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3D游戏引擎设计(实时计算机图形学的应用方法)

《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第伤氢二版)》深入剖刑术船着均背果析了3D游戏引来自擎的设计,本书中许多内容对于更好地理解3D计算360百科机图形学也极有帮助。《3D游戏引擎设计实时计算机图阶态板学形学的应用方法(英文版·第二版)吃女弦行让核消笑》首先介绍了孔附切倒具职等克几何转换和坐标系统等较基础的内容,然后督汽质省己介绍曲线、渲染、效果等高级知识。《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第二版)》基于作者自身在游戏产业中的工作、研究经验,提供了反兵样可老医品联部算法、编程技术、代码等大量实用信息,对于游戏设计者及相应的编程人员来说,是一本非常有价值的参考书。

  书 名: 3D游戏引擎设计(实时计算来自机图形学的应用方法)

 360百科 作 者:(美国)DavidH.Eberly

  出版社: 人民邮电出版社

  出版时间: 2009

  ISBN: 9787115195531

  开本: 16

  定价: 138.0居害来属0 元

简介

  《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第半农八名或二版)》深入剖析了3D游戏引擎的设计,书中许多内容对于更好地理解3D计算机图形学也极有帮助。《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第二版)》首先介绍了几何转换和坐标系统等较基础的内容,然后介绍曲线、渲染、效果等高级知识。《顺派3D游戏引擎设计实时计算机图形学的应用方法(英文版·第二版)》基于作者自身在游戏产业中的工作、研究经验,提供了算法、编程技术、代码等大量实用旧历以友既务信息,对于游戏设计者及相应的编程人员来说,是一本非常有价值的参考书。

  《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第二版)》适合高等院校相关专业的师生、接受游戏软件开发培训的学生、相关技术人员及游戏开发人员阅读。

精世星磁耐战致岁作者简介

  David育下段去板H.Eberly著名游戏开发大师。实时三维游戏引擎Netlmmerse和Gamebr或广士yo(支持了文明、辐射和战锤等著名游戏)的核饭压愿侵孙心开发者之一。目前是Geome断挥没再工固确历虽根tricTools公司总裁,主持设计了实时三维游戏引擎WildMag顺混几烈答践ic。他拥有数学和计算机科学两个博士学位。除本书外,他还著有GamePhysics和3DGameEngineArchitecture等名著。

编辑推荐

  《3D游戏引擎设计实时计算机图形学的应用方法(英文版·第二版)》是3D游戏引擎设计的经典著作,是作者多年游戏开发曲限够随感工作经验的结晶。书中以一个真实的引擎Wil见界今岁双质dMagic为例,对3D游戏引擎的开发进行了全面而且深入的阐释,不仅讲述了必要的数学、物理和图形学理论知识和基本算法,还第一次揭示了设计和构建一个真实的实时图形引擎所需的各种复杂技术句岩干现种过如和过程。内容涵盖图形系统来自、软件和硬件渲染、场景图形、基于控制器的动画、空间排序、碰撞检测、数值方法、内存管理等。书中附有大量源乐美局短往指代码示例,完整实现了核心算法。

