您的位置:首页 > 编程语言 > Go语言

Google最新VR(sdk的诞生)

2016-10-05 18:14 281 查看

Google最新VR消息

google最近退出了Day-dream的SDK测试版,提供给开发者,我把google的sdk运行了一遍并结合官网的介绍算搞明白了一些api的调用。下面时Google的demo地址Day-dreamDemo

我们下载并且import到AS中



这里我们看到Google的demo中给了我们4个案例。供我们参考,其他的Libraries都是以arr的形式提供给我们。可以看出来Google的用心和信息。

需要注意的时:Google建议使用7.0系统
开启vr设置

当然我们依然可以使用低版本的系统(4.4以上为佳)

我们依次看每一个demo

com.google.vr.samples.controllerclient

手柄的控制demo






我们清晰的看到OrientationView时自定义了一个GlsurfaceView的视图,ControllerClientActivity则时整个视图。

OrientationView的Code段

<code class="hljs java has-numbering"> <span class="hljs-keyword">public</span> <span class="hljs-title">OrientationView</span>(Context context, AttributeSet attributeSet) {
<span class="hljs-keyword">super</span>(context, attributeSet);
setEGLContextClientVersion(<span class="hljs-number">2</span>);
setEGLConfigChooser(<span class="hljs-number">8</span>, <span class="hljs-number">8</span>, <span class="hljs-number">8</span>, <span class="hljs-number">8</span>, <span class="hljs-number">16</span>, <span class="hljs-number">0</span>);
setRenderer(<span class="hljs-keyword">new</span> Renderer());

sensorManager = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE);
orientationSensor = sensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR);
phoneOrientationListener = <span class="hljs-keyword">new</span> PhoneOrientationListener();
}</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li></ul>

这里是自定义控件的初始化,初始了GL2.0 并且设置了旋转传感器的监听。

private class Renderer implements GLSurfaceView.Renderer
中最重要的对视图进行绘制矩阵

<code class="hljs java has-numbering"><span class="hljs-annotation">@Override</span>
<span class="hljs-keyword">public</span> <span class="hljs-keyword">final</span> <span class="hljs-keyword">void</span> <span class="hljs-title">onDrawFrame</span>(GL10 unused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(program);

<span class="hljs-comment">// Set up camera.</span>
Matrix.setIdentityM(tmpMatrix1, <span class="hljs-number">0</span>);

<span class="hljs-comment">// Convert world space to head space.</span>
Matrix.translateM(tmpMatrix1, <span class="hljs-number">0</span>, <span class="hljs-number">0</span>, <span class="hljs-number">0</span>, -VIEW_SIZE);
Matrix.multiplyMM(tmpMatrix2, <span class="hljs-number">0</span>, tmpMatrix1, <span class="hljs-number">0</span>, phoneInWorldSpaceMatrix, <span class="hljs-number">0</span>);

<span class="hljs-comment">// Phone's Z faces up. We need it to face toward the user.</span>
Matrix.rotateM(tmpMatrix2, <span class="hljs-number">0</span>, <span class="hljs-number">90</span>, <span class="hljs-number">1</span>, <span class="hljs-number">0</span>, <span class="hljs-number">0</span>);

<span class="hljs-keyword">if</span> (startFromSensorTransformation != <span class="hljs-keyword">null</span>) {
<span class="hljs-comment">// Compensate for the yaw by rotating in the other direction.</span>
Matrix.rotateM(tmpMatrix2, <span class="hljs-number">0</span>, -startFromSensorTransformation[<span class="hljs-number">0</span>], <span class="hljs-number">0</span>, <span class="hljs-number">1</span>, <span class="hljs-number">0</span>);
} <span class="hljs-comment">// Else we're in a transient state between a resetYaw call and an onSensorChanged call.</span>

<span class="hljs-comment">// Convert object space to world space.</span>
<span class="hljs-keyword">if</span> (controller != <span class="hljs-keyword">null</span>) {
controller.update();
controller.orientation.toRotationMatrix(controllerInStartSpaceMatrix);
}
Matrix.multiplyMM(tmpMatrix1, <span class="hljs-number">0</span>, tmpMatrix2, <span class="hljs-number">0</span>, controllerInStartSpaceMatrix, <span class="hljs-number">0</span>);

<span class="hljs-comment">// Set mvpMatrix.</span>
<span class="hljs-keyword">int</span> mvp = GLES20.glGetUniformLocation(program, <span class="hljs-string">"uMvpMatrix"</span>);
Matrix.multiplyMM(mvpMatrix, <span class="hljs-number">0</span>, projectionMatrix, <span class="hljs-number">0</span>, tmpMatrix1, <span class="hljs-number">0</span>);
GLES20.glUniformMatrix4fv(mvp, <span class="hljs-number">1</span>, <span class="hljs-keyword">false</span>, mvpMatrix, <span class="hljs-number">0</span>);

