Using c++ random generators instead of cstdlib one
This commit is contained in:
parent
9c774f3817
commit
2d6c0f34c3
24 changed files with 123 additions and 68 deletions
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@ -135,8 +135,8 @@ void NoiseGenerator::setState(const NoiseState &state) {
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state.copy(&this->state);
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}
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void NoiseGenerator::randomizeOffsets() {
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state.randomizeOffsets();
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void NoiseGenerator::randomizeOffsets(RandomGenerator &random) {
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state.randomizeOffsets(random);
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}
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NoiseGenerator::NoiseFunction NoiseGenerator::getFunction() {
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@ -39,7 +39,7 @@ class BASICSSHARED_EXPORT NoiseGenerator {
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}
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void setState(const NoiseState &state);
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void randomizeOffsets();
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void randomizeOffsets(RandomGenerator &random = RandomGeneratorDefault);
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NoiseFunction getFunction();
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void setCustomFunction(double (*func1d)(double x), double (*func2d)(double x, double y),
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double (*func3d)(double x, double y, double z));
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@ -42,11 +42,11 @@ void NoiseState::copy(NoiseState *destination) const {
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destination->level_offsets = level_offsets;
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}
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void NoiseState::randomizeOffsets() {
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void NoiseState::randomizeOffsets(RandomGenerator &random) {
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for (auto &level_offset : level_offsets) {
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level_offset.x = RandomGenerator::random();
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level_offset.y = RandomGenerator::random();
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level_offset.z = RandomGenerator::random();
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level_offset.x = random.genDouble();
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level_offset.y = random.genDouble();
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level_offset.z = random.genDouble();
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}
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}
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@ -28,7 +28,7 @@ class BASICSSHARED_EXPORT NoiseState {
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void load(PackStream *stream);
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void copy(NoiseState *destination) const;
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void randomizeOffsets();
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void randomizeOffsets(RandomGenerator &random = RandomGeneratorDefault);
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void resetOffsets(double x = 0.0, double y = 0.0, double z = 0.0);
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void setLevel(int level, double x, double y, double z);
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@ -19,7 +19,6 @@ Vector3::Vector3(const VectorSpherical &v)
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Vector3::Vector3(double x, double y, double z) : x(x), y(y), z(z) {
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}
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void Vector3::save(PackStream *stream) const {
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stream->write(&x);
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stream->write(&y);
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@ -115,10 +114,10 @@ Vector3 Vector3::midPointTo(const Vector3 &other) const {
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return Vector3((other.x + x) * 0.5, (other.y + y) * 0.5, (other.z + z) * 0.5);
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}
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Vector3 Vector3::randomInSphere(double radius, bool only_surface) {
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Vector3 Vector3::randomInSphere(double radius, bool only_surface, RandomGenerator &random) {
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// TODO More uniform spatial repartition
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// The current randomization clusters result near the center and at the poles
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VectorSpherical vec = {only_surface ? radius : RandomGenerator::random() * radius,
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(RandomGenerator::random() - 0.5) * M_PI, RandomGenerator::random() * M_2PI};
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VectorSpherical vec = {only_surface ? radius : random.genDouble() * radius,
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(random.genDouble() - 0.5) * M_PI, random.genDouble() * M_2PI};
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return Vector3(vec);
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}
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@ -71,7 +71,7 @@ class BASICSSHARED_EXPORT Vector3 {
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*
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* If *only_surface* is true, produce a vector with *radius* as length.
