Motion transfer setup #1
@ -146,6 +146,7 @@ def register() -> None:
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def unregister() -> None:
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bpy.app.handlers.depsgraph_update_post.remove(_on_depsgraph_update_post)
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bpy.app.handlers.frame_change_post.remove(_on_frame_changed_post)
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del bpy.types.Scene.powership_mode
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343
nodes.py
343
nodes.py
@ -67,10 +67,7 @@ class PowerShipNodeTree(bpy.types.NodeTree):
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def _prepare_nodes(self) -> None:
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for node in self.nodes:
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try:
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node.reset_run()
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except AttributeError:
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print(node)
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node.reset_run()
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def _run_from_node(
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self, depsgraph: bpy.types.Depsgraph, start_node: "AbstractPowerShipNode"
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@ -234,7 +231,6 @@ class AbstractPowerShipNode(bpy.types.Node):
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def run(self, depsgraph: bpy.types.Depsgraph) -> None:
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assert not self.has_run, "a node can only run once, reset it first"
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if self.mute:
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# Skip execution of this node, it's muted.
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self._first_input_to_output()
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@ -278,7 +274,6 @@ class AbstractPowerShipNode(bpy.types.Node):
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def _first_input_to_output(self) -> None:
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"""Copy the first input's default value to the output, if the sockets are compatible."""
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if not self.inputs or not self.outputs:
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return
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@ -592,8 +587,6 @@ class ToVector(AbstractPowerShipNode):
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bl_icon = "EMPTY_ARROWS"
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketFloat", "X")
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self.add_optional_input_socket("NodeSocketFloat", "Y")
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self.add_optional_input_socket("NodeSocketFloat", "Z")
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@ -621,8 +614,6 @@ class SplitVector(AbstractPowerShipNode):
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bl_icon = "EMPTY_ARROWS"
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketVector", "Vector")
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self.outputs.new("NodeSocketFloat", "X")
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self.outputs.new("NodeSocketFloat", "Y")
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@ -630,10 +621,6 @@ class SplitVector(AbstractPowerShipNode):
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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v = self._get_optional_input_value("Vector", Vector)
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if not v:
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return
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self.outputs["X"].default_value = v.x
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self.outputs["Y"].default_value = v.y
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self.outputs["Z"].default_value = v.z
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@ -647,8 +634,6 @@ class Distance(AbstractPowerShipNode):
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bl_icon = "EMPTY_ARROWS"
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketVector", "U")
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self.add_optional_input_socket("NodeSocketVector", "V")
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self.outputs.new("NodeSocketFloat", "Float")
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@ -671,8 +656,6 @@ class NormalFromPoints(AbstractPowerShipNode):
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bl_icon = "EMPTY_ARROWS"
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketVector", "U")
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self.add_optional_input_socket("NodeSocketVector", "V")
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self.add_optional_input_socket("NodeSocketVector", "W")
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@ -682,83 +665,26 @@ class NormalFromPoints(AbstractPowerShipNode):
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u = self._get_optional_input_value("U", Vector)
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v = self._get_optional_input_value("V", Vector)
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w = self._get_optional_input_value("W", Vector)
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if not (u and v and w):
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return
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a = v - u
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b = w - u
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normal = a.cross(b)
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self.outputs["Result"].default_value = normal
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class UpAxisSocket(bpy.types.NodeSocket):
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'''Custom node socket type'''
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bl_idname = 'UpAxisSocket'
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bl_label = "Up Axis Socket"
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link_limit = 0
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_enum_up_axis_items = (
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('X', "X", ""),
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('Y', "Y", ""),