<span class="hljs-comment">// Draw.</span>
<span class="hljs-keyword">int</span> position = GLES20.glGetAttribLocation(program, <span class="hljs-string">"aPosition"</span>);
GLES20.glVertexAttribPointer(position, <span class="hljs-number">3</span>, GLES20.GL_FLOAT, <span class="hljs-keyword">false</span>, <span class="hljs-number">0</span>, boxVertices);
GLES20.glEnableVertexAttribArray(position);

<span class="hljs-keyword">int</span> color = GLES20.glGetAttribLocation(program, <span class="hljs-string">"aColor"</span>);
GLES20.glVertexAttribPointer(color, <span class="hljs-number">4</span>, GLES20.GL_FLOAT, <span class="hljs-keyword">false</span>, <span class="hljs-number">0</span>, boxColors);
GLES20.glEnableVertexAttribArray(color);

GLES20.glDrawArrays(GLES20.GL_LINES, <span class="hljs-number">0</span>, vertexCount);
GLES20.glDisableVertexAttribArray(position);
GLES20.glDisableVertexAttribArray(color);
}
}</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li><li>25</li><li>26</li><li>27</li><li>28</li><li>29</li><li>30</li><li>31</li><li>32</li><li>33</li><li>34</li><li>35</li><li>36</li><li>37</li><li>38</li><li>39</li><li>40</li><li>41</li><li>42</li><li>43</li><li>44</li><li>45</li><li>46</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li><li>25</li><li>26</li><li>27</li><li>28</li><li>29</li><li>30</li><li>31</li><li>32</li><li>33</li><li>34</li><li>35</li><li>36</li><li>37</li><li>38</li><li>39</li><li>40</li><li>41</li><li>42</li><li>43</li><li>44</li><li>45</li><li>46</li></ul>


2 . com.google.vr.sdk.samples.simplepanowidget

panorama(全景图片)沉溺demo


<code class="hljs avrasm has-numbering">  @Override
protected void onCreate(Bundle savedInstanceState) {
super<span class="hljs-preprocessor">.onCreate</span>(savedInstanceState)<span class="hljs-comment">;</span>
setContentView(R<span class="hljs-preprocessor">.layout</span><span class="hljs-preprocessor">.main</span>_layout)<span class="hljs-comment">;</span>

// Make the source link clickable.
TextView sourceText = (TextView) findViewById(R<span class="hljs-preprocessor">.id</span><span class="hljs-preprocessor">.source</span>)<span class="hljs-comment">;</span>
sourceText<span class="hljs-preprocessor">.setText</span>(Html<span class="hljs-preprocessor">.fromHtml</span>(getString(R<span class="hljs-preprocessor">.string</span><span class="hljs-preprocessor">.source</span>)))<span class="hljs-comment">;</span>
sourceText<span class="hljs-preprocessor">.setMovementMethod</span>(LinkMovementMethod<span class="hljs-preprocessor">.getInstance</span>())<span class="hljs-comment">;</span>

panoWidgetView = (VrPanoramaView) findViewById(R<span class="hljs-preprocessor">.id</span><span class="hljs-preprocessor">.pano</span>_view)<span class="hljs-comment">;</span>
panoWidgetView<span class="hljs-preprocessor">.setEventListener</span>(new ActivityEventListener())<span class="hljs-comment">;</span>

// Initial launch of the app <span class="hljs-keyword">or</span> an Activity recreation due to rotation.
handleIntent(getIntent())<span class="hljs-comment">;</span>
}</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li></ul>

以上我们可以看到初始话控件,以及设置一些事件的监听。(最重要的是学习到了新的知识(让Activity可以getIntent())

<code class="hljs java has-numbering"><span class="hljs-javadoc">/**
* Called when the Activity is already running and it's given a new intent.
*/</span>
<span class="hljs-annotation">@Override</span>
<span class="hljs-keyword">protected</span> <span class="hljs-keyword">void</span> <span class="hljs-title">onNewIntent</span>(Intent intent) {
Log.i(TAG, <span class="hljs-keyword">this</span>.hashCode() + <span class="hljs-string">".onNewIntent()"</span>);
<span class="hljs-comment">// Save the intent. This allows the getIntent() call in onCreate() to use this new Intent during</span>
<span class="hljs-comment">// future invocations.</span>
setIntent(intent);
<span class="hljs-comment">// Load the new image.</span>
handleIntent(intent);
}</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li></ul>

其中handleIntent的方法内写了一些引用图片的代码段(并不重要,不再展示)

再AsyTask中我看到了一个让我感觉很重要的东西

<code class="hljs mathematica has-numbering">  panoOptions = new <span class="hljs-keyword">Options</span>();
panoOptions.inputType = <span class="hljs-keyword">Options</span>.TYPE_STEREO_OVER_UNDER;</code><ul class="pre-numbering"><li>1</li><li>2</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li></ul>

