[DEV] add a cont in string and add correct vector 4d
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b99cabc693
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d51539f32a
@ -370,7 +370,7 @@ const etk::UString& etk::UString::operator+= (const etk::UString &etkS)
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}
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etk::UString etk::UString::operator+ (const etk::UString &etkS)
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etk::UString etk::UString::operator+ (const etk::UString &etkS) const
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{
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etk::UString temp;
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//TK_INFO(" UString(arg) : \"" << etkS.m_data << "\"");
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@ -64,7 +64,7 @@ namespace etk
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/*****************************************************
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* + operator
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*****************************************************/
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etk::UString operator+ (const etk::UString &etkS);
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etk::UString operator+ (const etk::UString &etkS) const;
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/*****************************************************
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* << operator
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*****************************************************/
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@ -14,173 +14,444 @@ namespace etk
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template <typename T> class Vector4D
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{
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public:
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T x;
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T y;
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union {
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T z;
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T width;
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};
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union {
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T w;
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T height;
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};
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T m_floats[4];
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public:
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/*****************************************************
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* Constructor
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*****************************************************/
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Vector4D(void) : x(0), y(0), z(0), w(0) { };
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Vector4D(double _x, double _y, double _z, double _w) : x(_x), y(_y), z(_z), w(_w) { };
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Vector4D(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { };
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Vector4D(int32_t _x, int32_t _y, int32_t _z, int32_t _w) : x(_x), y(_y), z(_z), w(_w) { };
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Vector4D(const Vector4D<double>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
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Vector4D(const Vector4D<float>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
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Vector4D(const Vector4D<int32_t>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
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~Vector4D(void) { };
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/*****************************************************
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* = assigment
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*****************************************************/
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const Vector4D<T>& operator= (const Vector4D<T>& obj ) {
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x = (T)obj.x;
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y = (T)obj.y;
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z = (T)obj.z;
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w = (T)obj.w;
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/**
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* @brief No initialization constructor (faster ...)
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*/
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Vector4D(void)
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{
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#ifdef DEBUG
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// in debug mode we set supid value to prevent forget of the inits ...
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m_floats[0] = (T)34673363;
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m_floats[1] = (T)34523535;
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m_floats[2] = (T)43523424;
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m_floats[3] = (T)23452345;
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#endif
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}
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/**
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* @brief Constructor from scalars
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* @param x X value
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* @param y Y value
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* @param z Z value
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*/
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Vector4D(const T& _x, const T& _y, const T& _z, const T& _w)
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{
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m_floats[0] = _x;
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m_floats[1] = _y;
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m_floats[2] = _z;
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m_floats[3] = _w;
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}
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/**
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* @brief Add a vector to this one
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* @param The vector to add to this one
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*/
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Vector4D<T>& operator+=(const Vector4D<T>& v)
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{
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m_floats[0] += v.m_floats[0];
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m_floats[1] += v.m_floats[1];
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m_floats[2] += v.m_floats[2];
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m_floats[3] += v.m_floats[3];
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return *this;
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}
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/*****************************************************
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* == operator
