MD5 parser will now reject files with version!=10.
3DS Loader -> improved light and camera handling. DXF -> minor fixes, refactoring. Updating DLL revision number. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@379 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
825118b970
commit
bcfbc37301
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@ -594,23 +594,23 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
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nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
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::memcpy(nda->mPositionKeys,&distanceTrack[0],
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sizeof(aiVectorKey)*nda->mNumPositionKeys);
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// The target animation is now encoded in the local transformation
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// matrix of the camera, so we must clear the corresponding
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// fields in aiCamera or aiLight.
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for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
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}
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}
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for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
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if (pcSOut->mLights[n]->mName == pcOut->mName) {
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pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
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}
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}
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}
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#endif
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
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}
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}
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for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
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if (pcSOut->mLights[n]->mName == pcOut->mName) {
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pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
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}
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}
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// Allocate a new node anim and setup its name
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aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
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nda->mNodeName.Set(pcIn->mName);
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@ -357,6 +357,11 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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switch (chunk.Flag)
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{
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@ -410,13 +415,8 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
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// This starts a new camera
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aiCamera* camera = new aiCamera();
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mScene->mCameras.push_back(camera);
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camera->mName.Set(std::string(name, num));
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// Camera position and look-at vector are difficult to handle. If an animation track is given,
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// we must make sure that the track is relative to these values - or , easier we must copy the
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// information here to the node matrix of the camera's parent in the graph.
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// First read the position of the camera
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camera->mPosition.x = stream->GetF4();
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camera->mPosition.y = stream->GetF4();
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@ -429,7 +429,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
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float len = camera->mLookAt.Length();
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if (len < 1e-5f) {
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// There are some files with lookat == position. Don't know why or whether it's ok.
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// There are some files with lookat == position. Don't know why or whether it's ok or not.
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DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
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camera->mLookAt = aiVector3D(0.f,1.f,0.f);
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@ -558,14 +558,15 @@ void Discreet3DSImporter::ParseKeyframeChunk()
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// Little helper function for ParseHierarchyChunk
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void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
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{
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if (!pcCurrent)
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{
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if (!pcCurrent) {
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mRootNode->push_back(pcNode);
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return;
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}
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if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)
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{
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if(pcCurrent->mParent)pcCurrent->mParent->push_back(pcNode);
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if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) {
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if(pcCurrent->mParent)
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pcCurrent->mParent->push_back(pcNode);
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else pcCurrent->push_back(pcNode);
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return;
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}
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@ -576,12 +577,12 @@ void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCur
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// Find a node with a specific name in the import hierarchy
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D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
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{
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if (root->mName == name)return root;
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for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();
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it != root->mChildren.end(); ++it)
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{
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if (root->mName == name)
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return root;
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for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
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D3DS::Node* nd;
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if (( nd = FindNode(*it,name)))return nd;
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if (( nd = FindNode(*it,name)))
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return nd;
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}
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return NULL;
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}
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@ -631,9 +632,8 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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{
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case Discreet3DS::CHUNK_TRACKOBJNAME:
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// This is the name of the object to which the track applies
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// The chunk also defines the position of this object in the
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// hierarchy.
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// This is the name of the object to which the track applies. The chunk also
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// defines the position of this object in the hierarchy.
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{
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// First of all: get the name of the object
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@ -643,9 +643,8 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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while (stream->GetI1())++cnt;
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std::string name = std::string(sz,cnt);
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// Now find out whether we have this node already
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// (target animation channels are stored with a
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// separate object ID)
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// Now find out whether we have this node already (target animation channels
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// are stored with a separate object ID)
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D3DS::Node* pcNode = FindNode(mRootNode,name);
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if (pcNode)
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{
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@ -694,9 +693,8 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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{
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const char* sz = (const char*) stream->GetPtr();
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while (stream->GetI1());
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// mCurrentNode->mDummyName = std::string(sz);
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// FIX: if object name is DUMMY, take this one instead
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// If object name is DUMMY, take this one instead
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if (mCurrentNode->mName == "$$$DUMMY") {
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//DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
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mCurrentNode->mName = std::string(sz);
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@ -933,16 +931,12 @@ void Discreet3DSImporter::ParseFaceChunk()
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// Get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_SMOOLIST:
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{
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// This is the list of smoothing groups - a bitfield for
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// every frame. Up to 32 smoothing groups assigned to a
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// face.
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// This is the list of smoothing groups - a bitfield for every face.
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// Up to 32 smoothing groups assigned to a single face.
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unsigned int num = chunkSize/4, m = 0;
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for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin();
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m != num;++i, ++m)
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{
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for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) {
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// nth bit is set for nth smoothing group
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(*i).iSmoothGroup = stream->GetI4();
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}}
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@ -956,26 +950,15 @@ void Discreet3DSImporter::ParseFaceChunk()
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// find the index of the material
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unsigned int idx = 0xcdcdcdcd, cnt = 0;
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for (std::vector<D3DS::Material>::const_iterator
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i = mScene->mMaterials.begin();
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i != mScene->mMaterials.end();++i,++cnt)
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{
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// compare case-independent to be sure it works
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if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str()))
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{
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for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) {
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// use case independent comparisons. hopefully it will work.
