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C# Model.SetName方法代码示例

本文整理汇总了C#中Model.SetName方法的典型用法代码示例。如果您正苦于以下问题:C# Model.SetName方法的具体用法?C# Model.SetName怎么用?C# Model.SetName使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Model的用法示例。


在下文中一共展示了Model.SetName方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ProcessCNT

        static void ProcessCNT(CNT cnt, Model model, int ParentBoneIndex = 0)
        {
            int boneIndex;

            SceneManager.Current.UpdateProgress(string.Format("Processing {0}", cnt.Name));

            if (cnt.Section == CNT.NodeType.MODL || cnt.Section == CNT.NodeType.SKIN)
            {
                var m = SceneManager.Current.Content.Load<Model, MDLImporter>(cnt.Model, rootPath);
                boneIndex = model.AddMesh(m.Meshes[0], ParentBoneIndex);
            }
            else
            {
                boneIndex = model.AddMesh(null, ParentBoneIndex);

                switch (cnt.Section)
                {
                    case CNT.NodeType.LITg:
                        model.Bones[boneIndex].Type = BoneType.Light;
                        if (cnt.EmbeddedLight)
                        {
                            model.Bones[boneIndex].Attachment = cnt.Light;
                        }
                        else
                        {
                            model.Bones[boneIndex].Attachment = SceneManager.Current.Content.Load<Model, LIGHTImporter>(cnt.LightName, rootPath).Bones[0].Attachment;
                            model.Bones[boneIndex].AttachmentFile = cnt.LightName;
                        }
                        break;

                    case CNT.NodeType.VFXI:
                        model.Bones[boneIndex].Type = BoneType.VFX;
                        model.Bones[boneIndex].AttachmentFile = cnt.VFXFile;
                        break;
                }
            }

            model.SetName(cnt.Name, boneIndex);
            model.SetTransform(
                new Matrix4 (
                    cnt.Transform.M11, cnt.Transform.M12, cnt.Transform.M13, 0,
                    cnt.Transform.M21, cnt.Transform.M22, cnt.Transform.M23, 0,
                    cnt.Transform.M31, cnt.Transform.M32, cnt.Transform.M33, 0,
                    cnt.Transform.M41, cnt.Transform.M42, cnt.Transform.M43, 1
                ), boneIndex);

            foreach (CNT subcnt in cnt.Children)
            {
                ProcessCNT(subcnt, model, boneIndex);
            }
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:51,代码来源:CNTImporter.cs

示例2: Import

        public override Asset Import(string path)
        {
            MSHS mshs = MSHS.Load(path);
            Model model = new Model();

            string name = Path.GetFileNameWithoutExtension(path);
            int meshnum = 0;

            foreach (var tdrmesh in mshs.Meshes)
            {
                ModelMesh mesh = new ModelMesh();
                mesh.Name = name + meshnum++.ToString("0000");

                ModelMeshPart meshpart = new ModelMeshPart();
                meshpart.PrimitiveType = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;

                SceneManager.Current.UpdateProgress(string.Format("Processing {0}", mesh.Name));

                for (int i = 0; i < tdrmesh.Faces.Count; i++)
                {
                    var face = tdrmesh.Faces[i];
                    var v1 = tdrmesh.Vertexes[face.V1];
                    var v2 = tdrmesh.Vertexes[face.V2];
                    var v3 = tdrmesh.Vertexes[face.V3];

                    meshpart.AddFace(
                        new OpenTK.Vector3[] {
                            new OpenTK.Vector3(v1.Position.X, v1.Position.Y, v1.Position.Z),
                            new OpenTK.Vector3(v2.Position.X, v2.Position.Y, v2.Position.Z),
                            new OpenTK.Vector3(v3.Position.X, v3.Position.Y, v3.Position.Z)
                        },
                        new OpenTK.Vector3[] {
                            new OpenTK.Vector3(v1.Normal.X, v1.Normal.Y, v1.Normal.Z),
                            new OpenTK.Vector3(v2.Normal.X, v2.Normal.Y, v2.Normal.Z),
                            new OpenTK.Vector3(v3.Normal.X, v3.Normal.Y, v3.Normal.Z)
                        },
                        new OpenTK.Vector2[] {
                            new OpenTK.Vector2(v1.UV.X, v1.UV.Y),
                            new OpenTK.Vector2(v2.UV.X, v2.UV.Y),
                            new OpenTK.Vector2(v3.UV.X, v3.UV.Y)
                        }
                    );
                }

                mesh.AddModelMeshPart(meshpart);
                model.SetName(mesh.Name, model.AddMesh(mesh));
            }

