Target should return the entity with its generation
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This commit is contained in:
unknown 2025-03-26 14:23:54 +01:00
parent 045408af37
commit 58e67eda0d
29 changed files with 792 additions and 8 deletions

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@ -0,0 +1,22 @@
---
name: Bug report
about: File a bug report for any behavior that you believe is unintentional or problematic
title: "[BUG]"
labels: bug
assignees: ''
---
## Describe the bug
Put a clear and concise description of what the bug is. This should be short and to the point, not to exceed more than a paragraph. Put the details inside your reproduction steps.
## Reproduction
Make an easy-to-follow guide on how to reproduce it. Does it happen all the time? Will specific features affect reproduction? All these questions should be answered for a good issue.
This is a good place to put rbxl files or scripts that help explain your reproduction steps.
## Expected Behavior
What you expect to happen
## Actual Behavior
What actually happens

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@ -0,0 +1,14 @@
---
name: Documentation
about: Open an issue to add, change, or otherwise modify any part of the documentation.
title: "[DOCS]"
labels: documentation
assignees: ''
---
## Which Sections Does This Issue Cover?
[Put sections (e.g. Query Concepts), page links, etc as necessary]
## What Needs To Change?
What specifically needs to change and what suggestions do you have to change it?

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@ -0,0 +1,27 @@
---
name: Feature Request
about: File a feature request for something you believe should be added to Jecs
title: "[FEATURE]"
labels: enhancement
assignees: ''
---
## Describe your Feature
You should explain your feature here, and the motivation for why you want it.
## Implementation
Explain how you would implement your feature here. Provide relevant API examples and such here (if applicable).
## Alternatives
What other alternative implementations or otherwise relevant information is important to why you decided to go with this specific implementation?
## Considerations
Some questions that need to be answered include the following:
- Will old code break in response to this feature?
- What are the performance impacts with this feature (if any)?
- How is it useful to include?

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assets/.github/PULL_REQUEST_TEMPLATE.md vendored Normal file
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@ -0,0 +1,15 @@
## Brief Description of your Changes.
Describe what you did here. Additionally, you should link any relevant issues within this section. If there is no corresponding issue, you should include relevant information (repro steps, motivation, etc) here.
## Impact of your Changes
What implications will this have on the project? Will there be altered behavior or performance with this change?
## Tests Performed
What have you done to ensure this change has the least possible impact on the project?
## Additional Comments
Anything else you feel is relevant.

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name: analysis
on: [push, pull_request, workflow_dispatch]
jobs:
run:
name: Run Luau Analyze
runs-on: ubuntu-latest
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Luau
uses: encodedvenom/install-luau@v2.1
- name: Analyze
run: |
output=$(luau-analyze src || true) # Suppress errors for now.

11
assets/.github/workflows/dependabot.yml vendored Normal file
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@ -0,0 +1,11 @@
---
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"
- package-ecosystem: npm
directory: "/"
schedule:
interval: "daily"

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@ -0,0 +1,64 @@
# Sample workflow for building and deploying a VitePress site to GitHub Pages
#
name: deploy-docs
on:
# Runs on pushes targeting the `main` branch. Change this to `master` if you're
# using the `master` branch as the default branch.
push:
branches: [main]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued.
# However, do NOT cancel in-progress runs as we want to allow these production deployments to complete.
concurrency:
group: pages
cancel-in-progress: false
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0 # Not needed if lastUpdated is not enabled
# - uses: pnpm/action-setup@v3 # Uncomment this if you're using pnpm
# - uses: oven-sh/setup-bun@v1 # Uncomment this if you're using Bun
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
cache: npm # or pnpm / yarn
- name: Setup Pages
uses: actions/configure-pages@v4
- name: Install dependencies
run: npm ci # or pnpm install / yarn install / bun install
- name: Build with VitePress
run: npm run docs:build # or pnpm docs:build / yarn docs:build / bun run docs:build
- name: Upload artifact
uses: actions/upload-pages-artifact@v3
with:
path: docs/.vitepress/dist
# Deployment job
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
needs: build
runs-on: ubuntu-latest
name: Deploy
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

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name: publish-npm
on:
push:
branches: [main]
jobs:
publish:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v3
with:
node-version: "20"
- uses: JS-DevTools/npm-publish@v3
with:
token: ${{ secrets.NPM_AUTH_TOKEN }}