  国内第1本讲述3D游戏引擎设计的书。

目录

  Chapter1 Introduction 1

  1.1 TheEvolutionofG360百科raphicsHardwareandGames 1

  1.2 例河属缩必差TheEvolutionofThisBookandItsSoftware 2

  1.3 ASummar初华冲胜巴断阻福技yoftheChapters 3

  Chapter2 TheGraphicsSystem 7

  2.1 TheFoundation 8

  2.1.1 CoordinateSystems 9

  2.1.2 HandednessandCrossPro时致永而议ducts 10

  2.1.3 PointsandVectors 15

  2.2 Transformations 18

  2.2.1 LinearTransformat例氢浓叫排置织赵资定ions 18

  2.2.2 AffineTransformations 29

  2.2.3 ProjectiveTransformations 31

  2.2.4 PropertiesofPerspectiveP云天决rojection 35

  2.2.5 HomogeneousPointsandMatrices 40

  2.3 Cameras 43

  2.3.1 ThePerspectiveCameraModel 43

 练六说危 2.3.2 Mode角掉地规差法充lorObjectSp关给希景之本义新亲粉出ace 48

  2.3.3 Wo慢时弦玉助rldSpace 48

  2.3.4 View,Camera,orEyeSpace 50

  2.3.5 Clip,Projection,orHomogeneousSpace 52

  2.3.6 Windo活架wSpace 56

  2.3.7 宣曾号又步钱业步先陆PuttingThemAllTogether 58

  2.4 CullingandClipping 66

  2.4.1 Objec宗席tCulling 66

  2千电一打乐.4.2 Back-FaceCulling 67

  2.4.3 ClippingtotheViewFrustum 70

  2.5 Raster负落对补风希施izing 77

  2.5.1 LineSegments 77

  2.5.2 Circles 82

  2.5.3 Ellipses 84

  2.5.4 Triangles 89

  2.6 VertexAttributes 92

  2.6.1 Colors 92

  2.6.2 LightingandMaterials 92

  2.6.3 Textures 99

  2.6.4 Transparency,Opacity,andBlending 117

  2.6.5 Fog 122

  2.6.6 AndManyMore 123

  2.6.7 RasterizingAttributes 124

  2.7 IssuesofSoftware,Hardware,andAPIs 125

  2.7.1 AGeneralDiscussion 125

  2.7.2 PortabilityversusPerformance 127

  2.8 APIConventions 128

  2.8.1 MatrixRepresentationandStorage 129

  2.8.2 MatrixComposition 134

  2.8.3 ViewMatrices 134

  2.8.4 ProjectionMatrices 136

  2.8.5 WindowHandedness 139

  2.8.6 Rotations 140

  2.8.7 FastComputationsUsingtheGraphicsAPI 143

  Chapter3 Renderers 147

  3.1 SoftwareRendering 149

  3.1.1 VertexShaders 149

  3.1.2 Back-FaceCulling 151

  3.1.3 Clipping 154

  3.1.4 Rasterizing 158

  3.1.5 EdgeBuffers 159

  3.1.6 ScanLineProcessing 161

  3.1.7 PixelShaders 164

  3.1.8 StencilBuffering 167

  3.1.9 DepthBuffering 169

  3.1.10 AlphaBlending 170

  3.1.11 ColorMasking 171

  3.1.12 TextureSampling 171

  3.1.13 FrameBuffers 172

  3.2 HardwareRendering 173

  3.3 AnAbstractRenderingAPI 175

  3.3.1 ConstructionandDestruction 175

  3.3.2 CameraManagement 176

  3.3.3 Global-StateManagement 177

  3.3.4 BufferClearing 178

  3.3.5 ObjectDrawing 179

  3.3.6 Textand2DDrawing 180

  3.3.7 Miscellaneous 180

  3.3.8 ResourceManagement 182

  3.4 TheHeartoftheRenderer 194

  3.4.1 DrawingaScene 195

  3.4.2 DrawingaGeometricPrimitive 198

  3.4.3 ApplyinganEffect 199

  3.4.4 LoadingandParsingShaderPrograms 201

  3.4.5 ValidationofShaderPrograms 213

  Chapter4 SceneGraphs 217

  4.1 SceneGraphDesignIssues 217

  4.1.1 TheCoreClasses 221

  4.1.2 SpatialHierarchyDesign 226

  4.1.3 SharingofObjects 230

  4.2 GeometricState 233

  4.2.1 VertexBuffersandIndexBuffers 233

  4.2.2 Transformations 234

  4.2.3 BoundingVolumes 244

  4.2.4 GeometricTypes 251

  4.3 RenderState 259

  4.3.1 GlobalState 259

  4.3.2 Lights 261

  4.3.3 Effects 266