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('Z', "Z", ""),
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)
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# Enum items list
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axis_items = (
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('X', "X", ""),
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('Y', "Y", ""),
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('Z', "Z", ""),
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)
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# default_value = "UP"
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default_value: bpy.props.EnumProperty(
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name="Axis",
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description="",
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items=axis_items,
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default='X',
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)
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# Optional function for drawing the socket input value
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def draw(self, context, layout, node, text):
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if self.is_output or self.is_linked:
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layout.label(text=text)
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else:
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layout.prop(self, "default_value", text=text)
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def draw_color(self, context, node):
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return (1.0, 0.4, 0.216, 0.5)
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class TrackAxisSocket(bpy.types.NodeSocket):
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'''Custom node socket type'''
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bl_idname = 'TrackAxisSocket'
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bl_label = "Track Axis Socket"
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link_limit = 0
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# Enum items list
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axis_items = (
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('X', "X", ""),
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('Y', "Y", ""),
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('Z', "Z", ""),
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('-X', "-X", ""),
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('-Y', "-Y", ""),
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('-Z', "-Z", ""),
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)
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# default_value = "UP"
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default_value: bpy.props.EnumProperty(
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name="Axis",
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description="",
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items=axis_items,
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default='Y',
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)
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# Optional function for drawing the socket input value
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def draw(self, context, layout, node, text):
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if self.is_output or self.is_linked:
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layout.label(text=text)
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else:
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layout.prop(self, "default_value", text=text)
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# Socket color
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def draw_color(self, context, node):
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return (1.0, 0.4, 0.216, 0.5)
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_enum_track_axis_items = (
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('X', "X", ""),
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('Y', "Y", ""),
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('Z', "Z", ""),
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('-X', "-X", ""),
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('-Y', "-Y", ""),
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('-Z', "-Z", ""),
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)
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class RotateTowards(AbstractPowerShipNode):
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@ -768,12 +694,24 @@ class RotateTowards(AbstractPowerShipNode):
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bl_label = "Rotate Towards"
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bl_icon = "EMPTY_ARROWS"
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track: bpy.props.EnumProperty( # type: ignore
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name="Track",
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items=_enum_track_axis_items,
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)
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up: bpy.props.EnumProperty( # type: ignore
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name="Up",
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items=_enum_up_axis_items,
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)
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def draw_buttons(
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self, context: bpy.types.Context, layout: bpy.types.UILayout
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) -> None:
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super().draw_buttons(context, layout)
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layout.prop(self, "up")
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layout.prop(self, "track")
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("UpAxisSocket", "Up")
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self.add_optional_input_socket("TrackAxisSocket", "Track")
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self.add_optional_input_socket("NodeSocketVector", "Origin")