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name: release
on:
push:
tags: ["v*"]
jobs:
build:
name: Build
runs-on: ubuntu-latest
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: Install Dependencies
run: wally install
- name: Build
run: rojo build --output build.rbxm default.project.json
- name: Upload Build Artifact
uses: actions/upload-artifact@v3
with:
name: build
path: build.rbxm
release:
name: Release
needs: [build]
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Download Jecs Build
uses: actions/download-artifact@v3
with:
name: build
path: build
- name: Rename Build
run: mv build/build.rbxm jecs.rbxm
- name: Create Release
uses: softprops/action-gh-release@v1
with:
name: Jecs ${{ github.ref_name }}
files: |
jecs.rbxm
publish:
name: Publish
needs: [release]
runs-on: ubuntu-latest
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: Wally Login
run: wally login --token ${{ secrets.WALLY_AUTH_TOKEN }}
- name: Publish
run: wally publish

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name: unit-testing
on: [push, pull_request, workflow_dispatch]
jobs:
run:
name: Run Luau Tests
runs-on: ubuntu-latest
timeout-minutes: 2
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Luau
uses: encodedvenom/install-luau@v4.3
with:
version: "latest"
verbose: "true"
- name: Run Unit Tests
id: run_tests
run: |
output=$(luau test/tests.luau)
echo "$output"
if [[ "$output" == *"0 fails"* ]]; then
echo "Unit Tests Passed"
else
echo "Error: One or More Unit Tests Failed."
exit 1
fi

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@ -233,12 +233,12 @@ local function entity_index_is_alive(entity_index: ecs_entity_index_t, entity: i
return entity_index_try_get(entity_index, entity) ~= nil
end
local function entity_index_get_alive(index: ecs_entity_index_t, entity: i53): i53
local function entity_index_get_alive(index: ecs_entity_index_t, entity: i53): i53?
local r = entity_index_try_get_any(index, entity)
if r then
return index.dense_array[r.dense]
end
return 0
return nil
end
local function ecs_get_alive(world, entity)
@ -295,6 +295,10 @@ local function ecs_pair_second(world: ecs_world_t, e: i53)
return ecs_get_alive(world, obj)
end
local function ecs_component_record(world: ecs_world_t, component: i53)
return world.component_index[component]
end
local function query_match(query: ecs_query_data_t,
archetype: ecs_archetype_t)
local records = archetype.records
@ -534,7 +538,8 @@ local function world_target(world: ecs_world_t, entity: i53, relation: i24, inde
return nil
end
return ECS_PAIR_SECOND(nth)
return entity_index_get_alive(world.entity_index,
ECS_PAIR_SECOND(nth))
end
local function ECS_ID_IS_WILDCARD(e: i53): boolean
@ -555,10 +560,10 @@ local function id_record_ensure(world: ecs_world_t, id: number): ecs_id_record_t
local is_pair = ECS_IS_PAIR(id)
if is_pair then
relation = entity_index_get_alive(entity_index, ECS_PAIR_FIRST(id))
assert(relation ~= 0 and entity_index_is_alive(
assert(relation and entity_index_is_alive(
entity_index, relation), ECS_INTERNAL_ERROR)
target = entity_index_get_alive(entity_index, ECS_PAIR_SECOND(id))
assert(target ~= 0 and entity_index_is_alive(
assert(target and entity_index_is_alive(
entity_index, target), ECS_INTERNAL_ERROR)
end
@ -662,9 +667,7 @@ local function archetype_create(world: ecs_world_t, id_types: { i24 }, ty, prev:
if ECS_IS_PAIR(component_id) then
local relation = ECS_PAIR_FIRST(component_id)
relation = entity_index_get_alive(entity_index, relation)
local object = ECS_PAIR_SECOND(component_id)
object = entity_index_get_alive(entity_index, object)
local r = ECS_PAIR(relation, EcsWildcard)
local idr_r = id_record_ensure(world, r)
archetype_append_to_records(idr_r, archetype, r, i)
@ -1259,7 +1262,8 @@ local function world_delete(world: ecs_world_t, entity: i53)
if not ECS_IS_PAIR(id) then
continue
end
local object = ecs_pair_second(world, id)
local object = entity_index_get_alive(
entity_index, ECS_PAIR_SECOND(id))
if object ~= delete then
continue
end

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@ -0,0 +1,11 @@
# Examples
This folder contains code examples for the Luau/Typescript APIs.
## Run with Luau
To run the examples with Luau, run the following commands from the root of the repository:
```sh
cd examples/luau
luau path/to/file.luau
```

