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@@ -1,504 +0,0 @@
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-// This required to get correct linking with Objective-C files
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-extern "C" {
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-#include "render_to_buffer.h"
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-};
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-#include <igl/per_face_normals.h>
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-#include <igl/normalize_row_lengths.h>
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-#include <igl/get_seconds.h>
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-#include <igl/draw_mesh.h>
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-#include <igl/draw_floor.h>
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-#include <igl/material_colors.h>
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-#include <igl/pathinfo.h>
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-#include <igl/readOBJ.h>
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-#include <igl/readPLY.h>
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-#include <igl/readSTL.h>
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-#include <igl/readWRL.h>
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-#include <igl/polygon_mesh_to_triangle_mesh.h>
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-#include <igl/readOFF.h>
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-#include <igl/readMESH.h>
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-#include <igl/boundary_facets.h>
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-#include <igl/barycenter.h>
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-#include <igl/doublearea.h>
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-#include <igl/EPS.h>
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-#include <igl/Camera.h>
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-#include <igl/canonical_quaternions.h>
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-#include <igl/quat_to_mat.h>
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-#include <igl/Viewport.h>
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-
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-#include <Eigen/Core>
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-#include <GL/glu.h>
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-
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-#include <algorithm>
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-
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-static int width,height;
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-static Eigen::MatrixXd V,N;
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-static Eigen::MatrixXi F;
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-static Eigen::Vector3d Vmean, Vmax,Vmin;
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-//static bool invert = false;
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-static float background_color[4] = {0,0,0,1};
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-
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-// Small viewports struct for keeping track of size and camera info
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-#define NUM_VIEWPORTS 6
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-class AugViewport : public igl::Viewport
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-{
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- public:
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- igl::Camera camera;
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-} viewports[NUM_VIEWPORTS];
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-
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-// Red screen for errors
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-void red(const int width, const int height, GLubyte * buffer)
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-{
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- for(int h = 0;h<height;h++)
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- {
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- for(int w = 0;w<width;w++)
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- {
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- for(int c = 0;c<4;c++)
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- {
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- if(c == 0 || c==3)
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- {
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- buffer[c+4*w+4*width*h] = 255;
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- }else
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- {
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- buffer[c+4*w+4*width*h] = 0;
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- }
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- }
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- }
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- }
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-}
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-
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-// Initialize the viewport angles and camera rotations
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-void init_viewports()
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-{
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- using namespace igl;
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- using namespace std;
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- for(auto & vp : viewports)
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- {
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- // Reset. I guess Mac is keeping global variables alive...
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- vp.camera = Camera();
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- vp.camera.push_away(3.);
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- vp.camera.dolly_zoom(10.-vp.camera.m_angle);
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- }
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- // Above view
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- double XZ_PLANE_QUAT_D_FLIP[4];
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- copy(XZ_PLANE_QUAT_D,XZ_PLANE_QUAT_D+4,XZ_PLANE_QUAT_D_FLIP);
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- XZ_PLANE_QUAT_D_FLIP[0] *= -1.0;
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- // Straight on
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- copy(
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- XY_PLANE_QUAT_D,
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- XY_PLANE_QUAT_D+4,
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- viewports[0].camera.m_rotation_conj.coeffs().data());
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- // Left side view
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- copy(
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- CANONICAL_VIEW_QUAT_D[9],
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- CANONICAL_VIEW_QUAT_D[9]+4,
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- viewports[1].camera.m_rotation_conj.coeffs().data());
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- copy(
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- CANONICAL_VIEW_QUAT_D[14],
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- CANONICAL_VIEW_QUAT_D[14]+4,
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- viewports[2].camera.m_rotation_conj.coeffs().data());
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- // Straight on
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- copy(
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- CANONICAL_VIEW_QUAT_D[4],
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- CANONICAL_VIEW_QUAT_D[4]+4,
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- viewports[3].camera.m_rotation_conj.coeffs().data());
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- copy(
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- XZ_PLANE_QUAT_D,
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- XZ_PLANE_QUAT_D+4,
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- viewports[4].camera.m_rotation_conj.coeffs().data());
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- copy(
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- XZ_PLANE_QUAT_D_FLIP,
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- XZ_PLANE_QUAT_D_FLIP+4,
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- viewports[5].camera.m_rotation_conj.coeffs().data());
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-}
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-
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-// Viewports are arranged to see all sides
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-//
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-// /-----.-----.-----\
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-// | 3 | 2 | 1 |
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-// -------------------
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-// | 4 | |
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-// ------- 0 |
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-// | 5 | |
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-// \-----.-----------/
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-void reshape_viewports()
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-{
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- using namespace igl;
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- using namespace std;
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- viewports[0].reshape(1./3.*width, 0,2./3.*width,2./3.*height);
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- viewports[1].reshape(2./3.*width, 2./3.*height,1./3.*width,1./3.*height);
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- viewports[2].reshape(1./3.*width, 2./3.*height,1./3.*width,1./3.*height);
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- viewports[3].reshape( 0, 2./3.*height,1./3.*width,1./3.*height);
