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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#ifndef __VCG_TRIMESHCOLLAPSE_QUADRIC__
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#define __VCG_TRIMESHCOLLAPSE_QUADRIC__
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#include<vcg/math/quadric.h>
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#include<vcg/simplex/face/pos.h>
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#include<vcg/complex/trimesh/update/flag.h>
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#include<vcg/complex/trimesh/update/bounding.h>
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#include<vcg/complex/local_optimization/tri_edge_collapse.h>
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#include<vcg/complex/local_optimization.h>
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namespace vcg{
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namespace tri{
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class QCollapseParameter
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{
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public:
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double QualityThr; // all
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double BoundaryWeight;
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double NormalThr;
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double CosineThr;
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double QuadricEpsilon;
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double ScaleFactor;
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bool UseArea;
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bool UseVertexWeight;
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bool NormalCheck;
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bool QualityCheck;
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bool OptimalPlacement;
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bool MemoryLess;
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bool ComplexCheck;
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bool ScaleIndependent;
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//***********************
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bool PreserveTopology;
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bool PreserveBoundary;
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bool MarkComplex;
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bool FastPreserveBoundary;
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bool SafeHeapUpdate;
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};
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/**
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This class describe Quadric based collapse operation.
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Requirements:
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Vertex
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must have incremental mark
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must have:
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field QuadricType Q;
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member
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ScalarType W() const;
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A per-vertex Weight that can be used in simplification
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lower weight means that error is lowered,
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standard: return W==1.0
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void Merge(MESH_TYPE::vertex_type const & v);
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Merges the attributes of the current vertex with the ones of v
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(e.g. its weight with the one of the given vertex, the color ect).
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Standard: void function;
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Faces devono avere Shared Adjacency
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durante la init serve FF per le quadriche di bordo
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durante la semplificazione si usa VF
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*/
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template<class TriMeshType,class MYTYPE>
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class TriEdgeCollapseQuadric: public TriEdgeCollapse< TriMeshType,MYTYPE>
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{
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public:
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typedef typename vcg::tri::TriEdgeCollapse< TriMeshType, MYTYPE > TEC;
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typedef typename TEC::PosType PosType;
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typedef typename TriEdgeCollapse<TriMeshType, MYTYPE>::HeapType HeapType;
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typedef typename TriEdgeCollapse<TriMeshType, MYTYPE>::HeapElem HeapElem;
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typedef typename TriMeshType::CoordType CoordType;
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typedef typename TriMeshType::ScalarType ScalarType;
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typedef math::Quadric< Plane3<ScalarType, false> > QuadricType;
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typedef typename TriMeshType::FaceType FaceType;
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static QCollapseParameter & Params(){static QCollapseParameter p; return p;}
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enum Hint {
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HNHasFFTopology = 0x0001, // La mesh arriva con la topologia ff gia'fatta
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HNHasVFTopology = 0x0002, // La mesh arriva con la topologia bf gia'fatta
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HNHasBorderFlag = 0x0004 // La mesh arriva con i flag di bordo gia' settati
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};
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static int & Hnt(){static int hnt; return hnt;} // the current hints
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static void SetHint(Hint hn) { Hnt() |= hn; }
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static void ClearHint(Hint hn) { Hnt()&=(~hn);}
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static bool IsSetHint(Hint hn) { return (Hnt()&hn)!=0; }
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// puntatori ai vertici che sono stati messi non-w per preservare il boundary
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static std::vector<typename TriMeshType::VertexPointer> & WV(){static std::vector<typename TriMeshType::VertexPointer> _WV; return _WV;};
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TriEdgeCollapseQuadric(PosType p, int i):TEC(p,i){}
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bool IsFeasible(){
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return LinkConditions(pos);
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}
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void Execute(TriMeshType &m)
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{
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CoordType newPos = ComputeMinimal();
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pos.V(1)->q+=pos.V()->q;
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int FaceDel=DoCollapse(pos, newPos);
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m.fn-=FaceDel;
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--m.vn;
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}
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static void Init(TriMeshType &m,HeapType&h_ret){
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typename TriMeshType::VertexIterator vi;
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typename TriMeshType::FaceIterator pf;
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PosType av0,av1,av01;
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if(!IsSetHint(HNHasVFTopology) ) vcg::tri::UpdateTopology<TriMeshType>::VertexFace(m);
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if(Params().MarkComplex) {
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vcg::tri::UpdateTopology<TriMeshType>::FaceFace(m);
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vcg::tri::UpdateFlags<TriMeshType>::FaceBorderFromFF(m);
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vcg::tri::UpdateTopology<TriMeshType>::VertexFace(m);
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} // e' un po' piu' lenta ma marca i vertici complex
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else
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if(!IsSetHint(HNHasBorderFlag) )
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vcg::tri::UpdateFlags<TriMeshType>::FaceBorderFromVF(m);
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if(Params().FastPreserveBoundary)
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{
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for(pf=m.face.begin();pf!=m.face.end();++pf)
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if( !(*pf).IsD() && (*pf).IsW() )
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for(int j=0;j<3;++j)
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if((*pf).IsB(j))
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{
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(*pf).V(j)->ClearW();
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(*pf).V1(j)->ClearW();
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}
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}
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if(Params().PreserveBoundary)
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{
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for(pf=m.face.begin();pf!=m.face.end();++pf)
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if( !(*pf).IsD() && (*pf).IsW() )
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for(int j=0;j<3;++j)
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if((*pf).IsB(j))
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{
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if((*pf).V(j)->IsW()) {(*pf).V(j)->ClearW(); WV().push_back((*pf).V(j));}
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if((*pf).V1(j)->IsW()) {(*pf).V1(j)->ClearW();WV().push_back((*pf).V1(j));}
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}
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}
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InitQuadric(m);
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// Initialize the heap with all the possible collapses
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if(IsSymmetric()) { // if the collapse is symmetric (e.g. u->v == v->u)
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if((*vi).IsRW())
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{
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vcg::face::VFIterator<FaceType> x;
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for( x.F() = (*vi).VFp(), x.I() = (*vi).VFi(); x.F()!=0; ++ x){
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x.F()->V1(x.I())->ClearV();
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x.F()->V2(x.I())->ClearV();
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}
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for( x.F() = (*vi).VFp(), x.I() = (*vi).VFi(); x.F()!=0; ++x ){
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assert(x.F()->V(x.I())==&(*vi));
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if((x.F()->V(x.I())<x.F()->V1(x.I())) && x.F()->V1(x.I())->IsRW() && !x.F()->V1(x.I())->IsV()){
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x.F()->V1(x.I())->SetV();
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h_ret.push_back(HeapElem(new MYTYPE(PosType(x.F(),x.I()),_Imark())));
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}
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if((x.F()->V(x.I())<x.F()->V2(x.I())) && x.F()->V2(x.I())->IsRW()&& !x.F()->V2(x.I())->IsV()){
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x.F()->V2(x.I())->SetV();
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h_ret.push_back(HeapElem(new MYTYPE(PosType(x.F(),(x.I()+2)%3),_Imark())));
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}
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}
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}
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}
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else { // if the collapse is A-symmetric (e.g. u->v != v->u)
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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{
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vcg::face::VFIterator<FaceType> x;
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m.UnMarkAll();
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for( x.F() = (*vi).VFp(), x.I() = (*vi).VFi(); x.F()!=0; ++ x){
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assert(x.F()->V(x.I())==&(*vi));
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if(x.F()->V(x.I())->IsRW() && x.F()->V1(x.I())->IsRW() && !m.IsMarked(x.F()->V1(x.I()))){
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m.Mark( x.F()->V1(x.I()) );
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h_ret.push_back( HeapElem( new MYTYPE( PosType (x.F(),x.I()), m.imark)));
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}
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if(x.F()->V(x.I())->IsRW() && x.F()->V2(x.I())->IsRW()&& !m.IsMarked(x.F()->V2(x.I()))){
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m.Mark( x.F()->V2(x.I()) );
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h_ret.push_back( HeapElem( new MYTYPE( PosType (x.F(),(x.I()+2)%3), m.imark)));
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}
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}
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}
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}
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typename std::vector<HeapElem>::iterator ph;
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for(ph=h_ret.begin();ph!=h_ret.end();++ph)
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(*ph).locModPtr->ComputePriority();
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make_heap(h_ret.begin(),h_ret.end());
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m.InitVertexIMark();
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}
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static bool IsSymmetric() {return Params().OptimalPlacement;}
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static bool IsVertexStable() {return !Params().OptimalPlacement;}
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static void SetDefaultParams(){
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Params().UseArea=true;