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self.add_optional_input_socket("NodeSocketVector", "Destination")
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self.outputs.new("NodeSocketQuaternion", "Rotation")
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@ -781,16 +719,14 @@ class RotateTowards(AbstractPowerShipNode):
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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origin = self._get_optional_input_value("Origin", Vector)
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destination = self._get_optional_input_value("Destination", Vector)
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track = self._get_input_value("Track", str)
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up = self._get_input_value("Up", str)
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if not (origin and destination):
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return
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return Quaternion()
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# Set the rotation of the control
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vec = Vector((destination - origin))
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vec.normalize()
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rot = vec.to_track_quat(track, up)
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# vec.normalize()
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rot = vec.to_track_quat(self.track, self.up)
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rot.normalize()
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self.outputs["Rotation"].default_value = rot
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@ -800,9 +736,9 @@ class OffsetRotation(AbstractPowerShipNode):
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bl_idname = "OffsetRotation"
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bl_label = "Offset Rotation"
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bl_icon = "EMPTY_ARROWS"
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default_value = Quaternion()
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketQuaternion", "Base")
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self.add_optional_input_socket("NodeSocketQuaternion", "Offset")
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self.outputs.new("NodeSocketQuaternion", "Rotation")
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@ -810,10 +746,6 @@ class OffsetRotation(AbstractPowerShipNode):
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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base = self._get_optional_input_value("Base", Quaternion)
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offset = self._get_optional_input_value("Offset", Quaternion)
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if not (base and offset):
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return
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self.outputs["Rotation"].default_value = base @ offset
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@ -825,8 +757,6 @@ class MapRange(AbstractPowerShipNode):
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bl_icon = "EMPTY_ARROWS"
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("NodeSocketFloat", "Value")
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self.add_optional_input_socket("NodeSocketFloat", "From Min")
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self.add_optional_input_socket("NodeSocketFloat", "From Max")
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@ -841,55 +771,37 @@ class MapRange(AbstractPowerShipNode):
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tmin = self._get_optional_input_value("Value", float)
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tmax = self._get_optional_input_value("Value", float)
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if not (val and fmin and fmax and tmin and tmax):
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return
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slope = (tmax - tmin) / (fmax - fmin)
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offset = tmin - slope * fmin
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self.outputs["Result"].default_value = slope * val + offset
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class AngleTypeSocket(bpy.types.NodeSocket):
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bl_idname = 'AngleTypeSocket'
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bl_label = "Angle Type"
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link_limit = 0
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# Enum items list
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ops_items = (
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('SIGNED', "Signed", ""),
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('UNSIGNED', "Default", ""),
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)
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# default_value = "UP"
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default_value: bpy.props.EnumProperty(
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name="Operation",
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description="",
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items=ops_items,
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default='UNSIGNED',
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)
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# Optional function for drawing the socket input value
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def draw(self, context, layout, node, text):
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if self.is_output or self.is_linked:
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layout.label(text=text)
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else:
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layout.prop(self, "default_value", text=text)
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# Socket color
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def draw_color(self, context, node):
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return (1.0, 0.4, 0.216, 0.5)
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class RotationFromAngle(AbstractPowerShipNode):
