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< > BotCompany Repo | #1035523 // OpenGL_DemoObjects

JavaX fragment (include) [tags: use-pretranspiled]

Uses 9219K of libraries. Click here for Pure Java version (785L/5K).

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!include once #1035519 // OpenGL Include
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srecord noeq OpenGL_DemoObjects(Animator animator) is GLEventListener{
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    // these will define a shape that is defined once at init
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    OutlineShape outlineShape;
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    RenderState renderState;
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    RegionRenderer regionRenderer;
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    GLRegion glRegion;
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    // these will define a shape that is updated dynamically for each frame
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    OutlineShape dynamicOutlineShape;
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    RenderState dynamicRenderState;
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    RegionRenderer dynamicRegionRenderer;
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    GLRegion dynamicGlRegion;
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    volatile float weight = 1.0f;
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    final float zNear = 0.1f, zFar = 7000f;
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    /* 2nd pass texture size antialias SampleCount
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       4 is usually enough */
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    private final int[] sampleCount = new int[] { 4 };
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    /* variables used to update the PMVMatrix before rendering */
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    private float xTranslate = -40f;
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    private float yTranslate =  0f;
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    private float zTranslate = -100f;
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    private float angleRotate = 0f;
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    private final int renderModes = Region.VARWEIGHT_RENDERING_BIT;
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    @Override
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    public void init(GLAutoDrawable drawable) {
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        final GL2ES2 gl = drawable.getGL().getGL2ES2();
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        gl.setSwapInterval(1);
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        gl.glEnable(GL.GL_DEPTH_TEST);
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        gl.glEnable(GL.GL_BLEND);
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        gl.glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
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         /* initialize OpenGL specific classes that know how to render the graph API shapes */
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        renderState = RenderState.createRenderState(SVertex.factory());
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        // define a colour to render our shape with
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        renderState.setColorStatic(1.0f, 1.0f, 1.0f, 1.0f);
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        renderState.setHintMask(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED);
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        /* use the generic graph API to define a shape
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         * we use the renderState getVertexFactory
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         * to automatically store all vertex data on the GPU
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         **/
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        outlineShape = new OutlineShape(renderState.getVertexFactory());
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        // Here i add some points off curve causing nurbs bends
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        outlineShape.addEmptyOutline();
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        outlineShape.addVertex(0.0f,-10.0f, true);
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        outlineShape.addVertex(17.0f,-10.0f, true);
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        outlineShape.addVertex(11.0f,5.0f, /* onCurve */false);
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        outlineShape.addVertex(17.0f,10.0f, true);
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        outlineShape.addVertex(7.0f,15.0f, /* onCurve */ false);
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        outlineShape.addVertex(6.0f,8.0f, /* onCurve */false);
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        outlineShape.addVertex(0.0f,10.0f,true);
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        outlineShape.closeLastOutline(true);
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        // Here i add all points on curve == straight lines
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        float offset = 30;
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        outlineShape.addEmptyOutline();
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        outlineShape.addVertex(offset+0.0f,-10.0f, true);
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        outlineShape.addVertex(offset+17.0f,-10.0f, true);
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        outlineShape.addVertex(offset+11.0f,5.0f, true);
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        outlineShape.addVertex(offset+16.0f,10.0f, true);
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        outlineShape.addVertex(offset+7.0f,15.0f, true);
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        outlineShape.addVertex(offset+6.0f,8.0f, true);
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        outlineShape.addVertex(offset+0.0f,10.0f, true);
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        outlineShape.closeLastOutline(true);
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        regionRenderer = RegionRenderer.create(renderState, /* GLCallback */ RegionRenderer.defaultBlendEnable, /* GLCallback */ RegionRenderer.defaultBlendDisable);
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        glRegion = GLRegion.create(/* RenderModes */ renderModes, /* TextureSequence */ null);
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        glRegion.addOutlineShape(outlineShape, null, glRegion.hasColorChannel() ? renderState.getColorStatic(new float[4]) : null);
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        /* initialize OpenGL specific classes that know how to render the graph API shapes */
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        dynamicRenderState = RenderState.createRenderState(SVertex.factory());
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        // define a RED colour to render our shape with
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        dynamicRenderState.setColorStatic(1.0f, 0.0f, 0.0f, 1.0f);
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        dynamicRenderState.setHintMask(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED);
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        dynamicRegionRenderer = RegionRenderer.create(dynamicRenderState, /* GLCallback */ RegionRenderer.defaultBlendEnable, /* GLCallback */ RegionRenderer.defaultBlendDisable);
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        // we will fill the OutlineShape dynamically in display
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        dynamicOutlineShape = new OutlineShape(dynamicRenderState.getVertexFactory());
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        dynamicGlRegion = GLRegion.create(/* RenderModes */ renderModes, /* TextureSequence */ null);
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    }
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    @Override
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    public void dispose(GLAutoDrawable drawable) {
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        final GL2ES2 gl = drawable.getGL().getGL2ES2();
