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OpenSceneGraph实现的NeHe OpenGL教程 - 第三十九课

2016-08-18 10:04 375 查看

简介

这节课NeHe课程主要向我们展示了将物理运动规律引入到三维场景中,模拟真实物体的位置变化过程。这节课分别模拟了如下几种运动方式:

(1)在重力作用下的抛物线运动;

(2)匀速运动

(3)一种类似于弹簧一样的来回运动

这些运动的方程在Physics.h头文件中描述的很清楚,稍有物理知识应该不难理解。

实现

首先我们在场景中添加各种几何体:

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root->addChild(createBackGroundGeode()); //网状背景

root->addChild(constantVelocityNode()); //匀速模拟

root->addChild(underGravitationNode()); // 重力模拟

root->addChild(massConnectedWithSpringNode()); //弹簧来回运动模拟

另外需要添加场景中的说明文字:

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osg::Node *timeEllapsedNode = glPrint(-15.0f, 14, 0, osg::Vec4(1,1,1,1), "Time elapsed (seconds): %.2f", timeElapsed);

timeEllapsedNode->addUpdateCallback(new TimeEllapsedUpdateCallback);

root->addChild(timeEllapsedNode);

osg::Node *ratioNode = glPrint(-15.0f, 13, 0, osg::Vec4(1,1,1,1),"Slow motion ratio: %.2f", slowMotionRatio);

ratioNode->addUpdateCallback(new RatioUpdateCallback);

root->addChild(ratioNode);

root->addChild(glPrint(-15.0f, 12, 0, osg::Vec4(1,1,1,1),"Press F2 for normal motion"));

root->addChild(glPrint(-15.0f, 11, 0, osg::Vec4(1,1,1,1),"Press F3 for slow motion"));

接下来便是一系列的更新回调,按照物理运动的规律更新节点位置:

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//Constant Callback

class ConstantPointUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < constantVelocity->numOfMasses; ++a)

{

Mass* mass = constantVelocity->getMass(a);

Vector3D* pos = &mass->pos;

vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class ConstantWordUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

for (int a = 0; a < constantVelocity->numOfMasses; ++a)

{

Mass* mass = constantVelocity->getMass(a);

Vector3D* pos = &mass->pos;

mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));

}

traverse(node, nv);

}

};

为了篇幅限制,这里只给出匀速运动的回调代码,其他部分参看附录中的源码。

我们需要在每帧中计算时间以及在每帧中更新物理运动的参数,这部分在交互的代码FRAME(帧循环事件)中给出:

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case (osgGA::GUIEventAdapter::FRAME):

{

double dt = 0.0;

_currentTick = osg::Timer::instance()->tick();

if (_currentTick != _lastTick)

{

dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);

_lastTick = _currentTick;

}

dt /= slowMotionRatio;

timeElapsed += dt;

float maxPossible_dt = 0.1f;

int numOfIterations = (int)(dt / maxPossible_dt) + 1;

if (numOfIterations != 0)

dt = dt / numOfIterations;

for (int a = 0; a < numOfIterations; ++a)

{

constantVelocity->operate(dt);

motionUnderGravitation->operate(dt);

massConnectedWithSpring->operate(dt);

}

}

此外在按下F2和F3时调整运动的速度:

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if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F2)

{

slowMotionRatio = 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F3)

{

slowMotionRatio = 10.0f;

}

编译运行程序:



附:本课源码(源码中可能存在错误和不足,仅供参考)

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#include "../osgNeHe.h"

#include "Physics1.h"

#include <QtCore/QTimer>

#include <QtGui/QApplication>

#include <QtGui/QVBoxLayout>

#include <osgViewer/Viewer>

#include <osgDB/ReadFile>

#include <osgQt/GraphicsWindowQt>

#include <osg/MatrixTransform>

#include <osgText/Text>

#include <osg/Point>

#include <osgGA/TrackballManipulator>

//////////////////////////////////////////////////////////////////////////

ConstantVelocity* constantVelocity = new ConstantVelocity();

MotionUnderGravitation* motionUnderGravitation =

new MotionUnderGravitation(Vector3D(0.0f, -9.81f, 0.0f));

MassConnectedWithSpring* massConnectedWithSpring = new MassConnectedWithSpring(2.0f);

float slowMotionRatio = 10.0f;

float timeElapsed = 0;

osg::Node* glPrint(GLfloat x, GLfloat y, GLfloat z, const osg::Vec4& fontColor, const char *string, ...)