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if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
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idx = cnt;
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break;
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}
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}
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if (0xcdcdcdcd == idx)
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{
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if (0xcdcdcdcd == idx) {
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DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
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// --------------------------------------------------------------
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// This material is not known. Ignore this. We will later
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// assign the default material to all faces using *this*
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// material. We use 0xcdcdcdcd as special value to indicate this.
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// --------------------------------------------------------------
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}
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// Now continue and read all material indices
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@ -1013,8 +996,7 @@ void Discreet3DSImporter::ParseMeshChunk()
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// This is the list of all vertices in the current mesh
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int num = (int)(uint16_t)stream->GetI2();
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mMesh.mPositions.reserve(num);
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while (num-- > 0)
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{
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while (num-- > 0) {
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aiVector3D v;
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v.x = stream->GetF4();
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v.y = stream->GetF4();
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break;
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case Discreet3DS::CHUNK_TRMATRIX:
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{
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// This is the RLEATIVE transformation matrix of the
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// current mesh. However, all vertices are pretransformed
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// This is the RLEATIVE transformation matrix of the current mesh. Vertices are
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// pretransformed by this matrix wonder.
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mMesh.mMat.a1 = stream->GetF4();
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mMesh.mMat.b1 = stream->GetF4();
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mMesh.mMat.c1 = stream->GetF4();
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@ -1046,8 +1028,7 @@ void Discreet3DSImporter::ParseMeshChunk()
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// This is the list of all UV coords in the current mesh
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int num = (int)(uint16_t)stream->GetI2();
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mMesh.mTexCoords.reserve(num);
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while (num-- > 0)
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{
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while (num-- > 0) {
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aiVector3D v;
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v.x = stream->GetF4();
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v.y = stream->GetF4();
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// This is the list of all faces in the current mesh
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int num = (int)(uint16_t)stream->GetI2();
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mMesh.mFaces.reserve(num);
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while (num-- > 0)
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{
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while (num-- > 0) {
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// 3DS faces are ALWAYS triangles
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mMesh.mFaces.push_back(D3DS::Face());
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D3DS::Face& sFace = mMesh.mFaces.back();
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stream->IncPtr(2); // skip edge visibility flag
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}
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// Resize the material array (0xcdcdcdcd marks the
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// default material; so if a face is not referenced
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// by a material $$DEFAULT will be assigned to it)
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// Resize the material array (0xcdcdcdcd marks the default material; so if a face is
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// not referenced by a material, $$DEFAULT will be assigned to it)
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mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
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// Larger 3DS files could have multiple FACE chunks here
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void Discreet3DSImporter::ParseMaterialChunk()
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_MAT_MATNAME:
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{
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// The material name string is already zero-terminated, but
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// we need to be sure ...
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// The material name string is already zero-terminated, but we need to be sure ...
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const char* sz = (const char*)stream->GetPtr();
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unsigned int cnt = 0;
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while (stream->GetI1())++cnt;
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while (stream->GetI1())
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++cnt;
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if (!cnt)
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{
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if (!cnt) {
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// This may not be, we use the default name instead
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DefaultLogger::get()->error("3DS: Empty material name");
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}
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*pcf = ParsePercentageChunk();
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// NOTE: transparency, not opacity
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if (is_qnan(*pcf))*pcf = 1.0f;
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if (is_qnan(*pcf))
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*pcf = 1.0f;
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else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
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}
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break;
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@ -1191,7 +1168,8 @@ void Discreet3DSImporter::ParseMaterialChunk()
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{ // This is the shininess of the material
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float* pcf = &mScene->mMaterials.back().mSpecularExponent;
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*pcf = ParsePercentageChunk();
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if (is_qnan(*pcf))*pcf = 0.0f;
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if (is_qnan(*pcf))
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*pcf = 0.0f;
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else *pcf *= (float)0xFFFF;
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}
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break;
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@ -1200,7 +1178,8 @@ void Discreet3DSImporter::ParseMaterialChunk()
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{ // This is the shininess strength of the material
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float* pcf = &mScene->mMaterials.back().mShininessStrength;
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*pcf = ParsePercentageChunk();
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if (is_qnan(*pcf))*pcf = 0.0f;
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if (is_qnan(*pcf))
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*pcf = 0.0f;
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else *pcf *= (float)0xffff / 100.0f;
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}
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break;
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@ -1208,7 +1187,8 @@ void Discreet3DSImporter::ParseMaterialChunk()
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case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
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{ // This is the self illumination strength of the material
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float f = ParsePercentageChunk();
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if (is_qnan(f))f = 0.0f;
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if (is_qnan(f))
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f = 0.0f;
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else f *= (float)0xFFFF / 100.0f;
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mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
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}
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@ -1259,11 +1239,11 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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{
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case Discreet3DS::CHUNK_MAPFILE:
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{
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// The material name string is already zero-terminated, but
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// we need to be sure ...
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// The material name string is already zero-terminated, but we need to be sure ...