  4.4 TheUpdatePass 268

  4.4.1 Geometric-StateUpdates 268

  4.4.2 Render-StateUpdates 280

  4.5 TheCullingPass 289

  4.5.1 HierarchicalCulling 293

  4.5.2 SortedCulling 296

  4.6 TheDrawingPass 297

  4.6.1 Single-PassDrawing 298

  4.6.2 Single-Effect,MultipassDrawing 302

  4.6.3 Multiple-EffectDrawing 304

  4.7 SceneGraphCompilers 305

  4.7.1 ASceneGraphasanExpression 307

  4.7.2 SemanticsofCompilation 311

  Chapter5 Controller-BasedAnimation 315

  5.1 KeyframeAnimation 317

  5.1.1 InterpolationofPosition 317

  5.1.2 InterpolationofOrientation 318

  5.1.3 InterpolationofScale 318

  5.2 KeyframeCompression 320

  5.2.1 FittingPointswithaB-SplineCurve 321

  5.2.2 EvaluationofaB-SplineCurve 325

  5.2.3 OptimizedEvaluationforDegree3 333

  5.3 InverseKinematics 339

  5.3.1 NumericalSolutionbyJacobianMethods 341

  5.3.2 NumericalSolutionbyNonlinearOptimization 342

  5.3.3 NumericalSolutionbyCyclicCoordinateDescent 342

  5.4 Skinning 347

  5.5 VertexMorphing 349

  5.6 ParticleSystems 350

  Chapter6 SpatialSorting 353

  6.1 BinarySpacePartitioningTrees 354

  6.1.1 BSPTreeConstruction 355

  6.1.2 BSPTreeUsage 357

  6.2 Node-BasedSorting 365

  6.3 Portals 366

  6.4 User-DefinedMaps 375

  6.5 OcclusionCulling 375

  Chapter7 LevelofDetail 377

  7.1 SpritesandBillboards 378

  7.2 DiscreteLevelofDetail 379

  7.3 ContinuousLevelofDetail 380

  7.3.1 SimplificationUsingQuadricErrorMetrics 380

  7.3.2 ReorderingofVerticesandIndices 385

  7.3.3 Terrain 386

  7.4 InfiniteLevelofDetail 387

  Chapter8 CollisionDetection 389

  8.1 TheMethodofSeparatingAxes 393

  8.1.1 ExtremaofConvexPolygonsorConvexPolyhedra 394

  8.1.2 StationaryObjects 404

  8.1.3 ObjectsMovingwithConstantLinearVelocity 412

  8.1.4 OrientedBoundingBoxes 436

  8.2 FindingCollisionsbetweenMovingObjects 444

  8.2.1 Pseudodistance 444

  8.2.2 ContactbetweenMovingIntervals 446

  8.2.3 ComputingtheFirstTimeofContact 448

  8.2.4 EstimatingtheFirstDerivative 453

  8.3 ADynamicCollisionDetectionSystem 455

  8.3.1 TheAbstractBaseClass 455

  8.3.2 PseudodistancesforSpecificPairsofObjectTypes 461

  8.3.3 CollisionCullingwithAxis-AlignedBoundingBoxes 465

  8.4 ObjectPicking 472

  8.4.1 ConstructingaPickRay 472

  8.4.2 SceneGraphSupport 475

  8.4.3 StayingonTopofThings 479

  8.4.4 StayingOutofThings 481

  8.5 PathfindingtoAvoidCollisions 481

  8.5.1 Environments,Levels,andRooms 482

  8.5.2 MovingbetweenRooms 486

  8.5.3 MovingbetweenLevels 486

  8.5.4 MovingthroughtheOutdoorEnvironment 488

  8.5.5 Blueprints 488

  8.5.6 VisibilityGraphs 489

  8.5.7 EnvelopeConstruction 494

  8.5.8 BasicDataStructures 503

  8.5.9 EfficientCalculationoftheVisibilityGraph 504

  Chapter9 Physics 507

  9.1 ParticleSystems 508

  9.2 Mass-SpringSystems 510

  9.2.1 CurveMasses 510

  9.2.2 SurfaceMasses 513

  9.2.3 VolumeMasses 516

  9.2.4 ArbitraryConfigurations 519

  9.3 DeformableBodies 521

  9.4 RigidBodies 522

  9.4.1 TheRigidBodyClass 525

  9.4.2 ComputingtheInertiaTensor 527

  Chapter10 StandardObjects 529