{

char text[256];

va_list ap;

if (string == NULL)

return NULL;

va_start(ap, string);

vsprintf(text, string, ap);

va_end(ap);

osg::MatrixTransform *posMT = new osg::MatrixTransform;

posMT->setMatrix(osg::Matrix::translate(x, y, z));

osgText::Text *textWords = new osgText::Text;

textWords->setColor(fontColor);

textWords->setText(text);

textWords->setFont("Fonts/Arial.ttf");

textWords->setCharacterSize(1.0f);

osg::Geode *fontGeode = new osg::Geode;

fontGeode->addDrawable(textWords);

posMT->addChild(fontGeode);

return posMT;

}

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////

class ManipulatorSceneHandler : public osgGA::GUIEventHandler

{

public:

ManipulatorSceneHandler()

{

_lastTick = osg::Timer::instance()->tick();

_currentTick = _lastTick;

}

public:

virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)

{

osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);

if (!viewer)

return false;

if (!viewer->getSceneData())

return false;

if (ea.getHandled())

return false;

osg::Group *root = viewer->getSceneData()->asGroup();

switch(ea.getEventType())

{

case (osgGA::GUIEventAdapter::FRAME):

{

double dt = 0.0;

_currentTick = osg::Timer::instance()->tick();

if (_currentTick != _lastTick)

{

dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);

_lastTick = _currentTick;

}

dt /= slowMotionRatio;

timeElapsed += dt;

float maxPossible_dt = 0.1f;

int numOfIterations = (int)(dt / maxPossible_dt) + 1;

if (numOfIterations != 0)

dt = dt / numOfIterations;

for (int a = 0; a < numOfIterations; ++a)

{

constantVelocity->operate(dt);

motionUnderGravitation->operate(dt);

massConnectedWithSpring->operate(dt);

}

}

break;

case(osgGA::GUIEventAdapter::KEYDOWN):

{

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F2)

{

slowMotionRatio = 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_F3)

{

slowMotionRatio = 10.0f;

}

}

break;

default: break;

}

return false;

}

osg::Timer_t _lastTick;

osg::Timer_t _currentTick;

};

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////

//Constant Callback

class ConstantPointUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < constantVelocity->numOfMasses; ++a)

{

Mass* mass = constantVelocity->getMass(a);

Vector3D* pos = &mass->pos;

vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class ConstantWordUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

for (int a = 0; a < constantVelocity->numOfMasses; ++a)

{

Mass* mass = constantVelocity->getMass(a);

Vector3D* pos = &mass->pos;

mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));

}

traverse(node, nv);

}

};

//Gravity Callback

class GravitationPointUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)

{

Mass* mass = motionUnderGravitation->getMass(a);

Vector3D* pos = &mass->pos;

vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class GravitationWordUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)

{

Mass* mass = motionUnderGravitation->getMass(a);

Vector3D* pos = &mass->pos;

mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));

}

traverse(node, nv);

}

};

//SpringCallback

class SpringPointUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)

{

Mass* mass = massConnectedWithSpring->getMass(a);

Vector3D* pos = &mass->pos;

vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class SpringWordUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)

{

Mass* mass = massConnectedWithSpring->getMass(a);

Vector3D* pos = &mass->pos;

mt->setMatrix(osg::Matrix::translate(pos->x, pos->y + 1, pos->z));

}

traverse(node, nv);

}

};

class SpringLineUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(drawable);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)

{

Mass* mass = massConnectedWithSpring->getMass(a);

Vector3D* pos = &mass->pos;

vertexArray->push_back(osg::Vec3(pos->x, pos->y, pos->z));