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const char* sz = (const char*)stream->GetPtr();
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unsigned int cnt = 0;
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while (stream->GetI1())++cnt;
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while (stream->GetI1())
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++cnt;
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pcOut->mMapName = std::string(sz,cnt);
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}
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break;
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@ -1284,8 +1264,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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pcOut->mScaleU = stream->GetF4();
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if (0.0f == pcOut->mScaleU)
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{
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DefaultLogger::get()->warn("Texture coordinate scaling in the "
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"x direction is zero. Assuming 1");
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DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1.");
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pcOut->mScaleU = 1.0f;
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}
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break;
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@ -1294,8 +1273,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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pcOut->mScaleV = stream->GetF4();
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if (0.0f == pcOut->mScaleV)
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{
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DefaultLogger::get()->warn("Texture coordinate scaling in the "
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"y direction is zero. Assuming 1");
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DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1.");
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pcOut->mScaleV = 1.0f;
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}
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break;
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@ -112,7 +112,8 @@ bool DXFImporter::GetNextLine()
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{
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if(!SkipLine(&buffer))
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return false;
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if(!SkipSpaces(&buffer))return GetNextLine();
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if(!SkipSpaces(&buffer))
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return GetNextLine();
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else if (*buffer == '{') {
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// some strange meta data ...
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while (true)
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@ -139,11 +140,12 @@ bool DXFImporter::GetNextToken()
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SkipSpaces(&buffer);
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groupCode = strtol10s(buffer,&buffer);
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if(!GetNextLine())return false;
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if(!GetNextLine())
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return false;
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// copy the data line to a separate buffer
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char* m = cursor, *end = &cursor[4096];
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while (!IsLineEnd ( *buffer ) && m < end)
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while (!IsSpaceOrNewLine( *buffer ) && m < end)
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*m++ = *buffer++;
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*m = '\0';
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@ -163,7 +165,7 @@ void DXFImporter::InternReadFile( const std::string& pFile,
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throw new ImportErrorException( "Failed to open DXF file " + pFile + "");
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// read the contents of the file in a buffer
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unsigned int m = (unsigned int)file->FileSize();
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size_t m = file->FileSize();
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std::vector<char> buffer2(m+1);
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buffer = &buffer2[0];
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file->Read( &buffer2[0], m,1);
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@ -182,13 +184,17 @@ void DXFImporter::InternReadFile( const std::string& pFile,
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if (2 == groupCode) {
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// ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
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if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS"))
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if (!ParseEntities())break; else bRepeat = true;
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if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS")) {
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if (!ParseEntities())
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break;
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else bRepeat = true;
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}
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|
||||
// other sections - skip them to make sure there will be no name conflicts
|
||||
else {
|
||||
while (GetNextToken()) {
|
||||
if (!groupCode && !::strcmp(cursor,"ENDSEC"))break;
|
||||
while ( GetNextToken()) {
|
||||
if (!::strcmp(cursor,"ENDSEC"))
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -202,7 +208,8 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// find out how many valud layers we have
|
||||
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it) {
|
||||
if (!(*it).vPositions.empty())++pScene->mNumMeshes;
|
||||
if (!(*it).vPositions.empty())
|
||||
++pScene->mNumMeshes;
|
||||
}
|
||||
|
||||
if (!pScene->mNumMeshes)
|
||||
|
@ -476,8 +483,7 @@ bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned i
|
|||
case 0: ret = true;
|
||||
break;
|
||||
|
||||
// todo - handle the correct layer for the vertex
|
||||
// At the moment it is assumed that all vertices of
|
||||
// todo - handle the correct layer for the vertex. At the moment it is assumed that all vertices of
|
||||
// a polyline are placed on the same global layer.
|
||||
|
||||
// x position of the first corner
|
||||
|
@ -519,7 +525,9 @@ bool DXFImporter::Parse3DFace()
|
|||
|
||||
while (GetNextToken()) {
|
||||
switch (groupCode) {
|
||||
case 0: ret = true;break;
|
||||
case 0:
|
||||
ret = true;
|
||||
break;
|
||||
|
||||
// 8 specifies the layer
|
||||
case 8: {
|
||||
|
@ -572,10 +580,12 @@ bool DXFImporter::Parse3DFace()
|
|||
// color
|
||||
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
|
||||
};
|
||||
if (ret)break;
|
||||
if (ret)
|
||||
break;
|
||||
}
|
||||
|
||||
if (!bThird)vip[2] = vip[1];
|
||||
if (!bThird)
|
||||
vip[2] = vip[1];
|
||||
|
||||
// use a default layer if necessary
|
||||
if (!out) {
|
||||
|
|
|
@ -115,7 +115,7 @@ void MD5Parser::ParseHeader()
|
|||
SkipSpaces();
|
||||
unsigned int iVer = ::strtol10(buffer,(const char**)&buffer);
|
||||
if (10 != iVer) {
|
||||
ReportWarning("MD5 version tag is unknown (10 is expected)");
|
||||
ReportError("MD5 version tag is unknown (10 is expected)");
|
||||
}
|
||||
SkipLine();
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
#define SVNRevision 369
|
||||
#define SVNRevision 377
|
||||
|
|
Loading…
Reference in New Issue