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@ -0,0 +1,43 @@
local jecs = require("@jecs")
local world = jecs.World.new()
local Position = world:component()
local Walking = world:component()
local Name = world:component()
-- Create an entity with name Bob
local bob = world:entity()
-- The set operation finds or creates a component, and sets it.
world:set(bob, Position, Vector3.new(10, 20, 30))
-- Name the entity Bob
world:set(bob, Name, "Bob")
-- The add operation adds a component without setting a value. This is
-- useful for tags, or when adding a component with its default value.
world:add(bob, Walking)
-- Get the value for the Position component
local pos = world:get(bob, Position)
print(`\{{pos.X}, {pos.Y}, {pos.Z}\}`)
-- Overwrite the value of the Position component
world:set(bob, Position, Vector3.new(40, 50, 60))
local alice = world:entity()
-- Create another named entity
world:set(alice, Name, "Alice")
world:set(alice, Position, Vector3.new(10, 20, 30))
world:add(alice, Walking)
-- Remove tag
world:remove(alice, Walking)
-- Iterate all entities with Position
for entity, p in world:query(Position) do
print(`{entity}: \{{p.X}, {p.Y}, {p.Z}\}`)
end
-- Output:
-- {10, 20, 30}
-- Alice: {10, 20, 30}
-- Bob: {40, 50, 60}

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@ -0,0 +1,112 @@
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local world = jecs.World.new()
local Name = world:component()
local Position = world:component()
local Star = world:component()
local Planet = world:component()
local Moon = world:component()
local Vector3
do
Vector3 = {}
Vector3.__index = Vector3
function Vector3.new(x, y, z)
x = x or 0
y = y or 0
z = z or 0
return setmetatable({ X = x, Y = y, Z = z }, Vector3)
end
function Vector3.__add(left, right)
return Vector3.new(left.X + right.X, left.Y + right.Y, left.Z + right.Z)
end
function Vector3.__mul(left, right)
if typeof(right) == "number" then
return Vector3.new(left.X * right, left.Y * right, left.Z * right)
end
return Vector3.new(left.X * right.X, left.Y * right.Y, left.Z * right.Z)
end
Vector3.one = Vector3.new(1, 1, 1)
Vector3.zero = Vector3.new()
end
local function path(entity)
local str = world:get(entity, Name)
local parent
while true do
parent = world:parent(entity)
if not parent then
break
end
entity = parent
str = world:get(parent, Name) .. "/" .. str
end
return str
end
local function iterate(entity, parent)
local p = world:get(entity, Position)
local actual = p + parent
print(path(entity))
print(`\{{actual.X}, {actual.Y}, {actual.Z}}`)
for child in world:query(pair(ChildOf, entity)) do
--print(world:get(child, Name))
iterate(child, actual)
end
end
local sun = world:entity()
world:add(sun, Star)
world:set(sun, Position, Vector3.one)
world:set(sun, Name, "Sun")
do
local earth = world:entity()
world:set(earth, Name, "Earth")
world:add(earth, pair(ChildOf, sun))
world:add(earth, Planet)
world:set(earth, Position, Vector3.one * 3)
do
local moon = world:entity()
world:set(moon, Name, "Moon")
world:add(moon, pair(ChildOf, earth))
world:add(moon, Moon)
world:set(moon, Position, Vector3.one * 0.1)
print(`Child of Earth? {world:has(moon, pair(ChildOf, earth))}`)
end
local venus = world:entity()
world:set(venus, Name, "Venus")
world:add(venus, pair(ChildOf, sun))
world:add(venus, Planet)
world:set(venus, Position, Vector3.one * 2)
local mercury = world:entity()
world:set(mercury, Name, "Mercury")
world:add(mercury, pair(ChildOf, sun))
world:add(mercury, Planet)
world:set(mercury, Position, Vector3.one)
iterate(sun, Vector3.zero)
end
-- Output:
-- Child of Earth? true
-- Sun
-- {1, 1, 1}
-- Sun/Mercury
-- {2, 2, 2}
-- Sun/Venus
-- {3, 3, 3}
-- Sun/Earth
-- {4, 4, 4}
-- Sun/Earth/Moon
-- {4.1, 4.1, 4.1}

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@ -0,0 +1,21 @@
local jecs = require("@jecs")
local world = jecs.World.new()
local Model = world:component()
-- It is important to define hooks for the component before the component is ever used
-- otherwise the hooks will never invoke!
world:set(Model, jecs.OnRemove, function(entity)
-- OnRemove is invoked before the component and its value is removed
-- which provides a stable reference to the entity at deletion.
-- This means that it is safe to retrieve the data inside of a hook
local model = world:get(entity, Model)
model:Destroy()
end)
world:set(Model, jecs.OnSet, function(entity, model)
-- OnSet is invoked after the data has been assigned.
-- It also returns the data for faster access.
-- There may be some logic to do some side effects on reassignments
model:SetAttribute("entityId", entity)
end)