Vector3D *tmp = &massConnectedWithSpring->connectionPos;

vertexArray->push_back(osg::Vec3(tmp->x, tmp->y, tmp->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class TimeEllapsedUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

osg::Geode *geode = dynamic_cast<osg::Geode*>(mt->getChild(0));

if (!geode)

return;

osgText::Text *text = dynamic_cast<osgText::Text*>(geode->getDrawable(0));

if (!text)

return;

std::stringstream os;

std::string str;

os.precision(2);

os << std::fixed << "Time elapsed (seconds): " << timeElapsed;

str = os.str();

text->setText(str);

traverse(node, nv);

}

};

class RatioUpdateCallback : public osg::NodeCallback

{

public:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)

{

osg::MatrixTransform *mt = dynamic_cast<osg::MatrixTransform*>(node);

if (!mt)

return;

osg::Geode *geode = dynamic_cast<osg::Geode*>(mt->getChild(0));

if (!geode)

return;

osgText::Text *text = dynamic_cast<osgText::Text*>(geode->getDrawable(0));

if (!text)

return;

std::stringstream os;

std::string str;

os.precision(2);

os << std::fixed << "Slow motion ratio: " << slowMotionRatio;

str = os.str();

text->setText(str);

traverse(node, nv);

}

};

//绘制背景网格

osg::Geode* createBackGroundGeode()

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(osg::Vec3(0, 0, 1.0));

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

for (float x = -20; x <= 20; x += 1.0f)

{

vertexArray->push_back(osg::Vec3(x, 20, 0));

vertexArray->push_back(osg::Vec3(x,-20, 0));

}

for (float y = -20; y <= 20; y += 1.0f)

{

vertexArray->push_back(osg::Vec3(20, y, 0));

vertexArray->push_back(osg::Vec3(-20, y, 0));

}

geometry->setVertexArray(vertexArray);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));

geode->addDrawable(geometry);

return geode;

}

osg::Geode* createPoint(const osg::Vec3& pos, const osg::Vec3& color, float size)

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(color);

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

vertexArray->push_back(pos);

geometry->setVertexArray(vertexArray);

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, vertexArray->size()));

osg::Point *point = new osg::Point;

point->setSize(size);

geometry->getOrCreateStateSet()->setAttributeAndModes(point);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geode->addDrawable(geometry);

return geode;

}

osg::Geode* createLine(const osg::Vec3& posBeg, const osg::Vec3& posEnd, const osg::Vec3& color)

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

vertexArray->push_back(posBeg);

vertexArray->push_back(posEnd);

geometry->setVertexArray(vertexArray);

colorArray->push_back(color);

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geode->addDrawable(geometry);

return geode;

}

//绘制Constant Velocity

osg::Node* constantVelocityNode()

{

osg::Group *constantVelocityGroup = new osg::Group;

for (int a = 0; a < constantVelocity->numOfMasses; ++a)

{

Mass* mass = constantVelocity->getMass(a);

Vector3D* pos = &mass->pos;

osg::Node *node = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(1,0,0,1), "Mass with constant vel");

osg::Geode *geode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(1,0,0), 4);

geode->getDrawable(0)->setUpdateCallback(new ConstantPointUpdateCallback);

node->addUpdateCallback(new ConstantWordUpdateCallback);

constantVelocityGroup->addChild(node);

constantVelocityGroup->addChild(geode);

}

return constantVelocityGroup;

}

//绘制motionUnderGravitation

osg::Node* underGravitationNode()

{

osg::Group *group = new osg::Group;

for (int a = 0; a < motionUnderGravitation->numOfMasses; ++a)

{

Mass* mass = motionUnderGravitation->getMass(a);

Vector3D* pos = &mass->pos;

osg::Node *wordNode = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(1,1,0,1), "Motion under gravitation");

osg::Geode *pointNode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(1,1,0), 4);

wordNode->addUpdateCallback(new GravitationWordUpdateCallback);

pointNode->getDrawable(0)->setUpdateCallback(new GravitationPointUpdateCallback);

group->addChild(wordNode);

group->addChild(pointNode);

}

return group;

}

//绘制massConnectedWithSpring

osg::Node* massConnectedWithSpringNode()