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*****************************************************/
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bool operator== (const Vector4D<T>& obj) const {
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if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z) {
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return true;
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Vector4D<T> operator+(const Vector4D<T>& v)
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{
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return Vector4D<T>(m_floats[0] + v.m_floats[0],
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m_floats[1] + v.m_floats[1],
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m_floats[2] + v.m_floats[2],
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m_floats[3] + v.m_floats[3]);
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}
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/**
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* @brief Subtract a vector from this one
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* @param The vector to subtract
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*/
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Vector4D<T>& operator-=(const Vector4D<T>& v)
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{
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m_floats[0] -= v.m_floats[0];
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m_floats[1] -= v.m_floats[1];
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m_floats[2] -= v.m_floats[2];
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m_floats[3] -= v.m_floats[3];
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return *this;
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}
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Vector4D<T> operator-(const Vector4D<T>& v)
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{
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return Vector4D<T>(m_floats[0] - v.m_floats[0],
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m_floats[1] - v.m_floats[1],
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m_floats[2] - v.m_floats[2],
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m_floats[3] - v.m_floats[3]);
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}
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/**
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* @brief Scale the vector
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* @param s Scale factor
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*/
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Vector4D<T>& operator*=(const T& s)
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{
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m_floats[0] *= s;
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m_floats[1] *= s;
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m_floats[2] *= s;
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m_floats[3] *= s;
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return *this;
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}
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Vector4D<T> operator*(const T& s)
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{
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return Vector4D<T>(m_floats[0] * s,
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m_floats[1] * s,
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m_floats[2] * s,
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m_floats[3] * s);
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}
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/**
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* @brief Inversely scale the vector
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* @param s Scale factor to divide by
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*/
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Vector4D<T>& operator/=(const Vector4D<T>& s)
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{
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if (0!=s) {
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return *this *= 1.0f / s;
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}
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return false;
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return *this;
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}
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/*****************************************************
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* != operator
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*****************************************************/
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bool operator!= (const Vector4D<T>& obj) const {
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if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z && (T)obj.w == w) {
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return false;
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Vector4D<T>& operator/=(const T& s)
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{
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if (0!=s) {
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m_floats[0]/=s;
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m_floats[1]/=s;
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m_floats[2]/=s;
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m_floats[3]/=s;
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return *this;
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}
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return true;
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}
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/*****************************************************
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* += operator
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*****************************************************/
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const Vector4D<T>& operator+= (const Vector4D<T>& obj) {
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x += (T)obj.x;
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y += (T)obj.y;
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z += (T)obj.z;
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w += (T)obj.w;
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return *this;
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}
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/*****************************************************
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* + operator
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*****************************************************/
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Vector4D<T> operator+ (const Vector4D<T>& obj) {
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Vector4D<T> tmpp(x,y,y);
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tmpp.x += (T)obj.x;
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tmpp.y += (T)obj.y;
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tmpp.z += (T)obj.z;
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tmpp.w += (T)obj.w;
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return *this;
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}
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/*****************************************************
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* -= operator