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:50,代码来源:MSHSImporter.cs

示例3: Import

        public override Asset Import(string path)
        {
            LIGHT light = LIGHT.Load(path);
            Model model = new Model();

            SceneManager.Current.UpdateProgress(string.Format("Processing {0}", Path.GetFileName(path)));

            int boneIndex = model.AddMesh(null, 0);
            model.SetName(Path.GetFileNameWithoutExtension(path), boneIndex);
            model.Bones[boneIndex].Type = BoneType.Light;
            model.Bones[boneIndex].Attachment = light;

            SceneManager.Current.UpdateProgress(string.Format("Loaded {0}", Path.GetFileName(path)));

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:16,代码来源:LIGHTImporter.cs

示例4: Import


//.........这里部分代码省略.........
                            processedGroupCount++;
                        }
                    }
                }

                components.Add((long)element.Properties[0].Value, parts);
                SceneManager.Current.UpdateProgress(string.Format("Processed {0}", element.Properties[1].Value));
            }

            string[] connectionOrder = new string[] { "System.Collections.Generic.List`1[Flummery.ModelMeshPart]", "Flummery.Texture", "Flummery.Material", "Flummery.ModelMesh" };
            var connections = fbx.Elements.Find(e => e.ID == "Connections");

            HashSet<long> loaded = new HashSet<long>();

            foreach (var connectionType in connectionOrder)
            {
                var connectionsOfType = connections.Children.Where(c => components.ContainsKey((long)c.Properties[1].Value) && components[(long)c.Properties[1].Value].GetType().ToString() == connectionType);

                foreach (var connection in connectionsOfType)
                {
                    long keyA = (long)connection.Properties[1].Value;
                    long keyB = (long)connection.Properties[2].Value;

                    Console.WriteLine("{0} is connected to {1} :: {2}", keyA, keyB, connectionType);

                    switch (connectionType)
                    {
                        case "Flummery.ModelMesh":
                            int boneID;

                            if (keyB == 0)
                            {
                                boneID = model.AddMesh((ModelMesh)components[keyA]);
                                model.SetName(((ModelMesh)components[keyA]).Name, boneID);
                                if (transforms.ContainsKey(keyA)) { model.SetTransform(transforms[keyA], boneID); }
                            }
                            else
                            {
                                var parent = model.FindMesh(keyB);
                                if (parent != null)
                                {
                                    boneID = model.AddMesh((ModelMesh)components[keyA], parent.Parent.Index);
                                    model.SetName(((ModelMesh)components[keyA]).Name, boneID);
                                    if (transforms.ContainsKey(keyA)) { model.SetTransform(transforms[keyA], boneID); }
                                }
                                else
                                {
                                    if (!components.ContainsKey(keyB))
                                    {
                                        Console.WriteLine("Components doesn't contain {0}", keyB);
                                    }
                                    else
                                    {
                                        Console.WriteLine("Couldn't find {0}", ((ModelMesh)components[keyB]).Name);
                                    }
                                }
                            }
                            break;

                        case "Flummery.Texture":
                            if (components.ContainsKey(keyB) && components[keyB].GetType().ToString() == "Flummery.Material")
                            {
                                if (loaded.Add(keyB))
                                {
                                    ((Material)components[keyB]).Texture = (Texture)components[keyA];
                                    SceneManager.Current.Add((Material)components[keyB]);
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:67,代码来源:FBXImporter.cs

示例5: Import

        public override Asset Import(string path)
        {
            ACT act = ACT.Load(path);
            Model model = new Model();
            int boneIndex = 0;

            string fileName = path.Substring(path.LastIndexOf("\\") + 1);
            path = path.Replace(fileName, "");