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- viewports[4].reshape( 0, 1./3.*height,1./3.*width,1./3.*height);
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- viewports[5].reshape( 0, 0,1./3.*width,1./3.*height);
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- for(auto & vp : viewports)
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- {
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- vp.camera.m_aspect = (double)vp.width/(double)vp.height;
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- }
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-}
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-
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-void reshape(int width, int height)
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-{
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- using namespace std;
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- ::width = width;
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- ::height = height;
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- reshape_viewports();
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-}
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-
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-// Simple two-sided, diffuse-only light
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-void lights()
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-{
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- using namespace std;
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- glEnable(GL_LIGHTING);
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- glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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- glEnable(GL_LIGHT0);
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- glEnable(GL_LIGHT1);
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- float WHITE[4] = {0.8,0.8,0.8,1.};
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- float GREY[4] = {0.4,0.4,0.4,1.};
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- float BLACK[4] = {0.,0.,0.,1.};
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- float pos[4];
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- float light_pos[4] = {0.1,0.1,1.0,0.0};
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- copy(light_pos,light_pos+4,pos);
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- glLightfv(GL_LIGHT0,GL_AMBIENT,GREY);
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- glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
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- glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
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- glLightfv(GL_LIGHT0,GL_POSITION,pos);
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- pos[0] *= -1;
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- pos[1] *= -1;
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- pos[2] *= -1;
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- glLightfv(GL_LIGHT1,GL_AMBIENT,GREY);
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- glLightfv(GL_LIGHT1,GL_DIFFUSE,WHITE);
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- glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK);
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- glLightfv(GL_LIGHT1,GL_POSITION,pos);
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-}
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-
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-// Push scene based on viewport
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-void push_scene(const AugViewport & vp)
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-{
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- using namespace igl;
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- using namespace std;
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- glMatrixMode(GL_PROJECTION);
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- glPushMatrix();
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- glLoadIdentity();
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- auto & camera = vp.camera;
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- glMultMatrixd(camera.projection().data());
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- glMatrixMode(GL_MODELVIEW);
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- glPushMatrix();
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- glLoadIdentity();
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- // -1 because buffer y-coordinates are flipped
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- gluLookAt(
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- camera.eye()(0), camera.eye()(1), camera.eye()(2),
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- camera.at()(0), camera.at()(1), camera.at()(2),
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- camera.up()(0), -1*camera.up()(1), camera.up()(2));
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-}
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-// Scale and shift for object so that it fits current view
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-void push_object(const AugViewport & vp)
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-{
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- using namespace Eigen;
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- glPushMatrix();
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- Matrix3d m = vp.camera.m_rotation_conj.matrix();
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- Vector3d eff_Vmax = m*Vmax;
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- Vector3d eff_Vmin = m*Vmin;
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- Vector3d eff_Vmean = m*Vmean;
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- const double dy = fabs(eff_Vmax(1,0)-eff_Vmin(1,0));
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- const double dx = fabs(eff_Vmax(0,0)-eff_Vmin(0,0));
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- //const double dz = fabs(eff_Vmax(2,0)-eff_Vmin(2,0));
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- // Assumes height < width
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- const double sx = dx*(double)height/(double)width;
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- const double sy = dy;
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- const double s = 2./(sy > sx ? sy : sx);
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- glScaled(s,s,s);
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- glTranslated(-Vmean(0,0),-Vmean(1,0),-Vmean(2,0));
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- // Hack. Should really just figure out max scale so that full model fits on
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- // screen with given perspective.
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- //const double dz_off = (dz > 2.*dy && dz > 2.*dx ? dz/2. : 0);
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- //glTranslated(0,0,-dz_off);
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-}
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-
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-void pop_object()
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-{
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- glPopMatrix();
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-}
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-
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-void pop_scene()
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-{
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- glMatrixMode(GL_PROJECTION);
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- glPopMatrix();
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- glMatrixMode(GL_MODELVIEW);
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- glPopMatrix();
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-}
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-
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-void display()
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-{
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- using namespace std;
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- using namespace igl;
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- glClearColor(
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- background_color[0],
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- background_color[1],
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- background_color[2],
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- background_color[3]);
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- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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- glEnable(GL_DEPTH_TEST);
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- glEnable(GL_NORMALIZE);
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- glDisable(GL_CULL_FACE);
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- glCullFace(GL_BACK);
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-
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- // "Flash light" attached to camera
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- lights();
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- // Draw for each viewport
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- for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
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- {
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- glViewport(
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- viewports[vp].x,
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- viewports[vp].y,
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- viewports[vp].width,
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- viewports[vp].height);
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- push_scene(viewports[vp]);
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- push_object(viewports[vp]);
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-
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- // Draw the mesh, inverted if need be.