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*****************************************************/
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const Vector4D<T>& operator-= (const Vector4D<T>& obj) {
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x -= (T)obj.x;
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y -= (T)obj.y;
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z -= (T)obj.z;
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w -= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* - operator
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*****************************************************/
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Vector4D<T> operator- (const Vector4D<T>& obj) {
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Vector4D<T> tmpp(x,y,y);
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tmpp.x -= (T)obj.x;
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tmpp.y -= (T)obj.y;
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tmpp.z -= (T)obj.z;
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tmpp.w -= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* /= operator
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*****************************************************/
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const Vector4D<T>& operator/= (const Vector4D<T>& obj) {
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x /= (T)obj.x;
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y /= (T)obj.y;
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z /= (T)obj.z;
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w /= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* / operator
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*****************************************************/
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Vector4D<T> operator/ (const Vector4D<T>& obj) {
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Vector4D<T> tmpp(x,y,y);
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tmpp.x /= (T)obj.x;
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tmpp.y /= (T)obj.y;
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tmpp.z /= (T)obj.z;
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tmpp.w /= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* *= operator
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*****************************************************/
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const Vector4D<T>& operator*= (const Vector4D<T>& obj) {
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x *= (T)obj.x;
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y *= (T)obj.y;
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z *= (T)obj.z;
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w *= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* * operator
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*****************************************************/
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Vector4D<T> operator* (const Vector4D<T>& obj) {
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Vector4D<T> tmpp(x,y,y);
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tmpp.x *= (T)obj.x;
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tmpp.y *= (T)obj.y;
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tmpp.z *= (T)obj.z;
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tmpp.w *= (T)obj.w;
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return *this;
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}
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/*****************************************************
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* ++ operator
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*****************************************************/
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Vector4D<T>& operator++() // prefix
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/**
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* @brief Return the dot product
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* @param v The other vector in the dot product
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*/
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float dot(const Vector4D<T>& v) const
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{
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++x;
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++y;
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++z;
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++w;
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return m_floats[0] * v.m_floats[0] +
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m_floats[1] * v.m_floats[1] +
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m_floats[2] * v.m_floats[2] +
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m_floats[3] * v.m_floats[3];
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}
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/**
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* @brief Return the length of the vector squared
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*/
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float length2() const
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{
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return dot(*this);
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}
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/**
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* @brief Return the length of the vector
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*/
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float length() const
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{
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return btSqrt(length2());
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}
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/**
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* @brief Return the distance squared between the ends of this and another vector
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* This is symantically treating the vector like a point
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*/
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float distance2(const Vector4D<T>& v) const
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{
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return (v - *this).length2();
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}
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/**
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* @brief Return the distance between the ends of this and another vector
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* This is symantically treating the vector like a point
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*/
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float distance(const Vector4D<T>& v) const
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{
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return (v - *this).length();
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}
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/*
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Vector4D<T>& safeNormalize()
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{
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Vector4D<T> absVec = this->absolute();
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int maxIndex = absVec.maxAxis();