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Params().UseVertexWeight=false;
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Params().NormalCheck=false;
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Params().NormalThr=M_PI/2;
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Params().QualityCheck=true;
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Params().QualityThr=.1;
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Params().BoundaryWeight=.5;
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Params().OptimalPlacement=true;
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Params().ScaleIndependent=true;
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Params().ComplexCheck=false;
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Params().QuadricEpsilon = 1e-15;
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Params().ScaleFactor=1.0;
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}
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///*
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// Funzione principale di valutazione dell'errore del collasso.
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// In pratica simula il collasso vero e proprio.
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//
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// Da ottimizzare il ciclo sulle normali (deve sparire on e si deve usare per face normals)
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//*/
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ScalarType ComputePriority() {
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ScalarType error;
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typename vcg::face::VFIterator<FaceType> x;
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std::vector<CoordType> on; // original normals
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typename TriMeshType::VertexType * v[2];
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v[0] = pos.V();
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v[1] = pos.V(1);
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if(Params().NormalCheck){ // Compute maximal normal variation
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// store the old normals for non-collapsed face in v0
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for(x.F() = v[0]->VFp(), x.I() = v[0]->VFi(); x.F()!=0; ++x ) // for all faces in v0
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if(x.F()->V(0)!=v[1] && x.F()->V(1)!=v[1] && x.F()->V(2)!=v[1] ) // skip faces with v1
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on.push_back(x.F()->NormalizedNormal());
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// store the old normals for non-collapsed face in v1
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for(x.F() = v[1]->VFp(), x.I() = v[1]->VFi(); x.F()!=0; ++x ) // for all faces in v1
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if(x.F()->V(0)!=v[0] && x.F()->V(1)!=v[0] && x.F()->V(2)!=v[0] ) // skip faces with v0
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on.push_back(x.F()->NormalizedNormal());
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}
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//// Move the two vertexe into new position (storing the old ones)
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CoordType OldPos0=v[0]->P();
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CoordType OldPos1=v[1]->P();
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if(Params().OptimalPlacement)
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{ v[0]->P() = ComputeMinimal(); v[1]->P()=v[0]->P();}
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else
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v[0]->P() = v[1]->P();
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//// Rescan faces and compute quality and difference between normals
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int i;
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double ndiff,MinCos = 1e100; // minimo coseno di variazione di una normale della faccia
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// (e.g. max angle) Mincos varia da 1 (normali coincidenti) a
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// -1 (normali opposte);
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double qt, MinQual = 1e100;
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CoordType nn;
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for(x.F() = v[0]->VFp(), x.I() = v[0]->VFi(),i=0; x.F()!=0; ++x ) // for all faces in v0
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if(x.F()->V(0)!=v[1] && x.F()->V(1)!=v[1] && x.F()->V(2)!=v[1] ) // skip faces with v1
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{
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if(Params().NormalCheck){
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nn=x.F()->NormalizedNormal();
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ndiff=nn*on[i++];
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if(ndiff<MinCos) MinCos=ndiff;
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}
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if(Params().QualityCheck){
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qt= x.F()->QualityFace();
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if(qt<MinQual) MinQual=qt;
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}
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}
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for(x.F() = v[1]->VFp(), x.I() = v[1]->VFi(),i=0; x.F()!=0; ++x ) // for all faces in v1
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if(x.F()->V(0)!=v[0] && x.F()->V(1)!=v[0] && x.F()->V(2)!=v[0] ) // skip faces with v0
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{
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if(Params().NormalCheck){
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nn=x.F()->NormalizedNormal();
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ndiff=nn*on[i++];
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if(ndiff<MinCos) MinCos=ndiff;
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}
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if(Params().QualityCheck){
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qt= x.F()->QualityFace();
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if(qt<MinQual) MinQual=qt;
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}
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}
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QuadricType qq=v[0]->q;
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qq+=v[1]->q;
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double QuadErr = Params().ScaleFactor*qq.Apply(v[1]->P());
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// All collapses involving triangles with quality larger than <QualityThr> has no penalty;
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if(MinQual>Params().QualityThr) MinQual=Params().QualityThr;
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if(Params().NormalCheck){
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// All collapses where the normal vary less than <NormalThr> (e.g. more than CosineThr)
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// have no penalty
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if(MinCos>Params().CosineThr) MinCos=Params().CosineThr;
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MinCos=(MinCos+1)/2.0; // Now it is in the range 0..1 with 0 very dangerous!