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- // Set material properties
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- glDisable(GL_COLOR_MATERIAL);
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- //if(invert)
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- //{
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- // glFrontFace(GL_CW);
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- // glMaterialfv(GL_FRONT, GL_AMBIENT, CYAN_AMBIENT);
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- // glMaterialfv(GL_FRONT, GL_DIFFUSE, CYAN_DIFFUSE );
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- // glMaterialfv(GL_FRONT, GL_SPECULAR, CYAN_SPECULAR);
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- // glMaterialf (GL_FRONT, GL_SHININESS, 128);
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- // glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT);
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- // glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_RED_DIFFUSE);
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- // glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR);
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- // glMaterialf (GL_BACK, GL_SHININESS, 128);
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- //}else
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- //{
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- glMaterialfv(GL_FRONT, GL_AMBIENT, GOLD_AMBIENT);
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- glMaterialfv(GL_FRONT, GL_DIFFUSE, GOLD_DIFFUSE );
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- glMaterialfv(GL_FRONT, GL_SPECULAR, GOLD_SPECULAR);
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- glMaterialf (GL_FRONT, GL_SHININESS, 128);
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- glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT);
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- glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_GREEN_DIFFUSE );
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- glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR);
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- glMaterialf (GL_BACK, GL_SHININESS, 128);
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- //}
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- if(F.rows() == 0)
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- {
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- glPointSize(1.+ 20./log10(V.rows()));
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- const bool has_normals = N.rows() == V.rows();
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- glBegin(GL_POINTS);
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- for(int v = 0;v<V.rows();v++)
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- {
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- if(has_normals)
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- {
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- glNormal3d(N(v,0),N(v,1),N(v,2));
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- }
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- glVertex3d(V(v,0),V(v,1),V(v,2));
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- }
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- glEnd();
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- }else
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- {
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- draw_mesh(V,F,N);
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- }
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- //if(invert)
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- //{
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- // glFrontFace(GL_CCW);
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- //}
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- pop_object();
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-
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- // Draw a nice floor unless we're looking from beneath it
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- if(vp != 4)
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- {
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- glPushMatrix();
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- glTranslated(0,-1,0);
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- glScaled(4,4,4);
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- draw_floor();
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- glPopMatrix();
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- }
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-
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- pop_scene();
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- }
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-
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- // Screen space
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- glDisable(GL_DEPTH_TEST);
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- glDisable(GL_LIGHTING);
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- glViewport(0,0,width,height);
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- glMatrixMode(GL_PROJECTION);
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- glLoadIdentity();
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- gluOrtho2D(0,width,0,height);
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- glMatrixMode(GL_MODELVIEW);
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- glLoadIdentity();
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-
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- // Draw separation lines between (around) viewports
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- const double BAR_THICKNESS = 3.0;
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- glColor3f(0.5,0.5,0.5);
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- for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
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- {
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- glLineWidth(BAR_THICKNESS);
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- glBegin(GL_LINE_STRIP);
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- glVertex2f(viewports[vp].x,viewports[vp].y);
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- glVertex2f(viewports[vp].x+viewports[vp].width,viewports[vp].y);
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- glVertex2f(viewports[vp].x+viewports[vp].width,viewports[vp].y+viewports[vp].height);
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- glVertex2f( viewports[vp].x,viewports[vp].y+viewports[vp].height);
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- glEnd();
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- }