            Model dat = SceneManager.Current.Content.Load<Model, DATImporter>(fileName.Replace(".act", ".dat", StringComparison.OrdinalIgnoreCase), path);
            Material material = null;

            foreach (var section in act.Sections)
            {
                switch (section.Section)
                {
                    case Section.Name:
                        boneIndex = model.AddMesh(null, boneIndex);
                        model.SetName(section.Identifier, boneIndex);
                        material = null;
                        break;

                    case Section.Material:
                        material = (Material)SceneManager.Current.Materials.Entries.Find(m => m.Name == section.Material);
                        if (material == null)
                        {
                            material = new Material() { Name = section.Material };
                            SceneManager.Current.Add(material);
                        }
                        break;

                    case Section.Model:
                        model.SetMesh(new ModelMesh(dat.FindMesh((section.Model.Contains(".") ? section.Model.Substring(0, section.Model.IndexOf(".")) : section.Model))), boneIndex);
                        if (material != null)
                        {
                            foreach (var modelmesh in model.Meshes)
                            {
                                foreach (var meshpart in modelmesh.MeshParts)
                                {
                                    if (meshpart.Material == null) { meshpart.Material = material; }
                                }
                            }
                        }
                        break;

                    case Section.Matrix:
                        model.SetTransform(
                            new Matrix4(
                                section.Transform.M11, section.Transform.M12, section.Transform.M13, 0,
                                section.Transform.M21, section.Transform.M22, section.Transform.M23, 0,
                                section.Transform.M31, section.Transform.M32, section.Transform.M33, 0,
                                section.Transform.M41, section.Transform.M42, section.Transform.M43, 1
                            ), boneIndex
                        );
                        break;

                    case Section.SubLevelBegin:
                        break;

                    case Section.SubLevelEnd:
                        boneIndex = model.Bones[boneIndex].Parent.Index;
                        break;
                }
            }

            SceneManager.Current.UpdateProgress(string.Format("Loaded {0}", fileName));

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:69,代码来源:ACTImporter.cs

示例6: Import

        public override Asset Import(string path)
        {
            BOM bom = BOM.Load(path);
            Model model = new Model();

            model.SupportingDocuments["Source"] = bom;

            for (int i = 0; i < bom.Meshes.Count; i++)
            {
                var bommesh = bom.Meshes[i];
                ModelMesh mesh = new ModelMesh();
                ModelMeshPart meshpart = new ModelMeshPart();

                if (i < 4)
                {
                    for (int j = 0; j < bommesh.IndexBuffer.Count; j += 3)
                    {
                        int p0 = bommesh.IndexBuffer[j + 0];
                        int p1 = bommesh.IndexBuffer[j + 1];
                        int p2 = bommesh.IndexBuffer[j + 2];

                        meshpart.AddFace(
                            new Vector3[] {
                                new Vector3(bom.Verts[p0].Position.X, bom.Verts[p0].Position.Y, bom.Verts[p0].Position.Z),
                                new Vector3(bom.Verts[p1].Position.X, bom.Verts[p1].Position.Y, bom.Verts[p1].Position.Z),
                                new Vector3(bom.Verts[p2].Position.X, bom.Verts[p2].Position.Y, bom.Verts[p2].Position.Z),
                            },
                            new Vector3[] {
                                new Vector3(bom.Verts[p0].Normal.X, bom.Verts[p0].Normal.Y, bom.Verts[p0].Normal.Z),
                                new Vector3(bom.Verts[p1].Normal.X, bom.Verts[p1].Normal.Y, bom.Verts[p1].Normal.Z),
                                new Vector3(bom.Verts[p2].Normal.X, bom.Verts[p2].Normal.Y, bom.Verts[p2].Normal.Z),
                            },
                            new Vector2[] {
                                Vector2.Zero,
                                Vector2.Zero,
                                Vector2.Zero
                            }
                        );
                    }
                }
                else
                {
                    // Process triangle strip
                    for (int j = 0; j < bommesh.IndexBuffer.Count - 2; j++)
                    {
                        BOMVertex v0, v1, v2;

