Canvas Shape having control points - javascript

I have made a Bezier Shape in kinetic js with control points on it vertices. the code allows the user to drag the starting, ending and control points thereby modifying the shape of the curve like shown below.
The link to the js fiddle containing the above code is http://jsfiddle.net/Lucy1/da90vct4/2/
Code for the anchor points is
var room = new Kinetic.Shape({
x: 0,
y: 0,
width: 100,
height: 100,
stroke: "black",
fill: 'ivory',
drawFunc: function (context) {
var x = this.x();
var y = this.y();
var w = this.width();
var h = this.height();
var trX = anchorTR.x();
var trY = anchorTR.y();
var brX = anchorBR.x();
var brY = anchorBR.y();
var blX = anchorBL.x();
var blY = anchorBL.y();
var tlX = anchorTL.x();
var tlY = anchorTL.y();
context.beginPath();
context.moveTo(tlX, tlY);
// top
context.bezierCurveTo(x + w / 3, y, x + w * 2 / 3, y, trX, trY);
// right
context.bezierCurveTo(x + w, y + h / 3, x + w, y + h * 2 / 3, brX, brY);
// bottom
context.bezierCurveTo(x + w * 2 / 3, y + h, x + w / 3, y + h, blX, blY);
// left
context.bezierCurveTo(x, y + h * 2 / 3, x, y + h / 3, tlX, tlY);
context.closePath();
context.fillStrokeShape(this);
}
});
g.add(room);
var anchorTR = new Kinetic.Circle({
x: 100,
y: 0,
radius: 8,
fill: "green",
stroke: 'black',
strokeWidth: 1,
draggable: true
});
g.add(anchorTR);
var anchorBR = new Kinetic.Circle({
x: 100,
y: 100,
radius: 8,
fill: "green",
stroke: 'black',
strokeWidth: 1,
draggable: true
});
g.add(anchorBR);
var anchorBL = new Kinetic.Circle({
x: 0,
y: 100,
radius: 8,
fill: "green",
stroke: 'black',
strokeWidth: 1,
draggable: true
});
g.add(anchorBL);
var anchorTL = new Kinetic.Circle({
x: 0,
y: 0,
radius: 8,
fill: "green",
stroke: 'black',
strokeWidth: 1,
draggable: true
});
g.add(anchorTL);
layer.draw();
Currently i'm defining multiple kinetic circles for the anchor points and multiple variables for positioning the anchor points.I'm trying to optimize the code in such a way that i can reuse the code multiple times without using loops but not being able to..Please help..

You can make the code reusable by encapsulating it into functions and adding some references.
Put the code that creates a group & room into a function and return the new room from that function.
Put the code that creates an anchor into a function and return the new anchor from that function.
Attach references to a room's anchors to the room node itself.
Here's a refactoring of the code and a Demo: http://jsfiddle.net/m1erickson/opsy1pn9/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.1.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
var room1=makeRoom(50,50,50,50);
var room2=makeRoom(150,150,50,50);
function makeRoom(x,y,w,h){
var g=new Kinetic.Group({x:x,y:y,draggable:true});
layer.add(g);
var room=new Kinetic.Shape({
x:0,
y:0,
width:w,
height:h,
stroke:"blue",
fill: 'red',
drawFunc: function(context) {
var x=this.x();
var y=this.y();
var w=this.width();
var h=this.height();
var tlX=this.anchorTL.x();
var tlY=this.anchorTL.y();
context.beginPath();
context.moveTo(tlX,tlY);
// top
context.bezierCurveTo(x+w/3,y, x+w*2/3,y, this.anchorTR.x(),this.anchorTR.y());
// right
context.bezierCurveTo(x+w,y+h/3, x+w,y+h*2/3, this.anchorBR.x(),this.anchorBR.y());
// bottom
context.bezierCurveTo(x+w*2/3,y+h, x+w/3,y+h, this.anchorBL.x(),this.anchorBL.y());
// left
context.bezierCurveTo(x,y+h*2/3, x,y+h/3, tlX,tlY);
context.closePath();
context.fillStrokeShape(this);
}
});
g.add(room);
room.anchorTR=makeAnchor(w,0,g);
room.anchorBR=makeAnchor(w,h,g);
room.anchorBL=makeAnchor(0,h,g);
room.anchorTL=makeAnchor(0,0,g);
layer.draw();
}
function makeAnchor(x,y,group){
var anchor=new Kinetic.Circle({
x:x,
y:y,
radius:8,
fill:"green",
stroke: 'black',
strokeWidth: 1,
draggable: true
});
group.add(anchor);
anchor.moveToTop();
return(anchor);
}
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag green circle to change red rect</h4>
<div id="container"></div>
</body>
</html>

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get the properties of a shape in a different layer Konva JS