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bl_idname = "RotationFromAngle"
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bl_label = "Rotation From Vector Angle"
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bl_icon = "EMPTY_ARROWS"
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axis: bpy.props.EnumProperty( # type: ignore
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name="Axis",
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items=_enum_up_axis_items,
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)
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angle_type: bpy.props.EnumProperty( # type: ignore
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name="Type",
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items=[
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("DEFAULT", "Default", ""),
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("SIGNED", "Signed", ""),
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],
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)
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def draw_buttons(
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self, context: bpy.types.Context, layout: bpy.types.UILayout
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) -> None:
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super().draw_buttons(context, layout)
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layout.prop(self, "axis")
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layout.prop(self, "angle_type")
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def init(self, context):
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self.add_execution_sockets()
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self.add_optional_input_socket("UpAxisSocket", "Axis")
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self.add_optional_input_socket("AngleTypeSocket", "Type")
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self.add_optional_input_socket("NodeSocketVector", "U")
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self.add_optional_input_socket("NodeSocketVector", "V")
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self.outputs.new("NodeSocketQuaternion", "Rotation")
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@ -897,60 +809,28 @@ class RotationFromAngle(AbstractPowerShipNode):
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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u = self._get_optional_input_value("U", Vector)
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v = self._get_optional_input_value("V", Vector)
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axis = self._get_input_value("Axis", str)
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angle_type = self._get_input_value("Type", str)
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signed = angle_type == 'SIGNED'
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if not (u and v):
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return
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signed = self.angle_type == 'SIGNED'
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angle = 0
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if not (u.length == 0 or v.length == 0):
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if signed:
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angle = u.angle_signed(v)
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else:
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angle = u.angle(v)
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m = Matrix.Rotation(angle, 3, axis)
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m = Matrix.Rotation(angle, 3, self.axis)
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res = m.to_quaternion()
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self.outputs["Rotation"].default_value = res
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class MathOperationSocket(bpy.types.NodeSocket):
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bl_idname = 'MathOperationSocket'
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bl_label = "Operations"
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link_limit = 0
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# Enum items list
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ops_items = (
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('ADD', "Add", ""),
|
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('SUBSTRACT', "Substract", ""),
|
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('MULTIPLY', "Mutliply", ""),
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('DIVIDE', "Divide", ""),
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('CROSS', "Cross", ""),
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)
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# default_value = "UP"
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default_value: bpy.props.EnumProperty(
|
||||
name="Operation",
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description="",
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items=ops_items,
|
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default='ADD',
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)
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||||
|
||||
# Optional function for drawing the socket input value
|
||||
def draw(self, context, layout, node, text):
|
||||
if self.is_output or self.is_linked:
|
||||
layout.label(text=text)
|
||||
else:
|
||||
layout.prop(self, "default_value", text=text)
|
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|
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# Socket color
|
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|
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def draw_color(self, context, node):
|
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return (1.0, 0.4, 0.216, 0.5)
|
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_enum_vector_math_operations = [
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('ADD', "Add", ""),
|
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('SUBSTRACT', "Substract", ""),
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('MULTIPLY', "Mutliply", ""),
|
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('DIVIDE', "Divide", ""),
|
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('CROSS', "Cross", ""),