  10.1 LinearComponents 529

  10.2 PlanarComponents 532

  10.3 Boxes 534

  10.4 Quadrics 535

  10.4.1 Spheres 535

  10.4.2 Ellipsoids 535

  10.4.3 Cylinders 537

  10.4.4 Cones 537

  10.5 Sphere-SweptVolumes 538

  10.5.1 Capsules 539

  10.5.2 Lozenges 539

  Chapter11 Curves 541

  11.1 Definitions 542

  11.2 ReparameterizationbyArcLength 543

  11.3 B′ezierCurves 545

  11.3.1 Definitions 545

  11.3.2 Evaluation 545

  11.3.3 DegreeElevation 546

  11.3.4 DegreeReduction 546

  11.4 Natural,Clamped,andClosedCubicSplines 548

  11.4.1 NaturalSplines 550

  11.4.2 ClampedSplines 550

  11.4.3 ClosedSplines 550

  11.5 B-SplineCurves 551

  11.5.1 TypesofKnotVectors 552

  11.5.2 Evaluation 553

  11.5.3 LocalControl 558

  11.5.4 ClosedCurves 558

  11.6 NURBSCurves 560

  11.7 Tension-Continuity-BiasSplines 562

  11.8 ParametricSubdivision 566

  11.8.1 SubdivisionbyUniformSampling 566

  11.8.2 SubdivisionbyArcLength 566

  11.8.3 SubdivisionbyMidpointDistance 567

  11.8.4 FastSubdivisionforCubicCurves 568

  11.9 OrientationofObjectsonCurvedPaths 570

  11.9.1 OrientationUsingtheFrenetFrame 571

  11.9.2 OrientationUsingaFixedUp-Vector 571

  Chapter12 Surfaces 573

  12.1 Introduction 573

  12.2 B′ezierRectanglePatches 574

  12.2.1 Definitions 574

  12.2.2 Evaluation 575

  12.2.3 DegreeElevation 575

  12.2.4 DegreeReduction 576

  12.3 B′ezierTrianglePatches 578

  12.3.1 Definitions 578

  12.3.2 Evaluation 578

  12.3.3 DegreeElevation 580

  12.3.4 DegreeReduction 580

  12.4 B-SplineRectanglePatches 582

  12.5 NURBSRectanglePatches 583

  12.6 SurfacesBuiltfromCurves 584

  12.6.1 CylinderSurfaces 584

  12.6.2 GeneralizedCylinderSurfaces 585

  12.6.3 RevolutionSurfaces 586

  12.6.4 TubeSurfaces 586

  12.7 ParametricSubdivision 587

  12.7.1 SubdivisionofRectanglePatches 587

  12.7.2 SubdivisionofTrianglePatches 602

  Chapter13 ContainmentMethods 609

  13.1 Spheres 609

  13.1.1 PointinSphere 609

  13.1.2 SphereContainingPoints 610

  13.1.3 MergingSpheres 616

  13.2 Boxes 617

  13.2.1 PointinBox 617

  13.2.2 BoxContainingPoints 618

  13.2.3 MergingBoxes 625

  13.3 Capsules 627

  13.3.1 PointinCapsule 627

  13.3.2 CapsuleContainingPoints 628

  13.3.3 MergingCapsules 629

  13.4 Lozenges 630

  13.4.1 PointinLozenge 631

  13.4.2 LozengeContainingPoints 631

  13.4.3 MergingLozenges 633

  13.5 Cylinders 634

  13.5.1 PointinCylinder 634

  13.5.2 CylinderContainingPoints 634

  13.5.3 Least-SquaresLineMovedtoMinimum-AreaCenter 635

  13.5.4 MergingCylinders 635

  13.6 Ellipsoids 636

  13.6.1 PointinEllipsoid 636

  13.6.2 EllipsoidContainingPoints 637

  13.6.3 MergingEllipsoids 638

  Chapter14 DistanceMethods 639

  14.1 PointtoLinearComponent 639

  14.1.1 PointtoLine 640

  14.1.2 PointtoRay 640

  14.1.3 PointtoSegment 641

  14.2 LinearComponenttoLinearComponent 642

  14.2.1 LinetoLine 642

  14.2.2 LinetoRay 643

  14.2.3 LinetoSegment 644

  14.2.4 RaytoRay 645

  14.2.5 RaytoSegment 645

  14.2.6 SegmenttoSegment 645

  14.3 PointtoTriangle 646