I have the following code where a shape is dynamically created. On clicking the shape arrow is generated which can be resized using a controller on it's arrow head.
Now when I drag the shape i need to move the starting point of the arrow along with it. But since the arrow is in a different layer i'm unable to reference it. How can this be done?
Sample code:
var stage = new Konva.Stage({
container: 'canvas', // id of container <div>
width: 500,
height:300
});
var layer = new Konva.Layer();
jQuery("#add-shape").click(function(){
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console.log(this.getX(),this.getY());
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layer.draggable('true');
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radius: 5,
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strokeWidth: 1
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arrowHead.on('dragstart dragmove', function() {
connector.setPoints([
arrowX,
arrowY,
arrowHead.getX(),
arrowHead.getY()
]);
});
arrowHead.draggable('true');
connectorLayer.add(arrowHead);
connectorLayer.add(connector);
stage.add(connectorLayer);
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<script src="https://cdn.rawgit.com/konvajs/konva/1.0.2/konva.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<button id="add-shape">
Add shape
</button>
<div id="canvas">
</div>
When you need to get a shape from another layer, you only need to call layer.getIntersection(mousePositionObject) like the following:
var stage = new Konva.Stage({
container: 'canvas', // id of container <div>
width: 500,
height:300
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var layer = new Konva.Layer();
jQuery("#add-shape").click(function(){
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var connectorLayer = new Konva.Layer();
var addShape = function(){
var parentContainer = new Konva.Rect({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
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cornerRadius: 10,
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console.log(this.getX(),this.getY());
var mousePos = stage.getPointerPosition();
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var arrow = connectorLayer.getIntersection();
arrow.x(mousePosition.x);
arrow.y(mousePosition.y);
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layer.add(parentContainer);
layer.add(smallCircle);
layer.draggable('true');
stage.add(layer);
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var connector = new Konva.Arrow({
points: [arrowX,arrowY,arrowX+20,arrowY],
pointerLength: 4,
pointerWidth: 4,
fill: 'black',
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var arrowHead = new Konva.Circle({
x: arrowX+25,
y: arrowY,
radius: 5,
fill: "#F2784B",
stroke: "white",
strokeWidth: 1
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arrowHead.on('dragstart dragmove', function() {
connector.setPoints([
arrowX,
arrowY,
arrowHead.getX(),
arrowHead.getY()
]);
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arrowHead.draggable('true');
connectorLayer.add(arrowHead);
connectorLayer.add(connector);
stage.add(connectorLayer);
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<script src="https://cdn.rawgit.com/konvajs/konva/1.0.2/konva.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
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Add shape
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Rotating Shape with KineticJS

I'm struggling to implement a little things on canvas with KineticJS.
I want to create a circle + a line which form a group (plane).
The next step is to allow the group to rotate around itself with a button that appears when you click on the group.
My issue is that when I click on the rotate button, it does not rotate near the button but elsewhere. Have a look :
My rotation atm : http://hpics.li/b46b73a
I want the rotate button to be near the end of the line. Not far away..
I tried to implement it on jsfiddle but I'm kinda new and I didn't manage to put it correctly , if you could help me on that, I would be thankful !
http://jsfiddle.net/49nn0ydh/1/
function radians (degrees) {return degrees * (Math.PI/180)}
function degrees (radians) {return radians * (180/Math.PI)}
function angle (cx, cy, px, py) {var x = cx - px; var y = cy - py; return Math.atan2 (-y, -x)}
function distance (p1x, p1y, p2x, p2y) {return Math.sqrt (Math.pow ((p2x - p1x), 2) + Math.pow ((p2y - p1y), 2))}
jQuery (function(){
var stage = new Kinetic.Stage ({container: 'kineticDiv', width: 1200, height:600})
var layer = new Kinetic.Layer(); stage.add (layer)
// group avion1
var groupPlane1 = new Kinetic.Group ({
x: 150, y: 150,
draggable:true
}); layer.add (groupPlane1)
// avion 1
var plane1 = new Kinetic.Circle({
radius: 10,
stroke: "darkgreen",
strokeWidth: 3,
}); groupPlane1.add(plane1);
var trackPlane1 = new Kinetic.Line({
points: [10, 0, 110, 0],
stroke: "darkgreen",
strokeWidth: 2
}); groupPlane1.add(trackPlane1);
groupPlane1.on('click', function() {
controlGroup.show();
});
groupPlane1.setOffset (plane1.getWidth() * plane1.getScale().x / 2, plane1.getHeight() * plane1.getScale().y / 2)
var controlGroup = new Kinetic.Group ({
x: groupPlane1.getPosition().x + 120,
y: groupPlane1.getPosition().y ,
opacity: 1, draggable: true,
}); layer.add (controlGroup)
var signRect2 = new Kinetic.Rect({
x:-8,y: -6,
width: 20,
height: 20,
fill: 'white',
opacity:0
});
controlGroup.add(signRect2);
var sign = new Kinetic.Path({
x: -10, y: -10,
data: 'M12.582,9.551C3.251,16.237,0.921,29.021,7.08,38.564l-2.36,1.689l4.893,2.262l4.893,2.262l-0.568-5.36l-0.567-5.359l-2.365,1.694c-4.657-7.375-2.83-17.185,4.352-22.33c7.451-5.338,17.817-3.625,23.156,3.824c5.337,7.449,3.625,17.813-3.821,23.152l2.857,3.988c9.617-6.893,11.827-20.277,4.935-29.896C35.591,4.87,22.204,2.658,12.582,9.551z',
scale: {x:0.5, y:0.5}, fill: 'black'
}); controlGroup.add (sign)
controlGroup.setDragBoundFunc (function (pos) {
var groupPos = groupPlane1.getPosition();
var rotation = degrees (angle (groupPos.x, groupPos.y, pos.x, pos.y));
var dis = distance (groupPos.x, groupPos.y, pos.x, pos.y);
groupPlane1.setRotationDeg (rotation);
layer.draw()
return pos
})
controlGroup.on ('dragend', function() {
controlGroup.hide();
layer.draw()
})
controlGroup.hide();
layer.draw()
})
You can adjust the rotation point by setting the offsetX and offsetY of the group.