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        //stop the animator thread when user close the window
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        animator?.stop();
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        // it is important to free memory allocated no the GPU!
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        // this memory cant be garbage collected by the JVM
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        regionRenderer.destroy(gl);
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        glRegion.destroy(gl);
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        dynamicGlRegion.destroy(gl);
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    }
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    @Override
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    public void display(GLAutoDrawable drawable) {
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        final GL2ES2 gl = drawable.getGL().getGL2ES2();
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        // use JogAmp high resolution timer for smooth animations!
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        double time = com.jogamp.common.os.Platform.currentTimeMicros();
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        float sinusAnimation = (float) (Math.sin(time/100000f));
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        float sinusAnimationRotate = (float) (Math.sin(time/1000000f));
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        // clear screen
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        gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
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        // the RegionRenderer PMVMatrix define where we want to render our shape
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        final PMVMatrix pmv = regionRenderer.getMatrix();
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        pmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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        pmv.glLoadIdentity();
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        pmv.glTranslatef(xTranslate, yTranslate, zTranslate);
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        pmv.glRotatef(angleRotate+ 10f * sinusAnimationRotate, 0, 0, 1);
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        if( weight != regionRenderer.getRenderState().getWeight() ) {
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            regionRenderer.getRenderState().setWeight(weight);
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        }
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        // Draw the static shape using RegionRenderer and GLRegion
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        regionRenderer.enable(gl, true);
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        glRegion.draw(gl, regionRenderer, sampleCount);
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        regionRenderer.enable(gl, false);
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        float offset = 60;
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        // We will now update the dynamic shape that changes on each frame
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        // I will animate the off curve points
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        dynamicOutlineShape.clear();
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        dynamicOutlineShape.addVertex(offset + 0.0f,-10.0f, true);
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        dynamicOutlineShape.addVertex(offset + 17.0f,-10.0f, true);
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        dynamicOutlineShape.addVertex(offset + 11.0f +5 * sinusAnimation,5.0f + 5 * sinusAnimation, /* onCurve */false);
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        dynamicOutlineShape.addVertex(offset + 17.0f,10.0f, true);
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        dynamicOutlineShape.addVertex(offset + 7.0f + 5 * sinusAnimation,15.0f + 5 * sinusAnimation, /* onCurve */ false);
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        dynamicOutlineShape.addVertex(offset + 6.0f ,8.0f , true);
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        dynamicOutlineShape.addVertex(offset + 0.0f,10.0f, true);
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        dynamicOutlineShape.closeLastOutline(true);
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        // the RegionRenderer PMVMatrix define where we want to render our shape
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        final PMVMatrix dynamicPmv = dynamicRegionRenderer.getMatrix();
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        dynamicPmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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        dynamicPmv.glLoadIdentity();
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        dynamicPmv.glTranslatef(xTranslate, yTranslate, zTranslate);
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        dynamicPmv.glRotatef(angleRotate+ 10f * sinusAnimationRotate, 0, 0, 1);
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        if( weight != dynamicRegionRenderer.getRenderState().getWeight() ) {
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            dynamicRegionRenderer.getRenderState().setWeight(weight);
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        }
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        // when changing the OutlineShape dynamically it is very important that you clear the GPU from old data
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        dynamicGlRegion.clear(gl);
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        // here we upload the new dynamically created data to the GPU
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        dynamicGlRegion.addOutlineShape(dynamicOutlineShape, null, glRegion.hasColorChannel() ? renderState.getColorStatic(new float[4]) : null);
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         // Draw the dynamic shape using RegionRenderer and GLRegion
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        dynamicRegionRenderer.enable(gl, true);
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        dynamicGlRegion.draw(gl, dynamicRegionRenderer, sampleCount);
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        dynamicRegionRenderer.enable(gl, false);
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    }
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    @Override
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    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
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        final PMVMatrix pmv = regionRenderer.getMatrix();
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        regionRenderer.reshapePerspective(45.0f, width, height, zNear, zFar);
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        pmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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        pmv.glLoadIdentity();
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        final PMVMatrix dynamicPmv = dynamicRegionRenderer.getMatrix();
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        dynamicRegionRenderer.reshapePerspective(45.0f, width, height, zNear, zFar);
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        dynamicPmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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        dynamicPmv.glLoadIdentity();
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    }
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}

Author comment

Began life as a copy of #1035520

download  show line numbers  debug dex  old transpilations   

Travelled to 2 computer(s): elmgxqgtpvxh, mqqgnosmbjvj

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Snippet ID: #1035523
Snippet name: OpenGL_DemoObjects
Eternal ID of this version: #1035523/2
Text MD5: 134f9b128767b65b11aefca9e5b35fa2
Transpilation MD5: 5c1872d9b66439a401e37713807916c0
Author: stefan
Category: javax
Type: JavaX fragment (include)
Public (visible to everyone): Yes
Archived (hidden from active list): No
Created/modified: 2022-06-02 08:53:02
Source code size: 8698 bytes / 187 lines
Pitched / IR pitched: No / No
Views / Downloads: 66 / 99
Version history: 1 change(s)
Referenced in: [show references]