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@ -0,0 +1,63 @@
local jecs = require("@jecs")
local world = jecs.World.new()
local Position = world:component()
local Velocity = world:component()
local Name = world:component()
local Vector3
do
Vector3 = {}
Vector3.__index = Vector3
function Vector3.new(x, y, z)
x = x or 0
y = y or 0
z = z or 0
return setmetatable({ X = x, Y = y, Z = z }, Vector3)
end
function Vector3.__add(left, right)
return Vector3.new(left.X + right.X, left.Y + right.Y, left.Z + right.Z)
end
function Vector3.__mul(left, right)
if typeof(right) == "number" then
return Vector3.new(left.X * right, left.Y * right, left.Z * right)
end
return Vector3.new(left.X * right.X, left.Y * right.Y, left.Z * right.Z)
end
Vector3.one = Vector3.new(1, 1, 1)
Vector3.zero = Vector3.new()
end
-- Create a few test entities for a Position, Velocity query
local e1 = world:entity()
world:set(e1, Name, "e1")
world:set(e1, Position, Vector3.new(10, 20, 30))
world:set(e1, Velocity, Vector3.new(1, 2, 3))
local e2 = world:entity()
world:set(e2, Name, "e2")
world:set(e2, Position, Vector3.new(10, 20, 30))
world:set(e2, Velocity, Vector3.new(4, 5, 6))
-- This entity will not match as it does not have Position, Velocity
local e3 = world:entity()
world:set(e3, Name, "e3")
world:set(e3, Position, Vector3.new(10, 20, 30))
-- Create an uncached query for Position, Velocity.
for entity, p, v in world:query(Position, Velocity) do
-- Iterate entities matching the query
p.X += v.X
p.Y += v.Y
p.Z += v.Z
print(`{world:get(entity, Name)}: \{{p.X}, {p.Y}, {p.Z}}`)
end
-- Output:
-- e2: {14, 25, 36}
-- e1: {11, 22, 33}

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@ -0,0 +1,61 @@
local jecs = require("@jecs")
local world = jecs.World.new()
local Name = world:component()
local function named(ctr, name)
local e = ctr(world)
world:set(e, Name, name)
return e
end
local function name(e)
return world:get(e, Name)
end
local Position = named(world.component, "Position") :: jecs.Entity<Vector3>
local Previous = jecs.Rest
local PreviousPosition = jecs.pair(Previous, Position)
local added = world
:query(Position)
:without(PreviousPosition)
:cached()
local changed = world
:query(Position, PreviousPosition)
:cached()
local removed = world
:query(PreviousPosition)
:without(Position)
:cached()
local e1 = named(world.entity, "e1")
world:set(e1, Position, Vector3.new(10, 20, 30))
local e2 = named(world.entity, "e2")
world:set(e2, Position, Vector3.new(10, 20, 30))
for e, p in added:iter() do
print(`Added {e}: \{{p.X}, {p.Y}, {p.Z}}`)
world:set(e, PreviousPosition, p)
end
world:set(e1, Position, "")
for e, new, old in changed:iter() do
if new ~= old then
print(`{name(new)}'s Position changed from \{{old.X}, {old.Y}, {old.Z}\} to \{{new.X}, {new.Y}, {new.Z}\}`)
world:set(e, PreviousPosition, new)
end
end
world:remove(e2, Position)
for e in removed:iter() do
print(`Position was removed from {name(e)}`)
end
-- Output:
-- Added 265: {10, 20, 30}
-- Added 264: {10, 20, 30}
-- e1's Position changed from {10, 20, 30} to {999, 999, 1998}
-- Position was removed from e2

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@ -0,0 +1,125 @@
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard
local Name = jecs.Name
local world = jecs.World.new()
type Id<T = nil> = number & { __T: T }
local Voxel = world:component() :: Id
local Position = world:component() :: Id<Vector3>
local Perception = world:component() :: Id<{
range: number,
fov: number,
dir: Vector3,
}>
local PrimaryPart = world:component() :: Id<Part>
local local_player = game:GetService("Players").LocalPlayer
local function distance(a: Vector3, b: Vector3)
return (b - a).Magnitude
end
local function is_in_fov(a: Vector3, b: Vector3, forward_dir: Vector3, fov_angle: number)
local to_target = b - a
local forward_xz = Vector3.new(forward_dir.X, 0, forward_dir.Z).Unit
local to_target_xz = Vector3.new(to_target.X, 0, to_target.Z).Unit
local angle_to_target = math.deg(math.atan2(to_target_xz.Z, to_target_xz.X))
local forward_angle = math.deg(math.atan2(forward_xz.Z, forward_xz.X))
local angle_difference = math.abs(forward_angle - angle_to_target)
if angle_difference > 180 then
angle_difference = 360 - angle_difference
end
return angle_difference <= (fov_angle / 2)
end
local map = {}
local grid = 50
local function add_to_voxel(source: number, position: Vector3, prev_voxel_id: number?)
local hash = position // grid
local voxel_id = map[hash]
if not voxel_id then
voxel_id = world:entity()
world:add(voxel_id, Voxel)
world:set(voxel_id, Position, hash)
map[hash] = voxel_id
end
if prev_voxel_id ~= nil then
world:remove(source, pair(ChildOf, prev_voxel_id))
end
world:add(source, pair(ChildOf, voxel_id))
end
local function reconcile_client_owned_assembly_to_voxel(dt: number)
for e, part, position in world:query(PrimaryPart, Position) do
local p = part.Position
if p ~= position then
world:set(e, Position, p)
local voxel_id = world:target(e, ChildOf, 0)
if map[p // grid] == voxel_id then
continue
end
add_to_voxel(e, p, voxel_id)
end
end
end
local function update_camera_direction(dt: number)
for _, perception in world:query(Perception) do
perception.dir = workspace.CurrentCamera.CFrame.LookVector
end
end
local function perceive_enemies(dt: number)
local it = world:query(Perception, Position, PrimaryPart)
-- There is only going to be one entity matching the query
local e, self_perception, self_position, self_primary_part = it()
local voxel_id = map[self_primary_part.Position // grid]
local nearby_entities_query = world:query(Position, pair(ChildOf, voxel_id))
for enemy, target_position in nearby_entities_query do
if distance(self_position, target_position) > self_perception.range then
continue
end
if is_in_fov(self_position, target_position, self_perception.dir, self_perception.fov) then
local p = target_position
print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.X}, {p.Y}, {p.Z})`)
end
end
end
local player = world:entity()
world:set(player, Perception, {
range = 100,
fov = 90,
dir = Vector3.new(1, 0, 0),
})
world:set(player, Name, "LocalPlayer")
local primary_part = (local_player.Character :: Model).PrimaryPart :: Part
world:set(player, PrimaryPart, primary_part)
world:set(player, Position, Vector3.zero)
local enemy = world:entity()
world:set(enemy, Name, "Enemy $1")
world:set(enemy, Position, Vector3.new(50, 0, 20))
add_to_voxel(player, primary_part.Position)
add_to_voxel(enemy, world)
local dt = 1 / 60
reconcile_client_owned_assembly_to_voxel(dt)
update_camera_direction(dt)
perceive_enemies(dt)
-- Output:
-- LocalPlayer can see target Enemy $1

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@ -0,0 +1,37 @@
local jecs = require("@jecs")
local pair = jecs.pair
local world = jecs.World.new()
local Name = world:component()
local function named(ctr, name)
local e = ctr(world)
world:set(e, Name, name)
return e
end
local function name(e)
return world:get(e, Name)
end
local Eats = world:component()
local Apples = named(world.entity, "Apples")
local Oranges = named(world.entity, "Oranges")
local bob = named(world.entity, "Bob")
world:set(bob, pair(Eats, Apples), 10)
local alice = named(world.entity, "Alice")
world:set(alice, pair(Eats, Oranges), 5)
-- Aliasing the wildcard to symbols improves readability and ease of writing
local __ = jecs.Wildcard
-- Create a query that matches edible components
for entity, amount in world:query(pair(Eats, __)) do
-- Iterate the query
local food = world:target(entity, Eats)
print(`{name(entity)} eats {amount} {name(food)}`)
end
-- Output:
-- Alice eats 5 Oranges
-- Bob eats 10 Apples

View file

@ -117,6 +117,22 @@ local function name(world, e)
return world:get(e, jecs.Name)
end
TEST("#adding a recycled target", function()
local world = world_new()
local R = world:component()
local e = world:entity()
local T = world:entity()
world:add(e, pair(R, T))
world:delete(T)
CHECK(not world:has(e, pair(R, T)))
local T2 = world:entity()
world:add(e, pair(R, T2))
CHECK(world:target(e, R) ~= T)
CHECK(world:target(e, R) ~= 0)
end)
TEST("#repro2", function()
local world = world_new()
local Lifetime = world:component() :: jecs.Id<number>

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