                        v0 = bom.Verts[bommesh.IndexBuffer[j + 0]];

                        if (j % 2 != 0)
                        {
                            v1 = bom.Verts[bommesh.IndexBuffer[j + 1]];
                            v2 = bom.Verts[bommesh.IndexBuffer[j + 2]];
                        }
                        else
                        {
                            v1 = bom.Verts[bommesh.IndexBuffer[j + 2]];
                            v2 = bom.Verts[bommesh.IndexBuffer[j + 1]];
                        }

                        meshpart.AddFace(
                            new Vector3[] {
                                new Vector3(v0.Position.X, v0.Position.Y, v0.Position.Z),
                                new Vector3(v1.Position.X, v1.Position.Y, v1.Position.Z),
                                new Vector3(v2.Position.X, v2.Position.Y, v2.Position.Z)
                            },
                            new Vector3[] {
                                new Vector3(v0.Normal.X, v0.Normal.Y, v0.Normal.Z),
                                new Vector3(v1.Normal.X, v1.Normal.Y, v1.Normal.Z),
                                new Vector3(v2.Normal.X, v2.Normal.Y, v2.Normal.Z)
                            },
                            new Vector2[] {
                                Vector2.Zero,
                                Vector2.Zero,
                                Vector2.Zero
                            }
                        );
                    }
                }

                mesh.AddModelMeshPart(meshpart);

                mesh.Name = bom.Name + "_" + i;
                model.SetName(bom.Name, model.AddMesh(mesh));
            }

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:88,代码来源:BOMImporter.cs

示例7: Import

        public override Asset Import(string path)
        {
            DAT dat = DAT.Load(path);
            SceneManager.Current.Content.LoadMany<MaterialList, MaterialImporter>(Path.GetFileName(path).Replace(".dat", ".mat", StringComparison.OrdinalIgnoreCase), Path.GetDirectoryName(path) + "\\", true);
            Model model = new Model();

            foreach (var datmesh in dat.DatMeshes)
            {
                Console.WriteLine(datmesh.Name);
                datmesh.Mesh.GenerateNormals();

                ModelMesh mesh = new ModelMesh();

                mesh.Name = (datmesh.Name.Contains(".") ? datmesh.Name.Substring(0, datmesh.Name.IndexOf(".")) : datmesh.Name);

                SceneManager.Current.UpdateProgress(string.Format("Processing {0}", mesh.Name));

                for (int i = -1; i < datmesh.Mesh.Materials.Count; i++)
                {
                    var meshpart = new ModelMeshPart();

                    if (i > -1)
                    {
                        var material = SceneManager.Current.Materials.Entries.Find(m => m.Name == datmesh.Mesh.Materials[i]);

                        if (material == null)
                        {
                            material = new Material { Name = datmesh.Mesh.Materials[i] };
                            SceneManager.Current.Add(material);
                        }

                        meshpart.Material = (Material)material;
                    }

                    foreach (var face in datmesh.Mesh.Faces.Where(f => f.MaterialID == i))
                    {
                        int smoothingGroup = (face.SmoothingGroup << 8);