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if (absVec[maxIndex]>0)
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{
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*this /= absVec[maxIndex];
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return *this /= length();
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}
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setValue(1,0,0);
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return *this;
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}
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Vector4D<T> operator++(int unused) // postfix
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*/
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/**
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* @brief Normalize this vector
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* x^2 + y^2 + z^2 = 1
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*/
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Vector4D<T>& normalize()
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{
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Vector4D<T> result = *this;
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++(*this);
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return result;
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return *this /= length();
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}
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/*****************************************************
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* -- operator
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*****************************************************/
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Vector4D<T>& operator--() // prefix
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/**
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* @brief Return a normalized version of this vector
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*/
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Vector4D<T> normalized() const
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{
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--x;
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--y;
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--z;
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--w;
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return *this / length();
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}
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/**
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* @brief Return a rotated version of this vector
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* @param wAxis The axis to rotate about
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* @param angle The angle to rotate by
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*/
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/*
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Vector4D<T> rotate( const Vector3D<T>& wAxis, const btScalar angle ) const
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{
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Vector4D<T> o = wAxis * wAxis.dot( *this );
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Vector4D<T> _x = *this - o;
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Vector4D<T> _y;
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_y = wAxis.cross( *this );
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return ( o + _x * cosf(angle) + _y * sinf(angle) );
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}
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*/
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/**
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* @brief Return the angle between this and another vector
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* @param v The other vector
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*/
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/*
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btScalar angle(const Vector3D<T>& v) const
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{
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btScalar s = sqrtf(length2() * v.length2());
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if (0!=s) {
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return acosf(dot(v) / s);
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}
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return 0;
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}
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*/
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/**
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* @brief Return a vector will the absolute values of each element
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*/
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Vector4D<T> absolute(void) const
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{
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return Vector4D<T>( abs(m_floats[0]),
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abs(m_floats[1]),
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abs(m_floats[2]),
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abs(m_floats[3]));
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}
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/**
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* @brief Return the cross product between this and another vector
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* @param v The other vector
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*/
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/*
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Vector4D<T> cross(const Vector4D<T>& v) const
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{
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return Vector4D<T>(m_floats[1] * v.m_floats[2] - m_floats[2] * v.m_floats[1],
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m_floats[2] * v.m_floats[0] - m_floats[0] * v.m_floats[2],
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m_floats[0] * v.m_floats[1] - m_floats[1] * v.m_floats[0]);
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}
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T triple(const Vector4D<T>& v1, const Vector4D<T>& v2) const
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{
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return m_floats[0] * (v1.m_floats[1] * v2.m_floats[2] - v1.m_floats[2] * v2.m_floats[1])
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+ m_floats[1] * (v1.m_floats[2] * v2.m_floats[0] - v1.m_floats[0] * v2.m_floats[2])
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+ m_floats[2] * (v1.m_floats[0] * v2.m_floats[1] - v1.m_floats[1] * v2.m_floats[0]);
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}
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*/
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/**
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* @brief Return the axis with the smallest value
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* Note return values are 0,1,2 for x, y, or z
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*/
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/*
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int32_t minAxis(void) const
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{