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*/
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false);
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false, RandomGenerator &random = RandomGeneratorDefault);
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public:
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// TODO Make private
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@ -100,7 +100,7 @@ void AtmosphereDefinition::getHMS(int *hour, int *minute, int *second) const {
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*second = value - *minute * 60.0;
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}
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void AtmosphereDefinition::applyPreset(AtmospherePreset preset) {
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void AtmosphereDefinition::applyPreset(AtmospherePreset preset, RandomGenerator &random) {
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sun_color.r = 1.0;
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sun_color.g = 0.95;
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sun_color.b = 0.9;
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@ -142,28 +142,28 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset) {
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;
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}
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generateStars(2000);
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generateStars(2000, random);
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validate();
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}
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void AtmosphereDefinition::generateStars(int count) {
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void AtmosphereDefinition::generateStars(int count, RandomGenerator &random) {
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stars.clear();
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for (int i = 0; i < count; ++i) {
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Star star;
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star.location =
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Vector3((RandomGenerator::random() - 0.5) * 100000.0, (RandomGenerator::random() * 0.5) * 100000.0,
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(RandomGenerator::random() - 0.5) * 100000.0);
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Vector3((random.genDouble() - 0.5) * 100000.0, (random.genDouble() * 0.5) * 100000.0,
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(random.genDouble() - 0.5) * 100000.0);
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if (star.location.getNorm() < 30000.0) {
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i--;
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continue;
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}
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double brillance = RandomGenerator::random() * 0.05 + 0.1;
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star.col = Color(brillance + RandomGenerator::random() * 0.03, brillance + RandomGenerator::random() * 0.03,
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brillance + RandomGenerator::random() * 0.03, 1.0);
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star.radius = 30.0 + RandomGenerator::random() * 20.0;
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double brillance = random.genDouble() * 0.05 + 0.1;
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star.col = Color(brillance + random.genDouble() * 0.03, brillance + random.genDouble() * 0.03,
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brillance + random.genDouble() * 0.03, 1.0);
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star.radius = 30.0 + random.genDouble() * 20.0;
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stars.push_back(star);
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}
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@ -64,8 +64,8 @@ class DEFINITIONSHARED_EXPORT AtmosphereDefinition : public DefinitionNode {
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*/
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void getHMS(int *hour, int *minute, int *second) const;
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void applyPreset(AtmospherePreset preset);
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void generateStars(int count);
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void applyPreset(AtmospherePreset preset, RandomGenerator &random = RandomGeneratorDefault);
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void generateStars(int count, RandomGenerator &random = RandomGeneratorDefault);
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public:
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AtmosphereModel model;
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@ -9,12 +9,13 @@ static DefinitionNode *_layerConstructor(Layers *parent, const std::string &name
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CloudsDefinition::CloudsDefinition(DefinitionNode *parent) : Layers(parent, "clouds", _layerConstructor) {
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}
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void CloudsDefinition::applyPreset(CloudsPreset preset) {
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void CloudsDefinition::applyPreset(CloudsPreset preset, RandomGenerator &random) {
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clear();
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if (preset == CLOUDS_PRESET_PARTLY_CLOUDY) {
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CloudLayerDefinition layer(NULL, "Strato-cumulus");
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layer.type = CloudLayerDefinition::STRATOCUMULUS;
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layer.noise_state.randomizeOffsets(random);
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addLayer(layer);
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}
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}
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@ -17,7 +17,7 @@ class DEFINITIONSHARED_EXPORT CloudsDefinition : public Layers {
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}
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typedef enum { CLOUDS_PRESET_PARTLY_CLOUDY } CloudsPreset;
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void applyPreset(CloudsPreset preset);
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void applyPreset(CloudsPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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};
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}
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}
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@ -1,6 +1,5 @@
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#include "Scenery.h"
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#include <ctime>
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#include <map>
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#include "PackStream.h"
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@ -11,6 +10,7 @@
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#include "TexturesDefinition.h"
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#include "WaterDefinition.h"
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#include "Logs.h"
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#include "RandomGenerator.h"
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static const double APP_HEADER = 19866544632.125;
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static const int DATA_VERSION = 1;
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@ -93,24 +93,25 @@ Scenery *Scenery::getScenery() {
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return this;
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}
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void Scenery::autoPreset(int seed) {
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if (!seed) {
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seed = time(NULL);
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}
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srand(seed);
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terrain->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD);
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textures->applyPreset(TexturesDefinition::TEXTURES_PRESET_FULL);
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atmosphere->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_DAY);
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water->applyPreset(WaterDefinition::WATER_PRESET_LAKE);
