor movement with rounding
|
||||
#endif
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||||
* cam.resolution.y) / RCL_UNITS_PER_SQUARE;
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||||
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||||
for (uint16_t i = 0; i < halfResY; ++i) // precompute the distances
|
||||
floorPixelDistances[i] =
|
||||
RCL_perspectiveScaleInverse(camHeightScreenSize,i);
|
||||
|
||||
// pass to _RCL_columnFunctionSimple
|
||||
_RCL_floorPixelDistances = floorPixelDistances;
|
||||
RCL_Unit floorPixelDistances[cam.resolution.y];
|
||||
_RCL_precomputeFloorDistances(cam,floorPixelDistances,_RCL_middleRow);
|
||||
_RCL_floorPixelDistances = floorPixelDistances; // pass to column function
|
||||
#endif
|
||||
|
||||
RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
|
||||
|
@ -1677,9 +1731,10 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
|
|||
RCL_Unit scaledSize)
|
||||
{
|
||||
return scaledSize != 0 ?
|
||||
(originalSize * RCL_UNITS_PER_SQUARE) /
|
||||
(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
|
||||
// ^ take the middle
|
||||
((RCL_VERTICAL_FOV * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
|
||||
: 0;
|
||||
: RCL_INFINITY;
|
||||
}
|
||||
|
||||
void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
|
||||
|
@ -1837,6 +1892,7 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
|
|||
camera->height = RCL_clamp(camera->height,
|
||||
bottomLimit + RCL_CAMERA_COLL_HEIGHT_BELOW,
|
||||
topLimit - RCL_CAMERA_COLL_HEIGHT_ABOVE);
|
||||
|
||||
#undef checkSquares
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue