mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
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Update eigen to v5.0.1 and libigl to v2.6.0. (#11311)
* Update eigen from v3.3.7 to v5.0.1. This updates eigen from v3.3.7 released on December 11, 2018-12-11 to v5.0.1 released on 2025-11-11. There have be a large number of bug-fixes, optimizations, and improvements between these releases. See the details at; https://gitlab.com/libeigen/eigen/-/releases It retains the previous custom minimal `CMakeLists.txt`, and adds a README-OrcaSlicer.md that explains what version and parts of the upstream eigen release have been included, and where the full release can be found. * Update libigl from v2.0.0 (or older) to v2.6.0. This updates libigl from what was probably v2.0.0 released on 2018-10-16 to v2.6.0 released on 2025-05-15. It's possible the old version was even older than that but there is no version indicators in the code and I ran out of patience identifying missing changes and only went back as far as v2.0.0. There have been a large number of bug-fixes, optimizations, and improvements between these versions. See the following for details; https://github.com/libigl/libigl/releases I retained the minimal custom `CMakeLists.txt`, added `README.md` from the libigl distribution which identifies the version, and added a README-OrcaSlicer.md that details the version and parts that have been included. * Update libslic3r for libigl v2.6.0 changes. This updates libslic3r for all changes moving to eigen v5.0.1 and libigl v2.6.0. Despite the large number of updates to both dependencies, no changes were required for the eigen update, and only one change was required for the libigl update. For libigl, `igl::Hit` was changed to a template taking the Scalar type to use. Previously it was hard-coded to `float`, so to minimize possible impact I've updated all places it is used from `igl::Hit` to `igl::Hit<float>`. * Add compiler option `-DNOMINMAX` for libigl with MSVC. MSVC by default defines `min(()` and `max()` macros that break `std::numeric_limits<>::max()`. The upstream cmake that we don't include adds `-DNOMINMAX` for the libigl module when compiling with MSVC, so we need to add the same thing here. * Fix src/libslic3r/TriangleMeshDeal.cpp for the unmodified upstream libigl. This fixes `TriangleMeshDeal.cpp` to work with the unmodified upstream libigl v2.6.0. loop.{h,cpp} implementation. This file and feature was added in PR "BBS Port: Mesh Subdivision" (#12150) which included changes to `loop.{h,cpp}` in the old version of libigl. This PR avoids modifying the included dependencies, and uses the updated upstream versions of those files without any modifications, which requires fixing TriangleMeshDeal.cpp to work with them. In particular, the modifications made to `loop.{h,cpp}` included changing the return type from void to bool, adding additional validation checking of the input meshes, and returning false if they failed validation. These added checks looked unnecessary and would only have caught problems if the input mesh was very corrupt. To make `TriangleMeshDeal.cpp` work without this built-in checking functionality, I removed checking/handling of any `false` return value. There was also a hell of a lot of redundant copying and casting back and forth between float and double, so I cleaned that up. The input and output meshs use floats for the vertexes, and there would be no accuracy benefits from casting to and from doubles for the simple weighted average operations done by igl::loop(). So this just uses `Eigen:Map` to use the original input mesh vertex data directly without requiring any copy or casting. * Move eigen from included `deps_src` to externaly fetched `deps`. This copys what PrusaSlicer did and moved it from an included dependency under `deps_src` to an externaly fetched dependency under `deps`. This requires updating some `CMakeList.txt` configs and removing the old and obsolete `cmake/modules/FindEigen3.cmake`. The details of when this was done in PrusaSlicer and the followup fixes are at; *21116995d7* https://github.com/prusa3d/PrusaSlicer/issues/13608 * https://github.com/prusa3d/PrusaSlicer/pull/13609 *e3c277b9eeFor some reason I don't fully understand this also required fixing `src/slic3r/GUI/GUI_App.cpp` by adding `#include <boost/nowide/cstdio.hpp>` to fix an `error: ‘remove’ is not a member of ‘boost::nowide'`. The main thing I don't understand is how it worked before. Note that this include is in the PrusaSlicer version of this file, but it also significantly deviates from what is currently in OrcaSlicer in many other ways. * Whups... I missed adding the deps/Eigen/Eigen.cmake file... * Tidy some whitespace indenting in CMakeLists.txt. * Ugh... tabs indenting needing fixes. * Change the include order of deps/Eigen. It turns out that although Boost includes some references to Eigen, Eigen also includes some references to Boost for supporting some of it's additional numeric types. I don't think it matters much since we are not using these features, but I think technically its more correct to say Eigen depends on Boost than the other way around, so I've re-ordered them. * Add source for Eigen 5.0.1 download to flatpak yml config. * Add explicit `DEPENDS dep_Boost to deps/Eigen. I missed this before. This ensures we don't rely on include orders to make sure Boost is installed before we configure Eigen. * Add `DEPENDS dep_Boost dep_GMP dep_MPFR` to deps/Eigen. It turns out Eigen can also use GMP and MPFR for multi-precision and multi-precision-rounded numeric types if they are available. Again, I don't think we are using these so it doesn't really matter, but it is technically correct and ensures they are there if we ever do need them. * Fix deps DEPENDENCY ordering for GMP, MPFR, Eigen, and CGAL. I think this is finally correct. Apparently CGAL also optionally depends on Eigen, so the correct dependency order from lowest to highest is GMP, MPFR, Eigen, and CGAL. --------- Co-authored-by: Donovan Baarda <dbaarda@google.com> Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
This commit is contained in:
@@ -34,7 +34,7 @@ public:
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void intersect_ray(const indexed_triangle_set &its,
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const Vec3d & s,
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const Vec3d & dir,
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igl::Hit & hit)
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igl::Hit<float> & hit)
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{
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AABBTreeIndirect::intersect_ray_first_hit(its.vertices, its.indices,
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m_tree, s, dir, hit, m_triangle_ray_epsilon);
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@@ -43,7 +43,7 @@ public:
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void intersect_ray(const indexed_triangle_set &its,
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const Vec3d & s,
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const Vec3d & dir,
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std::vector<igl::Hit> & hits)
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std::vector<igl::Hit<float>> & hits)
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{
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AABBTreeIndirect::intersect_ray_all_hits(its.vertices, its.indices,
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m_tree, s, dir, hits, m_triangle_ray_epsilon);
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@@ -152,7 +152,7 @@ AABBMesh::hit_result
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AABBMesh::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
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{
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assert(is_approx(dir.norm(), 1.));
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igl::Hit hit{-1, -1, 0.f, 0.f, 0.f};
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igl::Hit<float> hit{-1, -1, 0.f, 0.f, 0.f};
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hit.t = std::numeric_limits<float>::infinity();
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#ifdef SLIC3R_HOLE_RAYCASTER
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@@ -181,23 +181,23 @@ std::vector<AABBMesh::hit_result>
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AABBMesh::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
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{
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std::vector<AABBMesh::hit_result> outs;
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std::vector<igl::Hit> hits;
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std::vector<igl::Hit<float>> hits;
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m_aabb->intersect_ray(*m_tm, s, dir, hits);
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// The sort is necessary, the hits are not always sorted.
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std::sort(hits.begin(), hits.end(),
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[](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
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[](const igl::Hit<float>& a, const igl::Hit<float>& b) { return a.t < b.t; });
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// Remove duplicates. They sometimes appear, for example when the ray is cast
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// along an axis of a cube due to floating-point approximations in igl (?)
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hits.erase(std::unique(hits.begin(), hits.end(),
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[](const igl::Hit& a, const igl::Hit& b)
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[](const igl::Hit<float>& a, const igl::Hit<float>& b)
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{ return a.t == b.t; }),
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hits.end());
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// Convert the igl::Hit into hit_result
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// Convert the igl::Hit<float> into hit_result
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outs.reserve(hits.size());
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for (const igl::Hit& hit : hits) {
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for (const igl::Hit<float>& hit : hits) {
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outs.emplace_back(AABBMesh::hit_result(*this));
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outs.back().m_t = double(hit.t);
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outs.back().m_dir = dir;
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@@ -257,7 +257,7 @@ namespace detail {
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template<typename VertexType, typename IndexedFaceType, typename TreeType, typename VectorType>
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struct RayIntersectorHits : RayIntersector<VertexType, IndexedFaceType, TreeType, VectorType> {
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std::vector<igl::Hit> hits;
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std::vector<igl::Hit<float> > hits;
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};
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//FIXME implement SSE for float AABB trees with float ray queries.