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clouds->applyPreset(CloudsDefinition::CLOUDS_PRESET_PARTLY_CLOUDY);
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void Scenery::autoPreset(RandomGenerator &random) {
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terrain->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD, random);
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textures->applyPreset(TexturesDefinition::TEXTURES_PRESET_FULL, random);
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atmosphere->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_DAY, random);
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water->applyPreset(WaterDefinition::WATER_PRESET_LAKE, random);
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clouds->applyPreset(CloudsDefinition::CLOUDS_PRESET_PARTLY_CLOUDY, random);
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camera->setLocation(VECTOR_ZERO);
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camera->setTarget(VECTOR_NORTH);
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validate();
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Logs::debug() << "[Definition] New scenery generated from seed " << seed << std::endl;
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Logs::debug() << "[Definition] New scenery generated from seed " << random.getSeed() << std::endl;
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}
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void Scenery::autoPreset(unsigned int seed)
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{
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RandomGenerator random(seed);
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autoPreset(random);
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}
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void Scenery::setAtmosphere(AtmosphereDefinition *atmosphere) {
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@ -34,7 +34,8 @@ class DEFINITIONSHARED_EXPORT Scenery : public DefinitionNode {
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virtual Scenery *getScenery() override;
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void autoPreset(int seed = 0);
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void autoPreset(RandomGenerator &random = RandomGeneratorDefault);
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void autoPreset(unsigned int seed);
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void setAtmosphere(AtmosphereDefinition *atmosphere);
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inline AtmosphereDefinition *getAtmosphere() const {
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@ -113,11 +113,11 @@ unsigned long TerrainDefinition::getMemoryStats() {
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return height_map->getMemoryStats();
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}
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void TerrainDefinition::applyPreset(TerrainPreset preset) {
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void TerrainDefinition::applyPreset(TerrainPreset preset, RandomGenerator &random) {
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int resolution = 8;
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switch (preset) {
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case TERRAIN_PRESET_STANDARD:
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_height_noise->randomizeOffsets();
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_height_noise->randomizeOffsets(random);
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_height_noise->clearLevels();
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_height_noise->addLevelSimple(pow(2.0, resolution + 1), -1.0, 1.0);
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_height_noise->addLevelsSimple(resolution - 2, pow(2.0, resolution - 1), -0.7, 0.7, 0.5);
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@ -37,7 +37,7 @@ class DEFINITIONSHARED_EXPORT TerrainDefinition : public DefinitionNode {
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public:
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typedef enum { TERRAIN_PRESET_STANDARD } TerrainPreset;
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void applyPreset(TerrainPreset preset);
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void applyPreset(TerrainPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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public:
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double height;
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@ -96,9 +96,9 @@ void TextureLayerDefinition::load(PackStream *stream) {
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_detail_noise->load(stream);
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}
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void TextureLayerDefinition::applyPreset(TextureLayerPreset preset) {
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_displacement_noise->randomizeOffsets();
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_detail_noise->randomizeOffsets();
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void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenerator &random) {
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_displacement_noise->randomizeOffsets(random);
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_detail_noise->randomizeOffsets(random);
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terrain_zone->clear();
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@ -29,7 +29,7 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
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virtual void copy(DefinitionNode *destination) const override;
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virtual void validate() override;
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void applyPreset(TextureLayerPreset preset);
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void applyPreset(TextureLayerPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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public:
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Zone *terrain_zone;
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@ -9,44 +9,44 @@ static DefinitionNode *_layer_constructor(Layers *parent, const std::string &nam
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TexturesDefinition::TexturesDefinition(DefinitionNode *parent) : Layers(parent, "textures", _layer_constructor) {
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}
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void TexturesDefinition::applyPreset(TexturesPreset preset) {
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void TexturesDefinition::applyPreset(TexturesPreset preset, RandomGenerator &random) {
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TextureLayerDefinition layer(NULL, "temp");
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clear();
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_MUD);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_MUD, random);
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layer.setName("Mud");
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addLayer(layer);
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if (preset == TEXTURES_PRESET_FULL) {
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK, random);
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layer.setName("Ground");
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addLayer(layer);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_GRASS);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_GRASS, random);
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layer.setName("Grass");
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addLayer(layer);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SAND);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SAND, random);
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layer.setName("Sand");
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addLayer(layer);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SNOW);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SNOW, random);
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layer.setName("Snow");
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addLayer(layer);
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} else if (preset == TEXTURES_PRESET_IRELAND) {
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK, random);
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layer.setName("Ground");
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addLayer(layer);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_GRASS);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_GRASS, random);