{

osg::Group *group = new osg::Group;

for (int a = 0; a < massConnectedWithSpring->numOfMasses; ++a)

{

Mass* mass = massConnectedWithSpring->getMass(a);

Vector3D* pos = &mass->pos;

osg::Node *wordNode = glPrint(pos->x, pos->y + 1, pos->z, osg::Vec4(0,1,0,1), "Mass connected with spring");

osg::Geode *pointNode = createPoint(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(0,1,0), 8);

group->addChild(wordNode);

group->addChild(pointNode);

wordNode->addUpdateCallback(new SpringWordUpdateCallback);

pointNode->getDrawable(0)->setUpdateCallback(new SpringPointUpdateCallback);

Vector3D *tmp = &massConnectedWithSpring->connectionPos;

osg::Geode *lineNode = createLine(osg::Vec3(pos->x, pos->y, pos->z), osg::Vec3(tmp->x, tmp->y, tmp->z), osg::Vec3(0,1,0));

//Force the lineNode Draw Upon Background

lineNode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

group->addChild(lineNode);

lineNode->getDrawable(0)->setUpdateCallback(new SpringLineUpdateCallback);

}

return group;

}

class ViewerWidget : public QWidget, public osgViewer::Viewer

{

public:

ViewerWidget(osg::Node *scene = NULL)

{

QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);

QVBoxLayout* layout = new QVBoxLayout;

layout->addWidget(renderWidget);

layout->setContentsMargins(0, 0, 0, 1);

setLayout( layout );

connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );

_timer.start( 10 );

}

QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )

{

osg::Camera* camera = this->getCamera();

camera->setGraphicsContext( gw );

const osg::GraphicsContext::Traits* traits = gw->getTraits();

camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 1.0) );

camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );

camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );

camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 40), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));

//OSG默认会将点裁剪掉

camera->setCullingMode(

camera->getCullingMode() &

~osg::CullSettings::SMALL_FEATURE_CULLING);

addEventHandler(new ManipulatorSceneHandler);

this->setSceneData( scene );

return gw->getGLWidget();

}

osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )

{

osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();

osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;

traits->windowName = name;

traits->windowDecoration = windowDecoration;

traits->x = x;

traits->y = y;

traits->width = w;

traits->height = h;

traits->doubleBuffer = true;

traits->alpha = ds->getMinimumNumAlphaBits();

traits->stencil = ds->getMinimumNumStencilBits();

traits->sampleBuffers = ds->getMultiSamples();

traits->samples = ds->getNumMultiSamples();

return new osgQt::GraphicsWindowQt(traits.get());

}

virtual void paintEvent( QPaintEvent* event )

{

frame();

}

protected:

QTimer _timer;

};

osg::Node* buildScene()

{

osg::Group *root = new osg::Group;

root->addChild(createBackGroundGeode());

root->addChild(constantVelocityNode());

root->addChild(underGravitationNode());

root->addChild(massConnectedWithSpringNode());

osg::Node *timeEllapsedNode = glPrint(-15.0f, 14, 0, osg::Vec4(1,1,1,1), "Time elapsed (seconds): %.2f", timeElapsed);

timeEllapsedNode->addUpdateCallback(new TimeEllapsedUpdateCallback);

root->addChild(timeEllapsedNode);

osg::Node *ratioNode = glPrint(-15.0f, 13, 0, osg::Vec4(1,1,1,1),"Slow motion ratio: %.2f", slowMotionRatio);

ratioNode->addUpdateCallback(new RatioUpdateCallback);

root->addChild(ratioNode);

root->addChild(glPrint(-15.0f, 12, 0, osg::Vec4(1,1,1,1),"Press F2 for normal motion"));

root->addChild(glPrint(-15.0f, 11, 0, osg::Vec4(1,1,1,1),"Press F3 for slow motion"));

return root;

}

int main( int argc, char** argv )

{

QApplication app(argc, argv);

ViewerWidget* viewWidget = new ViewerWidget(buildScene());

viewWidget->setGeometry( 100, 100, 640, 480 );

viewWidget->show();

return app.exec();

}
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