  14.4 LinearComponenttoTriangle 651

  14.4.1 LinetoTriangle 651

  14.4.2 RaytoTriangle 654

  14.4.3 SegmenttoTriangle 654

  14.5 PointtoRectangle 655

  14.6 LinearComponenttoRectangle 657

  14.6.1 LinetoRectangle 657

  14.6.2 RaytoRectangle 659

  14.6.3 SegmenttoRectangle 660

  14.7 TriangleorRectangletoTriangleorRectangle 661

  14.8 PointtoOrientedBox 663

  14.9 LinearComponenttoOrientedBox 663

  14.9.1 LinetoOrientedBox 664

  14.9.2 RaytoOrientedBox 666

  14.9.3 SegmenttoOrientedBox 666

  14.10 TriangletoOrientedBox 667

  14.11 RectangletoOrientedBox 669

  14.12 OrientedBoxtoOrientedBox 670

  14.13 Miscellaneous 672

  14.13.1 PointtoEllipse 672

  14.13.2 PointtoEllipsoid 673

  14.13.3 PointtoQuadraticCurveortoQuadricSurface 674

  14.13.4 PointtoCirclein3D 675

  14.13.5 CircletoCirclein3D 676

  Chapter15 IntersectionMethods 681

  15.1 LinearComponentsandConvexObjects 681

  15.2 LinearComponentandPlanarComponent 684

  15.3 LinearComponentandOrientedBox 686

  15.3.1 Test-IntersectionQuery 686

  15.3.2 Find-IntersectionQuery 693

  15.4 LinearComponentandSphere 698

  15.4.1 LineandSphere 698

  15.4.2 RayandSphere 700

  15.4.3 SegmentandSphere 701

  15.5 LineandSphere-SweptVolume 703

  15.5.1 LineandCapsule 703

  15.5.2 LineandLozenge 708

  15.6 LineandQuadricSurface 709

  15.6.1 LineandEllipsoid 709

  15.6.2 LineandCylinder 710

  15.6.3 LineandCone 710

  15.7 CullingObjectsbyPlanes 710

  15.7.1 OrientedBoxes 711

  15.7.2 Spheres 712

  15.7.3 Capsules 712

  15.7.4 Lozenges 713

  15.7.5 Ellipsoids 713

  15.7.6 Cylinders 715

  15.7.7 Cones 716

  15.7.8 ConvexPolygonsorConvexPolyhedra 717

  Chapter16 NumericalMethods 719

  16.1 SystemsofEquations 719

  16.1.1 LinearSystems 719

  16.1.2 PolynomialSystems 720

  16.2 Eigensystems 722

  16.2.1 ExtremaofQuadraticForms 722

  16.2.2 ExtremaofConstrainedQuadraticForms 723

  16.3 Least-SquaresFitting 724

  16.3.1 LinearFittingofPoints(x,f(x)) 724

  16.3.2 LinearFittingofPointsUsingOrthogonalRegression 725

  16.3.3 PlanarFittingofPoints(x,y,f(x,y)) 726

  16.3.4 PlanarFittingofPointsUsingOrthogonalRegression 726

  16.3.5 FittingaCircleto2DPoints 727

  16.3.6 FittingaSphereto3DPoints 729

  16.3.7 FittingaQuadraticCurveto2DPoints 731

  16.3.8 FittingaQuadricSurfaceto3DPoints 731

  16.4 Minimization 732

  16.4.1 MethodsinOneDimension 732

  16.4.2 MethodsinManyDimensions 733

  16.5 RootFinding 736

  16.5.1 MethodsinOneDimension 736

  16.5.2 MethodsinManyDimensions 740

  16.6 Integration 742

  16.6.1 RombergIntegration 742

  16.6.2 GaussianQuadrature 746

  16.7 DifferentialEquations 747

  16.7.1 OrdinaryDifferentialEquations 747

  16.7.2 PartialDifferentialEquations 750

  16.8 FastFunctionEvaluation 754

  16.8.1 SquareRootandInverseSquareRoot 754

  16.8.2 Sine,Cosine,andTangent 755

  16.8.3 InverseTangent 756

  Chapter17 Rotations 759

  17.1 RotationMatrices 759

  17.1.1 Axis/AngletoMatrix 760

  17.1.2 MatrixtoAxis/Angle 762

  17.1.3 Interpolation 763

  17.2 Quaternions 764