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layer.setName("Grass");
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addLayer(layer);
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} else if (preset == TEXTURES_PRESET_ALPS) {
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK, random);
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layer.setName("Ground");
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addLayer(layer);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SNOW);
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layer.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_SNOW, random);
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layer.setName("Snow");
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addLayer(layer);
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} else if (preset == TEXTURES_PRESET_CANYON) {
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@ -22,7 +22,7 @@ class DEFINITIONSHARED_EXPORT TexturesDefinition : public Layers {
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TEXTURES_PRESET_ALPS,
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TEXTURES_PRESET_CANYON
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} TexturesPreset;
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void applyPreset(TexturesPreset preset);
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void applyPreset(TexturesPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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double getMaximalDisplacement();
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};
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@ -154,7 +154,7 @@ void WaterDefinition::nodeChanged(const DefinitionNode *node, const DefinitionDi
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}
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}
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void WaterDefinition::applyPreset(WaterPreset preset) {
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void WaterDefinition::applyPreset(WaterPreset preset, RandomGenerator &random) {
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if (preset == WATER_PRESET_LAKE) {
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model->setValue(0);
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} else if (preset == WATER_PRESET_SEA) {
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@ -36,7 +36,7 @@ class DEFINITIONSHARED_EXPORT WaterDefinition : public DefinitionNode, public De
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virtual void nodeChanged(const DefinitionNode *node, const DefinitionDiff *diff);
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typedef enum { WATER_PRESET_LAKE, WATER_PRESET_SEA } WaterPreset;
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void applyPreset(WaterPreset preset);
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void applyPreset(WaterPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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public:
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double transparency;
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@ -17,6 +17,7 @@
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#include "LightFilter.h"
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#include "GodRaysSampler.h"
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#include "Rasterizer.h"
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#include "RandomGenerator.h"
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#include <sstream>
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@ -39,8 +40,8 @@ static void startTestRender(SoftwareCanvasRenderer *renderer, const std::string
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static void testGroundShadowQuality() {
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Scenery scenery;
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srand(5);
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scenery.getTerrain()->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD);
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RandomGenerator random(5);
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scenery.getTerrain()->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD, random);
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scenery.getTerrain()->propWaterHeight()->setValue(-0.5);
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scenery.getWater()->propReflection()->setValue(0.0);
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scenery.getWater()->material->base->r = 0.0;
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scenery.getWater()->material->reflection = 0.0;
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scenery.getWater()->foam_coverage = 0.0;
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scenery.getWater()->transparency = 0.0;
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scenery.getAtmosphere()->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_SUNSET);
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scenery.getAtmosphere()->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_SUNSET, random);
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scenery.getAtmosphere()->setDayTime(16, 45);
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scenery.getTextures()->clear();
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TextureLayerDefinition texture(NULL, "test");
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@ -1 +1,38 @@
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#include "RandomGenerator.h"
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#include <chrono>
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#include <random>
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static RandomGenerator _RandomGeneratorDefault;
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RandomGenerator& paysages::system::RandomGeneratorDefault = _RandomGeneratorDefault;
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class RandomGenerator::RandomGeneratorPrivate {
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public:
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RandomGeneratorPrivate(unsigned int seed): generator(seed) {
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}
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std::default_random_engine generator;
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std::uniform_real_distribution<double> distribution_double;
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};
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RandomGenerator::RandomGenerator(RandomGenerator::Seed seed) {
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if (not seed) {
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std::random_device true_random;
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if (true_random.entropy()) {
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seed = true_random();
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} else {
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seed = std::chrono::system_clock::now().time_since_epoch().count();
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}
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}
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data = new RandomGeneratorPrivate(seed);
|
||||
}
|
||||
|
||||
RandomGenerator::~RandomGenerator()
|
||||
{
|
||||
delete data;
|
||||
}
|
||||
|
||||
double RandomGenerator::genDouble()
|
||||
{
|
||||
return data->distribution_double(data->generator);
|
||||
}
|
||||
|
|
|
@ -3,18 +3,30 @@
|
|||
|
||||
#include "system_global.h"
|
||||
|
||||
#include <cstdlib>
|
||||
|
||||
namespace paysages {
|
||||
namespace system {
|
||||
|
||||
class SYSTEMSHARED_EXPORT RandomGenerator {
|
||||
public:
|
||||
RandomGenerator();
|
||||
typedef unsigned long Seed;
|
||||
class RandomGeneratorPrivate;
|
||||
|
||||
static inline double random() {
|
||||
return ((double)rand()) / (double)RAND_MAX;
|
||||
public:
|
||||
RandomGenerator(Seed seed = 0);
|
||||
~RandomGenerator();
|
||||
|
||||
inline Seed getSeed() const {
|
||||
return seed;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a 0.0-1.0 random double value.
|
||||
*/
|
||||
double genDouble();
|
||||
|
||||
private:
|
||||
Seed seed;
|
||||
RandomGeneratorPrivate *data;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,6 +29,9 @@ class Mutex;
|
|||
class Semaphore;
|
||||
class PictureWriter;
|
||||
class Time;
|
||||
class RandomGenerator;
|
||||
|
||||
extern RandomGenerator& RandomGeneratorDefault;
|
||||
}
|
||||
}
|
||||
using namespace paysages::system;
|
||||
|
|
Loading…
Reference in a new issue