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@@ -397,7 +397,7 @@ namespace detail {
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RayIntersectorType &ray_intersector,
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size_t node_idx,
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Scalar min_t,
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igl::Hit &hit)
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igl::Hit<float> &hit)
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{
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const auto &node = ray_intersector.tree.node(node_idx);
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assert(node.is_valid());
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@@ -414,7 +414,7 @@ namespace detail {
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ray_intersector.vertices[face(0)], ray_intersector.vertices[face(1)], ray_intersector.vertices[face(2)],
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t, u, v, ray_intersector.eps)
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&& t > 0.) {
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hit = igl::Hit { int(node.idx), -1, float(u), float(v), float(t) };
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hit = igl::Hit<float> { int(node.idx), -1, float(u), float(v), float(t) };
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return true;
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} else
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return false;
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@@ -422,8 +422,8 @@ namespace detail {
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// Left / right child node index.
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size_t left = node_idx * 2 + 1;
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size_t right = left + 1;
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igl::Hit left_hit;
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igl::Hit right_hit;
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igl::Hit<float> left_hit;
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igl::Hit<float> right_hit;
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bool left_ret = intersect_ray_recursive_first_hit(ray_intersector, left, min_t, left_hit);
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if (left_ret && left_hit.t < min_t) {
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min_t = left_hit.t;
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@@ -459,7 +459,7 @@ namespace detail {
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ray_intersector.vertices[face(0)], ray_intersector.vertices[face(1)], ray_intersector.vertices[face(2)],
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t, u, v, ray_intersector.eps)
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&& t > 0.) {
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ray_intersector.hits.emplace_back(igl::Hit{ int(node.idx), -1, float(u), float(v), float(t) });
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ray_intersector.hits.emplace_back(igl::Hit<float>{ int(node.idx), -1, float(u), float(v), float(t) });
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}
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} else {
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// Left / right child node index.
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@@ -732,7 +732,7 @@ inline bool intersect_ray_first_hit(
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// Direction of the ray.
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const VectorType &dir,
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// First intersection of the ray with the indexed triangle set.
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igl::Hit &hit,
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igl::Hit<float> &hit,
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// Epsilon for the ray-triangle intersection, it should be proportional to an average triangle edge length.
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const double eps = 0.000001)
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{
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@@ -764,7 +764,7 @@ inline bool intersect_ray_all_hits(
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// Direction of the ray.
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const VectorType &dir,
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// All intersections of the ray with the indexed triangle set, sorted by parameter t.
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std::vector<igl::Hit> &hits,
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std::vector<igl::Hit<float> > &hits,
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// Epsilon for the ray-triangle intersection, it should be proportional to an average triangle edge length.
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const double eps = 0.000001)
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{
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@@ -484,7 +484,7 @@ if (APPLE)
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)
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endif ()
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add_library(libslic3r STATIC ${lisbslic3r_sources}
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add_library(libslic3r STATIC ${lisbslic3r_sources}
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"${CMAKE_CURRENT_BINARY_DIR}/libslic3r_version.h"
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${OpenVDBUtils_SOURCES})
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source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${lisbslic3r_sources})
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@@ -500,7 +500,7 @@ find_package(CGAL REQUIRED)
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find_package(OpenCV REQUIRED core)
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cmake_policy(POP)
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add_library(libslic3r_cgal STATIC
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add_library(libslic3r_cgal STATIC
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CutSurface.hpp CutSurface.cpp
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IntersectionPoints.hpp IntersectionPoints.cpp
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MeshBoolean.hpp MeshBoolean.cpp
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@@ -525,7 +525,7 @@ if (_opts)
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target_compile_options(libslic3r_cgal PRIVATE "${_opts_bad}")
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endif()
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target_link_libraries(libslic3r_cgal PRIVATE ${_cgal_tgt} eigen admesh libigl mcut boost_libs)
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target_link_libraries(libslic3r_cgal PRIVATE ${_cgal_tgt} admesh libigl mcut boost_libs)
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if (MSVC AND "${CMAKE_SIZEOF_VOID_P}" STREQUAL "4") # 32 bit MSVC workaround
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target_compile_definitions(libslic3r_cgal PRIVATE CGAL_DO_NOT_USE_MPZF)
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@@ -576,6 +576,7 @@ set(OCCT_LIBS
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target_link_libraries(libslic3r
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PUBLIC
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Eigen3::Eigen
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admesh
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libigl
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libnest2d
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@@ -590,7 +591,6 @@ target_link_libraries(libslic3r
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clipper
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Clipper2
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draco::draco
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eigen
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glu-libtess
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JPEG::JPEG
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libslic3r_cgal
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@@ -154,7 +154,7 @@ std::vector<float> raycast_visibility(const AABBTreeIndirect::Tree<3, float> &ra
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[&triangles, &precomputed_sample_directions, model_contains_negative_parts, negative_volumes_start_index,
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&raycasting_tree, &result, &samples, seam_position](tbb::blocked_range<size_t> r) {
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// Maintaining hits memory outside of the loop, so it does not have to be reallocated for each query.
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std::vector<igl::Hit> hits;
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std::vector<igl::Hit<float>> hits;
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for (size_t s_idx = r.begin(); s_idx < r.end(); ++s_idx) {
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result[s_idx] = 1.0f;
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constexpr float decrease_step = 1.0f
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@@ -174,7 +174,7 @@ std::vector<float> raycast_visibility(const AABBTreeIndirect::Tree<3, float> &ra
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for (const auto &dir : precomputed_sample_directions) {
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Vec3f final_ray_dir = (f.to_world(dir));
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if (!model_contains_negative_parts) {
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igl::Hit hitpoint;
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igl::Hit<float> hitpoint;
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// FIXME: This AABBTTreeIndirect query will not compile for float ray origin and
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// direction.
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Vec3d final_ray_dir_d = final_ray_dir.cast<double>();
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@@ -36,7 +36,7 @@ public:
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void intersect_ray(const indexed_triangle_set &its,
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const Vec3d & s,
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const Vec3d & dir,
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igl::Hit & hit)
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igl::Hit<float> & hit)
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{
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AABBTreeIndirect::intersect_ray_first_hit(its.vertices, its.indices,
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m_tree, s, dir, hit, m_triangle_ray_epsilon);
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@@ -45,7 +45,7 @@ public:
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void intersect_ray(const indexed_triangle_set &its,
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const Vec3d & s,
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const Vec3d & dir,
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std::vector<igl::Hit> & hits)
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std::vector<igl::Hit<float>> & hits)
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{
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AABBTreeIndirect::intersect_ray_all_hits(its.vertices, its.indices,
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m_tree, s, dir, hits, m_triangle_ray_epsilon);
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@@ -146,7 +146,7 @@ IndexedMesh::hit_result
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IndexedMesh::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
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{
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assert(is_approx(dir.norm(), 1.));
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igl::Hit hit{-1, -1, 0.f, 0.f, 0.f};
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igl::Hit<float> hit{-1, -1, 0.f, 0.f, 0.f};
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hit.t = std::numeric_limits<float>::infinity();
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#ifdef SLIC3R_HOLE_RAYCASTER
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@@ -175,24 +175,24 @@ std::vector<IndexedMesh::hit_result>
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IndexedMesh::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
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{
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std::vector<IndexedMesh::hit_result> outs;
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std::vector<igl::Hit> hits;
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std::vector<igl::Hit<float>> hits;
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m_aabb->intersect_ray(*m_tm, s, dir, hits);
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// The sort is necessary, the hits are not always sorted.
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std::sort(hits.begin(), hits.end(),
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[](const igl::Hit& a, const igl::Hit& b) { return a.t < b.t; });
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[](const igl::Hit<float>& a, const igl::Hit<float>& b) { return a.t < b.t; });
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// Remove duplicates. They sometimes appear, for example when the ray is cast
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// along an axis of a cube due to floating-point approximations in igl (?)