  17.2.1 TheLinearAlgebraicViewofQuaternions 766

  17.2.2 RotationofaVector 769

  17.2.3 ProductofRotations 769

  17.2.4 TheClassicalViewofQuaternions 770

  17.2.5 Axis/AngletoQuaternion 772

  17.2.6 QuaterniontoAxis/Angle 773

  17.2.7 MatrixtoQuaternion 773

  17.2.8 QuaterniontoMatrix 773

  17.2.9 Interpolation 774

  17.3 EulerAngles 774

  17.4 PerformanceIssues 777

  17.5 TheCurseofNonuniformScaling 778

  17.5.1 Gram-SchmidtOrthonormalization 779

  17.5.2 Eigendecomposition 781

  17.5.3 PolarDecomposition 781

  17.5.4 SingularValueDecomposition 781

  Chapter18 Object-OrientedInfrastructure 783

  18.1 Object-OrientedSoftwareConstruction 783

  18.1.1 SoftwareQuality 784

  18.1.2 Modularity 785

  18.1.3 Reusability 787

  18.1.4 FunctionsandData 788

  18.1.5 ObjectOrientation 789

  18.2 Style,NamingConventions,andNamespaces 790

  18.3 Run-TimeTypeInformation 793

  18.3.1 Single-InheritanceSystems 793

  18.3.2 Multiple-InheritanceSystems 797

  18.3.3 MacroSupport 799

  18.4 Templates 800

  18.5 SharedObjectsandReferenceCounting 802

  18.6 Streaming 808

  18.6.1 TheStreamAPI 809

  18.6.2 TheObjectAPI 812

  18.7 NamesandUniqueIdentifiers 819

  18.7.1 NameString 820

  18.7.2 UniqueIdentification 820

  18.8 InitializationandTermination 822

  18.8.1 PotentialProblems 822

  18.8.2 AGenericSolutionforClasses 825

  18.9 AnApplicationLayer 831

  18.9.1 ProcessingCommand-LineParameters 832

  18.9.2 TheApplicationClass 836

  18.9.3 TheConsoleApplicationClass 839

  18.9.4 TheWindowApplicationClass 842

  18.9.5 TheWindowApplication3Class 849

  18.9.6 ManagingtheEngines 867

  Chapter19 MemoryManagement 873

  19.1 MemoryBudgetsforGameConsoles 873

  19.2 LeakDetectionandCollectingStatistics 875

  19.3 GeneralMemoryManagementConcepts 882

  19.3.1 AllocationUsingSequential-FitMethods 882

  19.3.2 AllocationUsingBuddy-SystemMethods 891

  19.3.3 AllocationUsingSegregated-StorageMethods 895

  19.3.4 MemoryCompaction 895

  Chapter20 SpecialEffectsUsingShaders 897

  20.1 VertexColors 897

  20.2 LightingandMaterials 899

  20.2.1 AmbientLights 901

  20.2.2 DirectionalLights 902

  20.2.3 PointLights 903

  20.2.4 Spotlights 904

  20.3 Textures 909

  20.4 Multitextures 911

  20.5 BumpMaps 914

  20.5.1 GeneratingNormalMaps 914

  20.5.2 GeneratingTangent-SpaceInformation 916

  20.5.3 TheShaderPrograms 919

  20.6 GlossMaps 923

  20.7 SphereMaps 926

  20.8 CubeMaps 929

  20.9 Refraction 932

  20.10 PlanarReflection 935

  20.11 PlanarShadows 939

  20.12 ProjectedTextures 943

  20.13 ShadowMaps 945

  20.14 VolumetricFog 947

  20.15 Skinning 950

  20.16 Iridescence 951

  20.17 WaterEffects 955

  Appendix CreatingaShaderinWildMagic 957

  A.1 ShaderProgramsforanIllustrativeApplication 958

  A.2 CreatingtheGeometricData 963

  A.3 AClasslessShaderEffect 965

  A.4 CreatingaClassDerivedfromShaderEffect 968

  A.5 DynamicUpdatesfortheShaderConstants 970

  References 973

  Index 981

  AbouttheCD-ROM 1017

  ……

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