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}
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if(QuadErr<Params().QuadricEpsilon) QuadErr=Params().QuadricEpsilon;
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if( Params().UseVertexWeight ) QuadErr *= (v[1]->W()+v[0]->W())/2;
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if(!Params().QualityCheck && !Params().NormalCheck) error = QuadErr;
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if( Params().QualityCheck && !Params().NormalCheck) error = QuadErr / MinQual;
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if(!Params().QualityCheck && Params().NormalCheck) error = QuadErr / MinCos;
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if( Params().QualityCheck && Params().NormalCheck) error = QuadErr / (MinQual*MinCos);
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error=QuadErr;
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//Rrestore old position of v0 and v1
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v[0]->P()=OldPos0;
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v[1]->P()=OldPos1;
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_priority = error;
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return _priority;
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}
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//
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//static double MaxError() {return 1e100;}
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//
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static void InitQuadric(TriMeshType &m)
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{
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typename TriMeshType::FaceIterator pf;
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typename TriMeshType::VertexIterator pv;
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int j;
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// m.ClearFlags();
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for(pv=m.vert.begin();pv!=m.vert.end();++pv) // Azzero le quadriche
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if( ! (*pv).IsD() && (*pv).IsW())
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(*pv).q.Zero();
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for(pf=m.face.begin();pf!=m.face.end();++pf)
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if( !(*pf).IsD() && (*pf).IsR() )
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if((*pf).V(0)->IsR() &&(*pf).V(1)->IsR() &&(*pf).V(2)->IsR())
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{
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QuadricType q;
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Plane3<ScalarType,false> p;
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// Calcolo piano
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p.SetDirection( ( (*pf).V(1)->cP() - (*pf).V(0)->cP() ) ^ ( (*pf).V(2)->cP() - (*pf).V(0)->cP() ));
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// Se normalizzo non dipende dall'area
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if(!Params().UseArea)
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{ p.SetDirection(p.Direction()); p.Normalize();}
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p.SetOffset( p.Direction() * (*pf).V(0)->cP());
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// Calcolo quadrica delle facce
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q.ByPlane(p);
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for(j=0;j<3;++j)
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if( (*pf).V(j)->IsW() ) (*pf).V(j)->q += q; // Sommo la quadrica ai vertici
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for(j=0;j<3;++j)
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if( (*pf).IsB(j)) // Bordo!