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return m_floats[0] < m_floats[1] ? (m_floats[0] <m_floats[2] ? 0 : 2) : (m_floats[1] <m_floats[2] ? 1 : 2);
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}
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*/
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/**
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* @brief Return the axis with the largest value
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* Note return values are 0,1,2 for x, y, or z
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*/
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/*
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int32_t maxAxis(void) const
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{
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return m_floats[0] < m_floats[1] ? (m_floats[1] <m_floats[2] ? 2 : 1) : (m_floats[0] <m_floats[2] ? 2 : 0);
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}
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int32_t furthestAxis(void) const
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{
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return absolute().minAxis();
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}
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int32_t closestAxis(void) const
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{
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return absolute().maxAxis();
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}
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void setInterpolate3(const Vector4D<T>& v0, const Vector4D<T>& v1, T rt)
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{
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btScalar s = 1 - rt;
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m_floats[0] = s * v0.m_floats[0] + rt * v1.m_floats[0];
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m_floats[1] = s * v0.m_floats[1] + rt * v1.m_floats[1];
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m_floats[2] = s * v0.m_floats[2] + rt * v1.m_floats[2];
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m_floats[3] = s * v0.m_floats[3] + rt * v1.m_floats[3];
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//don't do the unused w component
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// m_co[3] = s * v0[3] + rt * v1[3];
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}
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*/
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/**
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* @brief Return the linear interpolation between this and another vector
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* @param v The other vector
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* @param t The ration of this to v (t = 0 => return this, t=1 => return other)
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*/
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/*
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Vector3D<T> lerp(const Vector4D<T>& v, const btScalar& t) const
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] + (v.m_floats[0] - m_floats[0]) * t,
|
||||
m_floats[1] + (v.m_floats[1] - m_floats[1]) * t,
|
||||
m_floats[2] + (v.m_floats[2] - m_floats[2]) * t,
|
||||
m_floats[3] + (v.m_floats[3] - m_floats[3]) * t);
|
||||
}
|
||||
*/
|
||||
/**
|
||||
* @brief Elementwise multiply this vector by the other
|
||||
* @param v The other vector
|
||||
*/
|
||||
Vector4D<T>& operator*=(const Vector4D<T>& v)
|
||||
{
|
||||
m_floats[0] *= v.m_floats[0];
|
||||
m_floats[1] *= v.m_floats[1];
|
||||
m_floats[2] *= v.m_floats[2];
|
||||
m_floats[3] *= v.m_floats[3];
|
||||
return *this;
|
||||
}
|
||||
Vector4D<T> operator--(int unused) // postfix
|
||||
Vector4D<T> operator*(const Vector4D<T>& v)
|
||||
{
|
||||
Vector4D<T> result = *this;
|
||||
--(*this);
|
||||
return result;
|
||||
return Vector4D<T>(m_floats[0] * v.m_floats[0],
|
||||
m_floats[1] * v.m_floats[1],
|
||||
m_floats[2] * v.m_floats[2],
|
||||
m_floats[3] * v.m_floats[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the x value
|
||||
*/
|
||||
const T& getX() const { return m_floats[0]; }
|
||||
/**
|
||||
* @brief Return the y value
|
||||
*/
|
||||
const T& getY() const { return m_floats[1]; }
|
||||
/**
|
||||
* @brief Return the z value
|
||||
*/
|
||||
const T& getZ() const { return m_floats[2]; }
|
||||
/**
|
||||
* @brief Return the z value
|
||||
*/
|
||||
const T& getW() const { return m_floats[3]; }
|
||||
/**
|
||||
* @brief Set the x value
|
||||
*/
|
||||
void setX(T _x) { m_floats[0] = _x;};
|
||||
/**
|
||||
* @brief Set the y value
|
||||
*/
|
||||
void setY(T _y) { m_floats[1] = _y;};
|
||||
/**
|
||||
* @brief Set the z value
|
||||
*/
|
||||
void setZ(T _z) { m_floats[2] = _z;};
|
||||
/**
|
||||
* @brief Set the w value
|
||||
*/
|
||||
void setW(T _w) { m_floats[3] = _w;};
|
||||
/**
|
||||
* @brief Return the x value
|
||||
*/
|
||||
const T& x() const { return m_floats[0]; }
|
||||
/**
|
||||
* @brief Return the y value
|
||||
*/
|
||||
const T& y() const { return m_floats[1]; }
|
||||
/**
|
||||
* @brief Return the z value
|
||||
*/
|
||||
const T& z() const { return m_floats[2]; }
|
||||
/**
|
||||
* @brief Return the w value
|
||||
*/
|
||||
const T& w() const { return m_floats[3]; }
|
||||
|
||||
operator T *() { return &m_floats[0]; }
|
||||
operator const T *() const { return &m_floats[0]; }
|
||||
|
||||
bool operator==(const Vector4D<T>& other) const
|
||||
{
|
||||
return ( (m_floats[3]==other.m_floats[3])
|
||||
&& (m_floats[2]==other.m_floats[2])
|
||||
&& (m_floats[1]==other.m_floats[1])
|
||||
&& (m_floats[0]==other.m_floats[0]));
|
||||
}
|
||||
|
||||
bool operator!=(const Vector4D<T>& other) const
|
||||
{
|
||||
return ( (m_floats[3]!=other.m_floats[3])
|
||||
|| (m_floats[2]!=other.m_floats[2])
|
||||
|| (m_floats[1]!=other.m_floats[1])
|
||||
|| (m_floats[0]!=other.m_floats[0]));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set each element to the max of the current values and the values of another btVector3
|
||||
* @param other The other btVector3 to compare with
|
||||
*/
|
||||
void setMax(const Vector4D<T>& other)
|
||||
{
|
||||
btSetMax(m_floats[0], other.m_floats[0]);
|
||||
btSetMax(m_floats[1], other.m_floats[1]);
|
||||
btSetMax(m_floats[2], other.m_floats[2]);
|
||||
btSetMax(m_floats[3], other.m_floats[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set each element to the min of the current values and the values of another btVector3
|
||||
* @param other The other btVector3 to compare with
|
||||
*/
|
||||
void setMin(const Vector4D<T>& other)
|
||||
{
|
||||
btSetMin(m_floats[0], other.m_floats[0]);
|
||||
btSetMin(m_floats[1], other.m_floats[1]);
|
||||
btSetMin(m_floats[2], other.m_floats[2]);
|
||||
btSetMin(m_floats[3], other.m_floats[3]);
|
||||
}
|
||||
|
||||
void setValue(const T& _x, const T& _y, const T& _z, const T& _w)
|
||||
{
|
||||
m_floats[0]=_x;
|
||||
m_floats[1]=_y;
|
||||
m_floats[2]=_z;
|
||||
m_floats[3]=_w;
|
||||
}
|
||||
/*
|
||||
void getSkewSymmetricMatrix(Vector3D<T>* v0,Vector3D<T>* v1,Vector3D<T>* v2) const
|
||||
{
|
||||
v0->setValue(0. ,-z() ,y());
|
||||
v1->setValue(z() ,0. ,-x());
|
||||
v2->setValue(-y() ,x() ,0.);
|
||||
}
|
||||
*/
|
||||
void setZero(void)
|
||||
{
|
||||
setValue(0,0,0,0);
|
||||
}
|
||||
|
||||
bool isZero(void) const
|
||||
{
|
||||
return m_floats[0] == 0 && m_floats[1] == 0 && m_floats[2] == 0 && m_floats[3] == 0;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user