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// BBS: STUDIO-2591 A mesh with overlapping faces cannot be painted
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//hits.erase(std::unique(hits.begin(), hits.end(),
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// [](const igl::Hit& a, const igl::Hit& b)
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// [](const igl::Hit<float>& a, const igl::Hit<float>& b)
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// { return a.t == b.t; }),
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// hits.end());
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// Convert the igl::Hit into hit_result
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// Convert the igl::Hit<float> into hit_result
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outs.reserve(hits.size());
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for (const igl::Hit& hit : hits) {
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for (const igl::Hit<float>& hit : hits) {
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outs.emplace_back(IndexedMesh::hit_result(*this));
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outs.back().m_t = double(hit.t);
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outs.back().m_dir = dir;
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@@ -1,55 +1,41 @@
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#include "TriangleMeshDeal.hpp"
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#include <igl/read_triangle_mesh.h>
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#include <igl/loop.h>
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#include <igl/upsample.h>
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#include <igl/false_barycentric_subdivision.h>
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#undef NDEBUG
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#include <assert.h>
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#include <boost/log/trivial.hpp>
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namespace Slic3r {
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TriangleMesh TriangleMeshDeal::smooth_triangle_mesh(const TriangleMesh &mesh, bool &ok)
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TriangleMesh TriangleMeshDeal::smooth_triangle_mesh(const TriangleMesh& mesh, bool& ok)
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{
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{
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using namespace std;
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using namespace igl;
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Eigen::MatrixXi OF, F;
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Eigen::MatrixXd OV, V;
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auto vertices_count = mesh.its.vertices.size();
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OV = Eigen::MatrixXd(vertices_count, 3);
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for (int i = 0; i < vertices_count; i++) {
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auto v = mesh.its.vertices[i];
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OV.row(i) << v[0], v[1], v[2];
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}
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auto indices_count = mesh.its.indices.size();
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OF = Eigen::MatrixXi(indices_count, 3);
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for (int i = 0; i < indices_count; i++) {
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auto face = mesh.its.indices[i];
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OF.row(i) << face[0], face[1], face[2];
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}
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//igl:: read_triangle_mesh( "E:/Download/libigl-2.6.0/out/build/x64-Debug/_deps/libigl_tutorial_data-src/decimated-knight.off", OV, OF);
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V = OV;
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F = OF;
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{
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using namespace igl;
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typedef Eigen::Matrix<float, Eigen::Dynamic, 3, Eigen::DontAlign | Eigen::RowMajor> RowMatrixX3f;
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typedef Eigen::Matrix<int, Eigen::Dynamic, 3, Eigen::DontAlign | Eigen::RowMajor> RowMatrixX3i;
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//igl::upsample(Eigen::MatrixXd(V), Eigen::MatrixXi(F), V, F);
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ok = true;
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if (!igl::loop(Eigen::MatrixXd(V), Eigen::MatrixXi(F), V, F)) {
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ok = false;
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return TriangleMesh();
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}
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//igl::false_barycentric_subdivision(Eigen::MatrixXd(V), Eigen::MatrixXi(F), V, F);
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indexed_triangle_set its;
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int vertex_count = V.rows();
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its.vertices.resize(vertex_count);
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for (int i = 0; i < vertex_count; i++) {
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its.vertices[i] = V.row(i).cast<float>();
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}
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int indice_count = F.rows();
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its.indices.resize(indice_count);
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for (int i = 0; i < indice_count; i++) {
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auto cur = F.row(i);
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its.indices[i] = Slic3r::Vec3i32(cur[0], cur[1], cur[2]);
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}
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TriangleMesh result_mesh(its);
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return result_mesh;
|
||||
}
|
||||
auto vertices_count = mesh.its.vertices.size();
|
||||
auto indices_count = mesh.its.indices.size();
|
||||
// Use Map to map the vertices and indicies into Matrixes without requiring a copy.
|
||||
const Eigen::Map<const RowMatrixX3f> OV(mesh.its.vertices[0].data(), vertices_count, 3);
|
||||
const Eigen::Map<const RowMatrixX3i> OF(mesh.its.indices[0].data(), indices_count, 3);
|
||||
Eigen::MatrixX3f V;
|
||||
Eigen::MatrixX3i F;
|
||||
|
||||
ok = true;
|
||||
// TODO: add validation checks for the input mesh? Is this really necessary?
|
||||
// if ( <not OK> ) {
|
||||
// ok = false;
|
||||
// return TriangleMesh();
|
||||
// }
|
||||
loop(OV, OF, V, F);
|
||||
|
||||
indexed_triangle_set its;
|
||||
auto iterv = V.rowwise();
|
||||
auto iterf = F.rowwise();
|
||||
its.vertices.assign(iterv.cbegin(), iterv.cend());
|
||||
its.indices.assign(iterf.cbegin(), iterf.cend());
|
||||
TriangleMesh result_mesh(its);
|
||||
return result_mesh;
|
||||
}
|
||||
}
|
||||
} // namespace Slic3r
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
#include <boost/lexical_cast.hpp>
|
||||
#include <boost/log/trivial.hpp>
|
||||
#include <boost/nowide/convert.hpp>
|
||||
#include <boost/nowide/cstdio.hpp>
|
||||
#include <boost/property_tree/ptree.hpp>
|
||||
#include <boost/property_tree/json_parser.hpp>
|
||||
#include <boost/beast/core/detail/base64.hpp>
|
||||
|
||||
Reference in New Issue
Block a user