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{
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Plane3<ScalarType,false> pb; // Piano di bordo
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// Calcolo la normale al piano di bordo e la sua distanza
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// Nota che la lunghezza dell'edge DEVE essere Normalizzata
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// poiche' la pesatura in funzione dell'area e'gia fatta in p.Direction()
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// Senza la normalize il bordo e' pesato in funzione della grandezza della mesh (mesh grandi non decimano sul bordo)
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pb.SetDirection(p.Direction() ^ ( (*pf).V1(j)->cP() - (*pf).V(j)->cP() ).Normalize());
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pb.SetDirection(pb.Direction()* Params().BoundaryWeight); // amplify border planes
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pb.SetOffset(pb.Direction() * (*pf).V(j)->cP());
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q.ByPlane(pb);
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if( (*pf).V (j)->IsW() ) (*pf).V (j)->q += q; // Sommo le quadriche
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if( (*pf).V1(j)->IsW() ) (*pf).V1(j)->q += q;
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}
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}
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if(Params().ScaleIndependent)
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{
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vcg::tri::UpdateBounding<TriMeshType>::Box(m);
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//Make all quadric independent from mesh size
|
||||
Params().ScaleFactor = 1e8*pow(1.0/m.bbox.Diag(),6); // scaling factor
|
||||
//Params().ScaleFactor *=Params().ScaleFactor ;
|
||||
//Params().ScaleFactor *=Params().ScaleFactor ;
|
||||
//printf("Scale factor =%f\n",Params().ScaleFactor );
|
||||
//printf("bb (%5.2f %5.2f %5.2f)-(%5.2f %5.2f %5.2f) Diag %f\n",m.bbox.min[0],m.bbox.min[1],m.bbox.min[2],m.bbox.max[0],m.bbox.max[1],m.bbox.max[2],m.bbox.Diag());
|
||||
}
|
||||
|
||||
|
||||
if(Params().ComplexCheck)
|
||||
{
|
||||
// secondo loop per diminuire quadriche complex (se non c'erano i complex si poteva fare in un giro solo)
|
||||
//for(pf=m.face.begin();pf!=m.face.end();++pf)
|
||||
//if( !(*pf).IsD() && (*pf).IsR() )
|
||||
// if((*pf).V(0)->IsR() &&(*pf).V(1)->IsR() &&(*pf).V(2)->IsR())
|
||||
// {
|
||||
// for(j=0;j<3;++j)
|
||||
// if((*pf).IsCF(j)) // Complex!
|
||||
// {
|
||||
// if( (*pf).V (j)->IsW() ) (*pf).V (j)->q *= 0.01; // Scalo le quadriche
|
||||
// if( (*pf).V1(j)->IsW() ) (*pf).V1(j)->q *= 0.01;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//static void InitMesh(MESH_TYPE &m){
|
||||
// Params().CosineThr=cos(Params().NormalThr);
|
||||
// InitQuadric(m);
|
||||
// //m.Topology();
|
||||
// //OldInitQuadric(m,UseArea);
|
||||
// }
|
||||
//
|
||||
CoordType ComputeMinimal()
|
||||
{
|
||||
typename TriMeshType::VertexType * v[2];
|
||||
v[0] = pos.V();
|
||||
v[1] = pos.V(1);
|
||||
|
||||
QuadricType q=v[0]->q;
|
||||
q+=v[1]->q;
|
||||
|
||||
CoordType x;
|
||||
bool rt=q.Minimum(x);
|
||||
if(!rt) {
|
||||
x=(v[0]->P()+v[1]->P())/2;
|
||||
double qvx=q.Apply(x);
|
||||
double qv0=q.Apply(v[0]->P());
|
||||
double qv1=q.Apply(v[1]->P());
|
||||
if(qv0<qvx) x=v[0]->P();
|
||||
if(qv1<qvx && qv1<qv0) x=v[1]->P();
|
||||
}
|
||||
|
||||
// TRACE("-- %lf %lf %lf ---\n ",q.Apply(v[0]->P()),q.Apply(v[1]->P()),q.Apply(x));
|
||||
// assert(q.Apply(v[1]->P())>=q.Apply(x));
|
||||
// assert(q.Apply(v[0]->P())>=q.Apply(x));
|
||||
return x;
|
||||
}
|
||||
//
|
||||
//
|
||||
|
||||
};
|
||||
} // namespace tri
|
||||
} // namespace vcg
|
||||
#endif
|
Loading…
Reference in New Issue