                        meshpart.AddFace(
                            new OpenTK.Vector3[] {
                                    new OpenTK.Vector3(datmesh.Mesh.Verts[face.V1].X, datmesh.Mesh.Verts[face.V1].Y, datmesh.Mesh.Verts[face.V1].Z),
                                    new OpenTK.Vector3(datmesh.Mesh.Verts[face.V2].X, datmesh.Mesh.Verts[face.V2].Y, datmesh.Mesh.Verts[face.V2].Z),
                                    new OpenTK.Vector3(datmesh.Mesh.Verts[face.V3].X, datmesh.Mesh.Verts[face.V3].Y, datmesh.Mesh.Verts[face.V3].Z)
                                },
                            new OpenTK.Vector3[] {
                                    new OpenTK.Vector3(datmesh.Mesh.Normals[smoothingGroup + face.V1].X, datmesh.Mesh.Normals[smoothingGroup + face.V1].Y, datmesh.Mesh.Normals[smoothingGroup + face.V1].Z),
                                    new OpenTK.Vector3(datmesh.Mesh.Normals[smoothingGroup + face.V2].X, datmesh.Mesh.Normals[smoothingGroup + face.V2].Y, datmesh.Mesh.Normals[smoothingGroup + face.V2].Z),
                                    new OpenTK.Vector3(datmesh.Mesh.Normals[smoothingGroup + face.V3].X, datmesh.Mesh.Normals[smoothingGroup + face.V3].Y, datmesh.Mesh.Normals[smoothingGroup + face.V3].Z)
                            },
                            new OpenTK.Vector2[] {
                                    (datmesh.Mesh.HasUVs ? new OpenTK.Vector2(datmesh.Mesh.UVs[face.UV1].X, datmesh.Mesh.UVs[face.UV1].Y) : OpenTK.Vector2.Zero),
                                    (datmesh.Mesh.HasUVs ? new OpenTK.Vector2(datmesh.Mesh.UVs[face.UV2].X, datmesh.Mesh.UVs[face.UV2].Y) : OpenTK.Vector2.Zero),
                                    (datmesh.Mesh.HasUVs ? new OpenTK.Vector2(datmesh.Mesh.UVs[face.UV3].X, datmesh.Mesh.UVs[face.UV3].Y) : OpenTK.Vector2.Zero)
                                }
                        );
                    }

                    mesh.AddModelMeshPart(meshpart, false);
                }

                for (int i = mesh.MeshParts.Count - 1; i >= 0; i--)
                {
                    if (mesh.MeshParts[i].VertexCount == 0)
                    {
                        mesh.MeshParts.RemoveAt(i);
                    }
                    else
                    {
                        mesh.MeshParts[i].Finalise();
                    }
                }

                model.SetName(mesh.Name, model.AddMesh(mesh));
            }

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:77,代码来源:DATImporter.cs

示例8: ProcessNode

        static void ProcessNode(TDRNode node, Model model, Model mshses, HIE hie, int ParentBoneIndex = 0)
        {
            int boneIndex = ParentBoneIndex;

            if (exit) { return; }

            switch (node.Type)
            {
                case TDRNode.NodeType.Matrix:
                    boneIndex = model.AddMesh(null, boneIndex);

                    model.SetName(node.Name, boneIndex);
                    model.SetTransform(
                        new Matrix4 (
                            node.Transform.M11, node.Transform.M12, node.Transform.M13, 0,
                            node.Transform.M21, node.Transform.M22, node.Transform.M23, 0,
                            node.Transform.M31, node.Transform.M32, node.Transform.M33, 0,
                            node.Transform.M41, node.Transform.M42, node.Transform.M43, 1
                        ), boneIndex);
                    break;

                case TDRNode.NodeType.Mesh:
                    int index = node.Index;
                    mshses.Meshes[index].MeshParts[0].Material = material;

                    if (model.Bones[ParentBoneIndex].Mesh == null)
                    {
                        model.SetMesh(mshses.Meshes[index], boneIndex);
                        //exit = true;
                        //Console.WriteLine("Adding mesh #{0} \"{1}\" to bone #{2} \"{3}\"", index, mshses.Meshes[index].Name, boneIndex, model.Bones[boneIndex].Name);
                    }
                    else
                    {
                        boneIndex = model.AddMesh(mshses.Meshes[index], ParentBoneIndex);
                        model.SetName(mshses.Meshes[index].Name, boneIndex);

                        //model.SetName(mshses.Meshes[index].Name, model.AddMesh(mshses.Meshes[index], ParentBoneIndex));
                        //Console.WriteLine("Adding mesh #{0} \"{1}\" to brand new bone", index, mshses.Meshes[index].Name);
                    }
                    break;

                case TDRNode.NodeType.Texture:
                    if (node.Index > -1)
                    {
                        material = SceneManager.Current.Content.Load<Material, TXImporter>(hie.Textures[node.Index]);
                    }
                    else
                    {
                        material = null;
                    }
                    break;
            }

            foreach (var child in node.Children)
            {
                ProcessNode(child, model, mshses, hie, boneIndex);
            }
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:58,代码来源:HIEImporter.cs