Kinetic JS Dragbound function limit drag on line

If I have a kinetic line
for example:
line = new Kinetic.Line({
x: 80,
y:80,
points: [10, 10, 60, 60, 60-headlen*Math.cos(angle-Math.PI/6),60-headlen*Math.sin(angle-Math.PI/6),60, 60, 60-headlen*Math.cos(angle+Math.PI/6),60-headlen*Math.sin(angle+Math.PI/6)],
stroke: "green",
// draggable: true,
strokeWidth: 4,
name: "letter_arrow",
offset: [140,140]
});
and say some circles
var anchor = new Kinetic.Circle({
x: x,
y: y,
stroke: 'red',
fill: 'white',
strokeWidth: 2,
radius: 8,
name: name,
draggable: false,
dragOnTop: false,
//TODO SET THIS TO 0!!!!!
opacity: 1
});
where x and y will be the first 2 points of the line (10,10) and (60,60)
how can i make the circles drag bound, so that they can only be dragged on a imaginal line made through the first two points (10,10) and (60,60) i read the tutorials about drag bounds but i have no clue maybe you can help me
regards
You can add a custom dragBoundFunc to limit your anchors movement to a line:
// dragBoundFunc will constrain your shape to your desired x/y
// you receive the current mouse position in pos.x and pos.y
// you return the x/y where you want the shape to be located
dragBoundFunc: function(pos) {
// get the mouse x position
var x=pos.x;
// if the mouse is left or right of the line
// force the anchor to the far-left or far-right of the line
if(x<lineMinX){ return({ x:lineMinX, y:lineMinY}); }
if(x>lineMaxX){ return({ x:lineMaxX, y:lineMaxY}); }
// if the mouse between the left and right points of the line
// calc the desired y-position based on the formula: y = lineSlope * x + lineB
return({x:x,y:lineSlope*x+lineB});
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/UHwW9/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.2.min.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:300px;
height:300px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 300,
height: 300
});
var layer = new Kinetic.Layer();
stage.add(layer);
var x1=10;
var y1=10;
var x2=60;
var y2=60;
var line=new Kinetic.Line({
points:[x1,y1,x2,y2],
stroke:"gray"
});
layer.add(line);
var anchor1=newAnchor(x1,y1,x2,y2);
function newAnchor(x1,y1,x2,y2){
var anchor = new Kinetic.Circle({
x: x1,
y: y1,
radius: 8,
fill: 'skyblue',
stroke: 'lightgray',
strokeWidth: 3,
draggable:true,
dragBoundFunc: function(pos) {
var x=pos.x;
if(x<this.minX){
return({x:this.minX,y:this.minY});
}
if(x>this.maxX){
return({x:this.maxX,y:this.maxY});
}
return({x:x,y:this.slope*x+this.b});
}
});
// dragBoundFunc stuff
anchor.minX=x1;
anchor.minY=y1;
anchor.maxX=x2;
anchor.maxY=y2;
anchor.slope=(y1-y2)/(x1-x2);
anchor.b=y1/(anchor.slope*x1);
//
layer.add(anchor);
layer.draw();
return(anchor);
}
}); // end $(function(){});
</script>
</head>
<body>
<button id="rotateBtn">rotate</button>
<div id="container"></div>
</body>
</html>
In MarkE's code, I believe the way to calculate anchor.b should be
anchor.b = y1 - anchor.slope * x1;
instead of
anchor.b = y1 / (anchor.slope * x1);
The formula is y = ax + b.
That could cause the bad behavior. http://jsfiddle.net/UHwW9/26/

KineticJS - How to transition 2 shapes at once?