|
||||
]
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|
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class VectorMath(AbstractPowerShipNode):
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||||
@ -960,9 +840,18 @@ class VectorMath(AbstractPowerShipNode):
|
||||
bl_label = "Vector Math"
|
||||
bl_icon = "EMPTY_ARROWS"
|
||||
|
||||
operation: bpy.props.EnumProperty( # type: ignore
|
||||
name="Operation",
|
||||
items=_enum_vector_math_operations,
|
||||
)
|
||||
|
||||
def draw_buttons(
|
||||
self, context: bpy.types.Context, layout: bpy.types.UILayout
|
||||
) -> None:
|
||||
super().draw_buttons(context, layout)
|
||||
layout.prop(self, "operation")
|
||||
|
||||
def init(self, context):
|
||||
self.add_execution_sockets()
|
||||
self.add_optional_input_socket("MathOperationSocket", "Operation")
|
||||
self.add_optional_input_socket("NodeSocketVector", "U")
|
||||
self.add_optional_input_socket("NodeSocketVector", "V")
|
||||
self.outputs.new("NodeSocketVector", "Result")
|
||||
@ -970,12 +859,8 @@ class VectorMath(AbstractPowerShipNode):
|
||||
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
|
||||
u = self._get_optional_input_value("U", Vector)
|
||||
v = self._get_optional_input_value("V", Vector)
|
||||
mode = self._get_input_value("Operation", str)
|
||||
|
||||
if not (u and v):
|
||||
return
|
||||
|
||||
match mode:
|
||||
match self.operation:
|
||||
case 'ADD':
|
||||
res = u+v
|
||||
case 'MULTIPLY':
|
||||
@ -983,15 +868,24 @@ class VectorMath(AbstractPowerShipNode):
|
||||
case 'SUBSTRACT':
|
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res = u-v
|
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case 'DIVIDE':
|
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res = Vector([x/y for x, y in zip(u, v)])
|
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res = Vector([x/y if y != 0.0 else 0.0 for x, y in zip(u, v)])
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||||
case 'CROSS':
|
||||
res = u.cross(v)
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||||
case _:
|
||||
print("Vector math operation not found:", self.operation)
|
||||
raise ValueError
|
||||
|
||||
self.outputs["Result"].default_value = res
|
||||
|
||||
|
||||
_enum_math_operations = [
|
||||
('ADD', "Add", ""),
|
||||
('SUBSTRACT', "Substract", ""),
|
||||
('MULTIPLY', "Mutliply", ""),
|
||||
('DIVIDE', "Divide", ""),
|
||||
]
|
||||
|
||||
|
||||
class Math(AbstractPowerShipNode):
|
||||
"""Sets the location and/or rotation of the 3D cursor"""
|
||||
|
||||
@ -999,9 +893,18 @@ class Math(AbstractPowerShipNode):
|
||||
bl_label = "Math"
|
||||
bl_icon = "EMPTY_ARROWS"
|
||||
|
||||
operation: bpy.props.EnumProperty( # type: ignore
|
||||
name="Operation",
|
||||
items=_enum_math_operations,
|
||||
)
|
||||
|
||||
def draw_buttons(
|
||||
self, context: bpy.types.Context, layout: bpy.types.UILayout
|
||||
) -> None:
|
||||
super().draw_buttons(context, layout)
|
||||
layout.prop(self, "operation")
|
||||
|
||||
def init(self, context):
|
||||
self.add_execution_sockets()
|
||||
self.add_optional_input_socket("MathOperationSocket", "Operation")
|
||||
self.add_optional_input_socket("NodeSocketFloat", "U")
|
||||
self.add_optional_input_socket("NodeSocketFloat", "V")
|
||||
self.outputs.new("NodeSocketFloat", "Result")
|
||||
@ -1009,12 +912,8 @@ class Math(AbstractPowerShipNode):
|
||||
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
|
||||
u = self._get_optional_input_value("U", float)
|
||||
v = self._get_optional_input_value("V", float)
|
||||
mode = self._get_input_value("Operation", str)
|
||||
|
||||
if not (u and v):
|
||||
return
|
||||
|
||||
match mode:
|
||||
match self.operation:
|
||||
case 'ADD':
|
||||
res = u+v
|
||||
case 'MULTIPLY':
|
||||
@ -1022,9 +921,9 @@ class Math(AbstractPowerShipNode):
|
||||
case 'SUBSTRACT':
|
||||
res = u-v
|
||||
case 'DIVIDE':
|
||||
res = u/v
|
||||
res = u/v if v != 0 else 0
|
||||
case _:
|
||||
print("MODE NOT FOUND:", mode)
|
||||
print("Math operation not found:", self.operation)
|
||||
raise ValueError
|
||||
|
||||
self.outputs["Result"].default_value = res
|
||||
@ -1062,6 +961,17 @@ class SetBoneNode(AbstractPowerShipNode):
|
||||
bl_label = "Set Bone"
|
||||
bl_icon = "BONE_DATA"
|
||||
|
||||
space: bpy.props.EnumProperty( # type: ignore
|
||||
name="Space",
|
||||
items=_enum_control_space,
|
||||
)
|
||||
|
||||
def draw_buttons(
|
||||
self, context: bpy.types.Context, layout: bpy.types.UILayout
|
||||
) -> None:
|
||||
super().draw_buttons(context, layout)
|
||||
layout.prop(self, "space")
|
||||
|
||||
def init(self, context):
|
||||
self.add_execution_sockets()
|
||||
|
||||
@ -1103,15 +1013,22 @@ class SetBoneNode(AbstractPowerShipNode):
|
||||
if control_scale is not None:
|
||||
scale = control_scale
|
||||
|
||||
v_nil = Vector((0, 0, 0))
|
||||
bone_rest_rot_scale = bone.bone.matrix_local.copy()
|
||||
bone_rest_rot_scale.translation = v_nil
|
||||
|
||||
mat_rot_scale = Matrix.LocRotScale(
|
||||
v_nil, rot, scale) @ bone_rest_rot_scale
|
||||
|
||||
mat_loc = Matrix.Translation(loc)
|
||||
bone_mat_world = mat_loc @ mat_rot_scale
|
||||
match self.space:
|
||||
case "WORLD":
|
||||
bone_mat_world = Matrix.LocRotScale(loc, rot, scale)
|
||||
case "CHANNELS":
|
||||
# Not sure what causes the scale to flip, however...
|
||||
# The y/z-scale flips on update if multiple rotations are chained,
|
||||
# this generates jitter when running const updates - flipping seems to temp fix it.
|
||||
scale = [scale[i] for i in [0, 2, 1]]
|
||||
v_nil = Vector((0, 0, 0))
|
||||
bone_rest_rot_scale = bone.bone.matrix_local.copy()
|
||||
bone_rest_rot_scale.translation = v_nil
|
||||
bone_rest_rot = bone_rest_rot_scale.to_quaternion()
|
||||
mat_rot_scale = Matrix.LocRotScale(
|
||||
v_nil, rot, scale) @ bone_rest_rot.to_matrix().to_4x4()
|
||||
mat_loc = Matrix.Translation(loc)
|
||||
bone_mat_world = mat_loc @ mat_rot_scale
|
||||
|
||||
bone.matrix = arm_matrix.inverted() @ bone_mat_world
|
||||
|
||||
@ -1510,10 +1427,6 @@ classes = (
|
||||
# Socket types:
|
||||
NodeSocketExecute,
|
||||
NodeSocketQuaternion,
|
||||
MathOperationSocket,
|
||||
TrackAxisSocket,
|
||||
UpAxisSocket,
|
||||
AngleTypeSocket,
|
||||
# Nodes:
|
||||
ForwardSolveNode,
|
||||
BackwardSolveNode,
|
||||
|
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Loading…
Reference in New Issue
Block a user