Options 具有两个public常量

范围名称
publicTYPE_MONO(单独全景图片时使用)1
publicTYPE_STEREO_OVER_UNDER(全景图片拼接为上下两部分时候使用)2
privateTYPE_START_MARKER0
privateTYPE_END_MARKER3
2中不同模式比较

* TYPE_MONO模式下


* TYPE_STEREO_OVER_UNDER模式下


3 . com.google.vr.sdk.samples.simplevideowidget

最关注的莫过于 VR的音频播放了。在了解前,我们需要看一下Google告诉我们如何导入比如MP3,HlS等音频的操作。



<code class="hljs applescript has-numbering">/**
* A test activity <span class="hljs-keyword">that</span> renders a <span class="hljs-number">360</span> video using {@link VrVideoView}.
* It loads <span class="hljs-keyword">the</span> video <span class="hljs-keyword">in</span> <span class="hljs-keyword">the</span> assets <span class="hljs-keyword">by</span> default. User can use <span class="hljs-keyword">it</span> <span class="hljs-keyword">to</span> load any video files using <span class="hljs-keyword">the</span>
* command:
*   adb shell am start -a android.intent.action.VIEW \
*     -n com.google.vr.sdk.samples.simplevideowidget/.SimpleVrVideoActivity \
*     -d /sdcard/FILENAME.MP4
*
* To load HLS urls add <span class="hljs-string">"--ei inputFormat 2"</span> <span class="hljs-keyword">to</span> pass <span class="hljs-keyword">in</span> an <span class="hljs-type">integer</span> extra which will <span class="hljs-keyword">set</span>
* VrVideoView.Options.inputFormat. e.g.
*   adb shell am start -a android.intent.action.VIEW \
*     -n com.google.vr.sdk.samples.simplevideowidget/.SimpleVrVideoActivity \
*     -d <span class="hljs-string">"https://EXAMPLE.COM/FILENAME.M3U8"</span> \
*     <span class="hljs-comment">--ei inputFormat 2</span>
*
* To specify <span class="hljs-keyword">that</span> <span class="hljs-keyword">the</span> video <span class="hljs-keyword">is</span> <span class="hljs-keyword">of</span> type stereo <span class="hljs-keyword">over</span> under (has images <span class="hljs-keyword">for</span> left <span class="hljs-keyword">and</span> right eyes),
* add <span class="hljs-string">"--ei inputType 2"</span> <span class="hljs-keyword">to</span> pass <span class="hljs-keyword">in</span> an <span class="hljs-type">integer</span> extra which will <span class="hljs-keyword">set</span> VrVideoView.Options.inputType.
* This can be combined <span class="hljs-keyword">with</span> other extras.
* e.g.
*   adb shell am start -a android.intent.action.VIEW \
*     -n com.google.vr.sdk.samples.simplevideowidget/.SimpleVrVideoActivity \
*     -d <span class="hljs-string">"https://EXAMPLE.COM/FILENAME.MP4"</span> \
*     <span class="hljs-comment">--ei inputType 2</span>
*/</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li></ul>

在我们导入前,我们需要了解视频的格式以及是否双眼等选择对应的类型,使用adb导入到手机的内存中。

<code class="hljs cs has-numbering"> <span class="hljs-comment">// Bind input and output objects for the view.</span>
videoWidgetView = (VrVideoView) findViewById(R.id.video_view); <span class="hljs-comment">//VR视频控件VrVideoView</span>
videoWidgetView.setEventListener(<span class="hljs-keyword">new</span> ActivityEventListener());  <span class="hljs-comment">//设置视频的回掉(处理进度条等)</span></code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li></ul>

可以看到视频VR视频播放控件的初始化,和设置监听事件。

<code class="hljs mathematica has-numbering">    <span class="hljs-keyword">Options</span> options = new <span class="hljs-keyword">Options</span>();
options.inputType = <span class="hljs-keyword">Options</span>.TYPE_STEREO_OVER_UNDER;</code><ul class="pre-numbering"><li>1</li><li>2</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li></ul>




这里的模式和全景图片类似,不过注意多出来的几个Public属性,为音频的格式Default还是Hls.