示例9: Import


//.........这里部分代码省略.........
                ModelMeshPart meshpart = new ModelMeshPart();

                var mdlmesh = mdl.GetMesh(i);

                meshpart.Material = SceneManager.Current.Content.Load<Material, MaterialImporter>(mdlmesh.Name, Path.GetDirectoryName(path), true);

                if (bUsePrepData)
                {
                    foreach (var f in mdl.Faces.Where(f => f.MaterialID == i))
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            if (!newIndex.ContainsKey(f.Verts[j]))
                            {
                                var v = mdl.Vertices[f.Verts[j]];
                                int index = meshpart.AddVertex(new Vector3(v.Position.X, v.Position.Y, v.Position.Z), new Vector3(v.Normal.X, v.Normal.Y, v.Normal.Z), new Vector2(v.UV.X, v.UV.Y), new Vector2(v.UV2.X, v.UV2.Y), v.Colour, false);
                                newIndex.Add(f.Verts[j], index);
                            }
                        }

                        meshpart.AddFace(
                            newIndex[f.Verts[0]],
                            newIndex[f.Verts[1]],
                            newIndex[f.Verts[2]]
                        );
                    }
                }
                else
                {
                    int[] verts = new int[3];

                    for (int j = 0; j < mdlmesh.StripList.Count - 2; j++)
                    {
                        if (mdlmesh.StripList[j + 2].Degenerate) { continue; }

                        verts[0] = mdlmesh.StripList[j + 0].Index;

                        if (j % 2 == 0)
                        {
                            verts[1] = mdlmesh.StripList[j + 1].Index;
                            verts[2] = mdlmesh.StripList[j + 2].Index;
                        }
                        else
                        {
                            verts[1] = mdlmesh.StripList[j + 2].Index;
                            verts[2] = mdlmesh.StripList[j + 1].Index;
                        }

                        for (int k = 0; k < 3; k++)
                        {
                            if (!newIndex.ContainsKey(verts[k]))
                            {
                                var v = mdl.Vertices[verts[k]];
                                int index = meshpart.AddVertex(new Vector3(v.Position.X, v.Position.Y, v.Position.Z), new Vector3(v.Normal.X, v.Normal.Y, v.Normal.Z), new Vector2(v.UV.X, v.UV.Y), new Vector2(v.UV2.X, v.UV2.Y), v.Colour, false);
                                newIndex.Add(verts[k], index);
                            }
                        }

                        meshpart.AddFace(
                            newIndex[verts[0]],
                            newIndex[verts[1]],
                            newIndex[verts[2]]
                        );
                    }

                    // Process patch list
                    for (int j = 0; j < mdlmesh.TriList.Count; j += 3)
                    {
                        verts[0] = mdlmesh.TriList[j + 0].Index;
                        verts[1] = mdlmesh.TriList[j + 1].Index;
                        verts[2] = mdlmesh.TriList[j + 2].Index;

                        for (int k = 0; k < 3; k++)
                        {
                            if (!newIndex.ContainsKey(verts[k]))
                            {
                                var v = mdl.Vertices[verts[k]];
                                int index = meshpart.AddVertex(new Vector3(v.Position.X, v.Position.Y, v.Position.Z), new Vector3(v.Normal.X, v.Normal.Y, v.Normal.Z), new Vector2(v.UV.X, v.UV.Y), new Vector2(v.UV2.X, v.UV2.Y), v.Colour, false);
                                newIndex.Add(verts[k], index);
                            }
                        }

                        meshpart.AddFace(
                            newIndex[verts[0]],
                            newIndex[verts[1]],
                            newIndex[verts[2]]
                        );
                    }
                }

                mesh.AddModelMeshPart(meshpart);

                Console.WriteLine(meshpart.VertexCount / 3);
            }

            mesh.Name = mdl.Name;
            model.SetName(mdl.Name, model.AddMesh(mesh));

            return model;
        }
开发者ID:DevilboxGames,项目名称:Flummery,代码行数:101,代码来源:MDLImporter.cs


注:本文中的Model.SetName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。