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-
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- glFinish();
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-}
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-
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-
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-bool render_to_buffer(
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- const char * filename,
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- const float * background_color,
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- const int width,
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- const int height,
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- GLubyte * buffer)
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-{
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- using namespace igl;
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- using namespace std;
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- using namespace Eigen;
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- double ts = get_seconds();
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-
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- copy(background_color,background_color+4,::background_color);
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-
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- // Read and prepare mesh
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- // dirname, basename, extension and filename
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- string d,b,ext,f;
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- pathinfo(filename,d,b,ext,f);
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- // Convert extension to lower case
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- transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
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- vector<vector<double > > vV,vN,vTC;
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- vector<vector<int > > vF,vFTC,vFN;
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- if(ext == "obj")
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- {
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- // Convert extension to lower case
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- if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
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- {
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- cerr<<"readOBJ failed."<<endl;
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- red(width,height,buffer);
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- return false;
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- }
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- }else if(ext == "off")
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- {
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- // Convert extension to lower case
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- if(!igl::readOFF(filename,vV,vF,vN))
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- {
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- cerr<<"readOFF failed."<<endl;
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- red(width,height,buffer);
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- return false;
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- }
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- }else if(ext == "wrl")
|
|
|
- {
|
|
|
- // Convert extension to lower case
|
|
|
- if(!igl::readWRL(filename,vV,vF))
|
|
|
- {
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
- }else if(ext == "ply")
|
|
|
- {
|
|
|
- // Convert extension to lower case
|
|
|
- if(!igl::readPLY(filename,vV,vF,vN,vTC))
|
|
|
- {
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
- }else if(ext == "stl")
|
|
|
- {
|
|
|
- // Convert extension to lower case
|
|
|
- if(!igl::readSTL(filename,vV,vF,vN))
|
|
|
- {
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
- }else
|
|
|
- {
|
|
|
- // Convert extension to lower case
|
|
|
- MatrixXi T;
|
|
|
- if(!igl::readMESH(filename,V,T,F))
|
|
|
- {
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
- //if(F.size() > T.size() || F.size() == 0)
|
|
|
- {
|
|
|
- boundary_facets(T,F);
|
|
|
- }
|
|
|
- }
|
|
|
- if(vV.size() > 0)
|
|
|
- {
|
|
|
- if(!list_to_matrix(vV,V))
|
|
|
- {
|
|
|
- cerr<<"list_to_matrix failed."<<endl;
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
- if(!list_to_matrix(vN,N))
|
|
|
- {
|
|
|
- // silently continue
|
|
|
- N.resize(0,0);
|
|
|
- }
|
|
|
- polygon_mesh_to_triangle_mesh(vF,F);
|
|
|
- }
|
|
|
- cout<<"IO: "<<(get_seconds()-ts)<<"s"<<endl;
|
|
|
- ts = get_seconds();
|
|
|
-
|
|
|
- // Compute already normalized per triangle normals
|
|
|
- if(N.rows() != V.rows() && N.rows() != F.rows())
|
|
|
- {
|
|
|
- per_face_normals(V,F,N);
|
|
|
- }
|
|
|
- //Vmean = 0.5*(V.colwise().maxCoeff()+V.colwise().minCoeff());
|
|
|
- Vmax = V.colwise().maxCoeff();
|
|
|
- Vmin = V.colwise().minCoeff();
|
|
|
- Vmean = 0.5*(Vmax + Vmin);
|
|
|
-
|
|
|
- //// Figure out if normals should be flipped (hopefully this is never a
|
|
|
- //// bottleneck)
|
|
|
- //MatrixXd BC;
|
|
|
- //VectorXd dblA;
|
|
|
- //barycenter(V,F,BC);
|
|
|
- //BC.col(0).array() -= Vmean(0,0);
|
|
|
- //BC.col(1).array() -= Vmean(1,0);
|
|
|
- //BC.col(2).array() -= Vmean(2,0);
|
|
|
- //doublearea(V,F,dblA);
|
|
|
- //VectorXd BCDN = (BC.array() * N.array()).rowwise().sum();
|
|
|
- //const double tot_dp = dblA.transpose() * BCDN;
|
|
|
- //invert = tot_dp < 0;
|
|
|
- //cout<<"Normals: "<<(get_seconds()-ts)<<"s"<<endl;
|
|
|
- //ts = get_seconds();
|
|
|
-
|
|
|
- // Initialize MESA
|
|
|
- OSMesaContext ctx;
|
|
|
- /* Create an RGBA-mode context */
|
|
|
-# if OSMESA_MAJOR_VERSION * 100 + OSMESA_MINOR_VERSION >= 305
|
|
|
- /* specify Z, stencil, accum sizes */
|
|
|
- ctx = OSMesaCreateContextExt( OSMESA_RGBA, 32, 0, 0, NULL );
|
|
|
-# else
|
|
|
- ctx = OSMesaCreateContext( OSMESA_RGBA, NULL );
|
|
|
-# endif
|
|
|
- if (!ctx)
|
|
|
- {
|
|
|
- fprintf(stderr,"OSMesaCreateContext failed!\n");
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- /* Bind the buffer to the context and make it current */
|
|
|
- if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, width, height))
|
|
|
- {
|
|
|
- fprintf(stderr,"OSMesaMakeCurrent failed!\n");
|
|
|
- red(width,height,buffer);
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // Render
|
|
|
- init_viewports();
|
|
|
- reshape(width,height);
|
|
|
- display();
|
|
|
- cout<<"Display: "<<(get_seconds()-ts)<<"s"<<endl;
|
|
|
- ts = get_seconds();
|
|
|
-
|
|
|
- /* destroy the context */
|
|
|
- OSMesaDestroyContext( ctx );
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|