Here is the code: http://jsfiddle.net/MTDpC/
function drawArrow(firstShape, lastShape){
var group = new Kinetic.Group();
group.previousShape = firstShape;
group.nextShape = lastShape;
var beginX = group.previousShape.getX() + group.previousShape.getChildren()[0].getWidth() / 2;
var beginY = group.previousShape.getY() + group.previousShape.getChildren()[0].getHeight();
var endX = group.nextShape.getX() + group.nextShape.getChildren()[0].getWidth() / 2;
var endY = group.nextShape.getY() - 8;
var linha = new Kinetic.Line({
points: [ beginX, beginY, endX, endY],
name: 'linha',
stroke: '#555',
strokeWidth: 4,
lineCap: 'butt'
});
var seta = new Kinetic.RegularPolygon({
x: endX,
y: endY,
sides: 3,
radius: 4,
fill: '#555',
stroke: '#555',
strokeWidth: 4,
name: 'seta'
});
seta.rotateDeg(180);
group.add(seta);
group.add(linha);
firstShape.arrow = group;
lastShape.arrow = group;
group.reposition = function(){
var beginX = this.previousShape.getX() + this.previousShape.getChildren()[0].getWidth() / 2;
var beginY = this.previousShape.getY() + this.previousShape.getChildren()[0].getHeight();
var endX = this.nextShape.getX() + this.nextShape.getChildren()[0].getWidth() / 2;
var endY = this.nextShape.getY() - 8;
this.get('.linha')[0].transitionTo({
points:[ beginX, beginY, endX, endY],
duration: 0.0000001,
});
this.get('.seta')[0].transitionTo({
x: endX,
y: endY,
duration: 0.0000001,
});
};
return group;
}
function getProcess (processText, x, y, width) {
var group = new Kinetic.Group();
var complexText = new Kinetic.Text({
text: processText + '\nX: ' + x + '\nY: ' + y,
fontSize: 12,
fontFamily: 'Calibri',
fill: '#555',
padding: 20,
align: 'center',
name: 'Texto-Processo'
});
var rect = new Kinetic.Rect({
stroke: '#555',
strokeWidth: 5,
fill: '#ddd',
width: complexText.getWidth(),
height: complexText.getHeight(),
shadowColor: 'black',
shadowBlur: 10,
shadowOffset: [10, 10],
shadowOpacity: 0.2,
cornerRadius: 10,
name: 'Quadro-Processo'
});
group.add(rect);
group.add(complexText);
group.setDraggable(true);
group.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
group.on('mouseout', function() {
document.body.style.cursor = 'default';
});
group.on('dragmove', function(){
group.getChildren()[1].setText(this.customText + "\nX: " + this.getX() + "\nY: " + this.getY());
group.arrow.reposition();
group.arrow.draw();
});
group.setX(x);
group.setY(y);
group.customText = processText;
return group;
}
var stage = new Kinetic.Stage({
container: 'container',
width: 800,
height: 600,
id: 'myCanvas'
});
var layer = new Kinetic.Layer();
var processo = getProcess('Processo de Teste de canvas 1', (stage.getWidth() / 2) - 100, 10 , 100);
processo.setId('canvas1');
layer.add(processo);
var processo2 = getProcess('Processo de Teste de canvas 2', (stage.getWidth() / 2) -100, processo.getY() + 300, processo.getX());
layer.add(processo2);
layer.add(drawArrow(processo, processo2));
// add the layer to the stage
stage.add(layer);
When one of the boxes are dragged, the arrow connecting them moves too.
As the arrow was made using 2 shapes, I want to know if is there some way to use .transtionTo at the same time, because you can see some delay between the line and the triangle that forms the arrrow when you move the bottom box.
The problem is that the transitionTo function does not support transitioning points. Also, each time you move the object, you are creating a new transition object... which is extremely slow. You do not need transitions for this, transitions are only useful for animating things automatically when the user is not meant to control them.
Try this instead:
this.get('.linha')[0].setPoints([beginX, beginY, endX, endY]);
this.get('.seta')[0].setPosition(endX,endY);
this.getLayer().draw();
/* this.get('.linha')[0].transitionTo({ //cant transition points
points: [beginX, beginY, endX, endY],
duration: 0.0000001,
});
this.get('.seta')[0].transitionTo({ // lags because everytime you move, a new transition is created, no this would be extremely slow
x: endX,
y: endY,
duration: 0.0000001,
});
*/
http://jsfiddle.net/MTDpC/1/
works fast eh?

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