4 .com.google.vr.sdk.samples.treasurehunt



首先我们先看一下目录结构:

|-TreasureHuntActivity (主要的实现类)

|-WorldLayoutData (主要是需要渲染的视图矩阵坐标)

TreasureHuntActivity的code

我们需要初始化3D音效

<code class="hljs cs has-numbering">    <span class="hljs-comment">// Initialize 3D audio engine.</span>
gvrAudioEngine = <span class="hljs-keyword">new</span> GvrAudioEngine(<span class="hljs-keyword">this</span>, GvrAudioEngine.RenderingMode.BINAURAL_HIGH_QUALITY);</code><ul class="pre-numbering"><li>1</li><li>2</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li></ul>

画地板的Gl代码段

<code class="hljs java has-numbering"><span class="hljs-javadoc">/**
* Draw the floor.
*
* <p>This feeds in data for the floor into the shader. Note that this doesn't feed in data about
* position of the light, so if we rewrite our code to draw the floor first, the lighting might
* look strange.
*/</span>
<span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">drawFloor</span>() {
GLES20.glUseProgram(floorProgram);

<span class="hljs-comment">// Set ModelView, MVP, position, normals, and color.</span>
GLES20.glUniform3fv(floorLightPosParam, <span class="hljs-number">1</span>, lightPosInEyeSpace, <span class="hljs-number">0</span>);
GLES20.glUniformMatrix4fv(floorModelParam, <span class="hljs-number">1</span>, <span class="hljs-keyword">false</span>, modelFloor, <span class="hljs-number">0</span>);
GLES20.glUniformMatrix4fv(floorModelViewParam, <span class="hljs-number">1</span>, <span class="hljs-keyword">false</span>, modelView, <span class="hljs-number">0</span>);
GLES20.glUniformMatrix4fv(floorModelViewProjectionParam, <span class="hljs-number">1</span>, <span class="hljs-keyword">false</span>, modelViewProjection, <span class="hljs-number">0</span>);
GLES20.glVertexAttribPointer(
floorPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, <span class="hljs-keyword">false</span>, <span class="hljs-number">0</span>, floorVertices);
GLES20.glVertexAttribPointer(floorNormalParam, <span class="hljs-number">3</span>, GLES20.GL_FLOAT, <span class="hljs-keyword">false</span>, <span class="hljs-number">0</span>, floorNormals);
GLES20.glVertexAttribPointer(floorColorParam, <span class="hljs-number">4</span>, GLES20.GL_FLOAT, <span class="hljs-keyword">false</span>, <span class="hljs-number">0</span>, floorColors);

GLES20.glEnableVertexAttribArray(floorPositionParam);
GLES20.glEnableVertexAttribArray(floorNormalParam);
GLES20.glEnableVertexAttribArray(floorColorParam);

GLES20.glDrawArrays(GLES20.GL_TRIANGLES, <span class="hljs-number">0</span>, <span class="hljs-number">24</span>);

checkGLError(<span class="hljs-string">"drawing floor"</span>);
}
</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li><li>25</li><li>26</li><li>27</li><li>28</li><li>29</li></ul><div class="save_code tracking-ad" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li><li>16</li><li>17</li><li>18</li><li>19</li><li>20</li><li>21</li><li>22</li><li>23</li><li>24</li><li>25</li><li>26</li><li>27</li><li>28</li><li>29</li></ul>

监测是否眼睛查看到视野中的物体代码(为了可以点击消除掉cube)

<code class="hljs java has-numbering"> <span class="hljs-javadoc">/**
* Check if user is looking at object by calculating where the object is in eye-space.
*
*<span class="hljs-javadoctag"> @return</span> true if the user is looking at the object.
*/</span>
<span class="hljs-keyword">private</span> <span class="hljs-keyword">boolean</span> <span class="hljs-title">isLookingAtObject</span>() {
<span class="hljs-comment">// Convert object space to camera space. Use the headView from onNewFrame.</span>
Matrix.multiplyMM(modelView, <span class="hljs-number">0</span>, headView, <span class="hljs-number">0</span>, modelCube, <span class="hljs-number">0</span>);
Matrix.multiplyMV(tempPosition, <span class="hljs-number">0</span>, modelView, <span class="hljs-number">0</span>, POS_MATRIX_MULTIPLY_VEC, <span class="hljs-number">0</span>);

<span class="hljs-keyword">float</span> pitch = (<span class="hljs-keyword">float</span>) Math.atan2(tempPosition[<span class="hljs-number">1</span>], -tempPosition[<span class="hljs-number">2</span>]);
<span class="hljs-keyword">float</span> yaw = (<span class="hljs-keyword">float</span>) Math.atan2(tempPosition[<span class="hljs-number">0</span>], -tempPosition[<span class="hljs-number">2</span>]);

<span class="hljs-keyword">return</span> Math.abs(pitch) < PITCH_LIMIT && Math.abs(yaw) < YAW_LIMIT;
}</code><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li></ul><div class="save_code tracking-ad" style="display: block;" data-mod="popu_249"><a target=_blank target="_blank"><img src="http://static.blog.csdn.net/images/save_snippets.png" alt="" /></a></div><ul class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li><li>5</li><li>6</li><li>7</li><li>8</li><li>9</li><li>10</li><li>11</li><li>12</li><li>13</li><li>14</li><li>15</li></ul>
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: