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Java Usage.Position方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.VertexAttributes.Usage.Position方法的典型用法代码示例。如果您正苦于以下问题:Java Usage.Position方法的具体用法?Java Usage.Position怎么用?Java Usage.Position使用的例子?那么, 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com.badlogic.gdx.graphics.VertexAttributes.Usage的用法示例。


在下文中一共展示了Usage.Position方法的15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Java代码示例。

示例1: ShaderEffect

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
 * Instantiates a new ShaderEffect. The ShaderEffect will NOT own shader
 * program, so it will not dispose it either!
 * 
 * @param program
 *            the ShaderProgram to use for this effect
 */
public ShaderEffect(ShaderProgram program) {
	this.program = program;

	if (meshRefCount++ <= 0) {
		mesh = new Mesh(VertexDataType.VertexArray, true, 4, 0,
				new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE),
				new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));

		// @formatter:off
		float[] verts = {
				// vertex    texture
				  -1, -1,    0f, 0f,
				   1, -1,    1f, 0f,
				   1,  1,    1f, 1f,
				  -1,  1,    0f, 1f,
		};
		// @formatter:on

		mesh.setVertices(verts);
	}
}
 
开发者ID:spookygames,项目名称:gdx-gfx,代码行数:29,代码来源:ShaderEffect.java

示例2: PositionalLight

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public PositionalLight (RayHandler rayHandler, int rays, Color color, float distance, float x, float y, float directionDegree) {
	super(rayHandler, rays, color, directionDegree, distance);
	start.x = x;
	start.y = y;
	sin = new float[rays];
	cos = new float[rays];
	endX = new float[rays];
	endY = new float[rays];

	lightMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
		"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	softShadowMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum * 2, 0, new VertexAttribute(Usage.Position, 2,
		"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	setMesh();
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:18,代码来源:PositionalLight.java

示例3: DirectionalLight

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Directional lights simulate light source that locations is at infinite distance. Direction and intensity is same everywhere.
 * -90 direction is straight from up.
 * 
 * @param rayHandler
 * @param rays
 * @param color
 * @param directionDegree */
public DirectionalLight (RayHandler rayHandler, int rays, Color color, float directionDegree) {

	super(rayHandler, rays, color, directionDegree, Float.POSITIVE_INFINITY);

	vertexNum = (vertexNum - 1) * 2;

	start = new Vector2[rayNum];
	end = new Vector2[rayNum];
	for (int i = 0; i < rayNum; i++) {
		start[i] = new Vector2();
		end[i] = new Vector2();
	}
	setDirection(direction);

	lightMesh = new Mesh(VertexDataType.VertexArray, staticLight, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
		"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	softShadowMesh = new Mesh(VertexDataType.VertexArray, staticLight, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
		"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	update();
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:30,代码来源:DirectionalLight.java

示例4: RavChainLight

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Creates chain light from specified vertices
 * 
 * @param rayHandler not {@code null} instance of RayHandler
 * @param rays number of rays - more rays make light to look more realistic but will decrease performance, can't be less than
 *           MIN_RAYS
 * @param color color, set to {@code null} to use the default color
 * @param distance distance of light
 * @param rayDirection direction of rays
 *           <ul>
 *           <li>1 = left</li>
 *           <li>-1 = right</li>
 *           </ul>
 * @param chain float array of (x, y) vertices from which rays will be evenly distributed */
public RavChainLight (RayHandler rayHandler, int rays, Color color, float distance, int rayDirection, float[] chain) {
	super(rayHandler, rays, color, distance, 0f);

	rayStartOffset = ChainLight.defaultRayStartOffset;
	this.rayDirection = rayDirection;
	vertexNum = (vertexNum - 1) * 2;
	endX = new float[rays];
	endY = new float[rays];
	startX = new float[rays];
	startY = new float[rays];
	this.chain = (chain != null) ? new FloatArray(chain) : new FloatArray();

	lightMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum, 0,
		new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	softShadowMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum * 2, 0,
		new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
		new VertexAttribute(Usage.Generic, 1, "s"));
	setMesh();
}
 
开发者ID:Quexten,项目名称:RavTech,代码行数:34,代码来源:RavChainLight.java

示例5: init

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private void init(String tex0, float w, float h) {
    setTexture0(tex0);

    // Init comparator
    comp = new DistToCameraComparator<IRenderable>();
    // Init vertices
    float[] vertices = new float[20];
    fillVertices(vertices, w, h);

    // We wont need indices if we use GL_TRIANGLE_FAN to draw our quad
    // TRIANGLE_FAN will draw the verts in this order: 0, 1, 2; 0, 2, 3
    mesh = new Mesh(VertexDataType.VertexArray, true, 4, 6, new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));

    mesh.setVertices(vertices, 0, vertices.length);
    mesh.getIndicesBuffer().position(0);
    mesh.getIndicesBuffer().limit(6);

    short[] indices = new short[] { 0, 1, 2, 0, 2, 3 };
    mesh.setIndices(indices);

    quaternion = new Quaternion();
    aux = new Vector3();

}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:25,代码来源:BillboardStarRenderSystem.java

示例6: PolygonSpriteBatch

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
 * x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect
 * with respect to the current screen resolution.
 * <p>
 * The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
 * the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See {@link SpriteBatch#createDefaultShader()}.
 * @param size The max number of vertices and number of triangles in a single batch. Max of 10920.
 * @param defaultShader The default shader to use. This is not owned by the PolygonSpriteBatch and must be disposed separately. */
public PolygonSpriteBatch (int size, ShaderProgram defaultShader) {
	// 32767 is max index, so 32767 / 3 - (32767 / 3 % 3) = 10920.
	if (size > 10920) throw new IllegalArgumentException("Can't have more than 10920 triangles per batch: " + size);

	mesh = new Mesh(VertexDataType.VertexArray, false, size, size * 3, new VertexAttribute(Usage.Position, 2,
		ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
		new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));

	vertices = new float[size * VERTEX_SIZE];
	triangles = new short[size * 3];

	if (defaultShader == null) {
		shader = SpriteBatch.createDefaultShader();
		ownsShader = true;
	} else
		shader = defaultShader;

	projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:28,代码来源:PolygonSpriteBatch.java

示例7: setupScene

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public void setupScene () {
	plane = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
		Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
	plane.setVertices(new float[] {-10, -1, 10, 0, 1, 0, 10, -1, 10, 0, 1, 0, 10, -1, -10, 0, 1, 0, -10, -1, -10, 0, 1, 0});
	plane.setIndices(new short[] {3, 2, 1, 1, 0, 3});

	texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), Format.RGB565, true);
	texture.setFilter(TextureFilter.MipMap, TextureFilter.Nearest);

	cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	cam.position.set(0, 5, 10);
	cam.lookAt(0, 0, 0);
	cam.update();
	controller = new PerspectiveCamController(cam);

	projector = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	projector.position.set(2, 3, 2);
	projector.lookAt(0, 0, 0);
	projector.normalizeUp();
	projector.update();
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:22,代码来源:ProjectiveTextureTest.java

示例8: create

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
@Override
public void create () {
	mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(Usage.ColorPacked, 4,
		"a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
	float c1 = Color.toFloatBits(255, 0, 0, 255);
	float c2 = Color.toFloatBits(255, 0, 0, 255);
	float c3 = Color.toFloatBits(0, 0, 255, 255);

	mesh.setVertices(new float[] {-0.5f, -0.5f, 0, c1, 0, 0, 0.5f, -0.5f, 0, c2, 1, 0, 0, 0.5f, 0, c3, 0.5f, 1});

	stencilMesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(
		Usage.ColorPacked, 4, "a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
	stencilMesh.setVertices(new float[] {-0.5f, 0.5f, 0, c1, 0, 0, 0.5f, 0.5f, 0, c2, 1, 0, 0, -0.5f, 0, c3, 0.5f, 1});

	texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));

	spriteBatch = new SpriteBatch();
	frameBuffer = new FrameBuffer(Format.RGB565, 128, 128, false);
	stencilFrameBuffer = new FrameBuffer(Format.RGB565, 128, 128, false, true);
	createShader(Gdx.graphics);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:22,代码来源:FrameBufferTest.java

示例9: FullScreenFader

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public FullScreenFader(float delay, float fadeTime, Color initialColor){
    this.delay = delay;
    this.fadeTime = fadeTime;

    mesh=new Mesh(true, 4, 0,
            new VertexAttribute(Usage.Position, 3,"a_position"));

    mesh.setVertices(vertices);
    this.color.set(initialColor);
    color.a = 1f;
}
 
开发者ID:CypherCove,项目名称:gdx-cclibs,代码行数:12,代码来源:FullScreenFader.java

示例10: DrawingBatch

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
 * Create a new DrawingBatch
 *
 * @param size          - the size of the batch
 * @param shader        - the shader program to use
 * @param disposeShader - should the batch dispose the shader when it disposes
 */
public DrawingBatch(int size, ShaderProgram shader, boolean disposeShader) {
    //8191 max size
    if (size > 8191) throw new IllegalArgumentException("Can't have more than 8191 sprites per batch: " + size);
    
    this.shader = shader;
    this.disposeShader = disposeShader;
    
    //aliases reference variables in basic.vertex.glsl
    mesh = new Mesh(false, size * 4, size * 6,
                    new VertexAttribute(Usage.Position, 2, "a_position"),
                    new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"),
                    new VertexAttribute(Usage.ColorPacked, 4, "a_multTint"),
                    new VertexAttribute(Usage.ColorPacked, 4, "a_addTint"));
    
    //4 bytes per type @ 2 vals per position, 1 val per color, 2 val per coordinate, and 2 vals for both tints together
    verticies = new float[size * (4 * (2 + 2 + 1 + 1))];
    
    int     len     = size * 6;
    short[] indices = new short[len];
    short   j       = 0;
    for (int i = 0; i < len; i += 6, j += 4) {
        indices[i] = j;
        indices[i + 1] = (short) (j + 1);
        indices[i + 2] = (short) (j + 2);
        indices[i + 3] = (short) (j + 2);
        indices[i + 4] = (short) (j + 3);
        indices[i + 5] = j;
    }
    mesh.setIndices(indices);
}
 
开发者ID:SergeySave,项目名称:SpaceGame,代码行数:38,代码来源:DrawingBatch.java

示例11: createFullScreenQuad

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createFullScreenQuad() {
	float[] verts = new float[16];// VERT_SIZE
	int i = 0;
	verts[i++] = -1; // x1
	verts[i++] = -1; // y1

	verts[i++] = 0f; // u1
	verts[i++] = 0f; // v1

	verts[i++] = 1f; // x2
	verts[i++] = -1; // y2

	verts[i++] = 1f; // u2
	verts[i++] = 0f; // v2

	verts[i++] = 1f; // x3
	verts[i++] = 1f; // y2

	verts[i++] = 1f; // u3
	verts[i++] = 1f; // v3

	verts[i++] = -1; // x4
	verts[i++] = 1f; // y4

	verts[i++] = 0f; // u4
	verts[i++] = 1f; // v4

	Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
			Usage.Position, 2, "a_position"), new VertexAttribute(
			Usage.TextureCoordinates, 2, "a_texCoord0"));

	tmpMesh.setVertices(verts);
	return tmpMesh;

}
 
开发者ID:unlimitedggames,项目名称:gdxjam-ugg,代码行数:36,代码来源:Bloom.java

示例12: ChainLight

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
 * Creates chain light from specified vertices
 * 
 * @param rayHandler
 *            not {@code null} instance of RayHandler
 * @param rays
 *            number of rays - more rays make light to look more realistic
 *            but will decrease performance, can't be less than MIN_RAYS
 * @param color
 *            color, set to {@code null} to use the default color
 * @param distance
 *            distance of light
 * @param rayDirection
 *            direction of rays
 *            <ul>
 *            <li>1 = left</li>
 *            <li>-1 = right</li>
 *            </ul>
 * @param chain
 *            float array of (x, y) vertices from which rays will be
 *            evenly distributed
 */
public ChainLight(RayHandler rayHandler, int rays, Color color,
		float distance, int rayDirection, float[] chain) {
	
	super(rayHandler, rays, color, distance, 0f);
	rayStartOffset = ChainLight.defaultRayStartOffset;
	this.rayDirection = rayDirection;
	vertexNum = (vertexNum - 1) * 2;
	endX = new float[rays];
	endY = new float[rays];
	startX = new float[rays];
	startY = new float[rays];
	this.chain = (chain != null) ?
				 new FloatArray(chain) : new FloatArray();
	
	lightMesh = new Mesh(
			VertexDataType.VertexArray, false, vertexNum, 0,
			new VertexAttribute(Usage.Position, 2, "vertex_positions"),
			new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
			new VertexAttribute(Usage.Generic, 1, "s"));
	softShadowMesh = new Mesh(
			VertexDataType.VertexArray, false, vertexNum * 2,
			0, new VertexAttribute(Usage.Position, 2, "vertex_positions"),
			new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
			new VertexAttribute(Usage.Generic, 1, "s"));
	setMesh();
}
 
开发者ID:bitbrain,项目名称:rbcgj-2016,代码行数:49,代码来源:ChainLight.java

示例13: DirectionalLight

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
 * Creates directional light which source is at infinite distance,
 * direction and intensity is same everywhere
 * 
 * <p>-90 direction is straight from up
 * 
 * @param rayHandler
 *            not {@code null} instance of RayHandler
 * @param rays
 *            number of rays - more rays make light to look more realistic
 *            but will decrease performance, can't be less than MIN_RAYS
 * @param color
 *            color, set to {@code null} to use the default color
 * @param directionDegree
 *            direction in degrees
 */
public DirectionalLight(RayHandler rayHandler, int rays, Color color,
		float directionDegree) {
	
	super(rayHandler, rays, color, Float.POSITIVE_INFINITY, directionDegree);
	
	vertexNum = (vertexNum - 1) * 2;
	start = new Vector2[rayNum];
	end = new Vector2[rayNum];
	for (int i = 0; i < rayNum; i++) {
		start[i] = new Vector2();
		end[i] = new Vector2();
	}
	
	lightMesh = new Mesh(
			VertexDataType.VertexArray, staticLight, vertexNum, 0,
			new VertexAttribute(Usage.Position, 2, "vertex_positions"),
			new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
			new VertexAttribute(Usage.Generic, 1, "s"));
	softShadowMesh = new Mesh(
			VertexDataType.VertexArray, staticLight, vertexNum, 0,
			new VertexAttribute(Usage.Position, 2, "vertex_positions"),
			new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
			new VertexAttribute(Usage.Generic, 1, "s"));
	
	update();
}
 
开发者ID:bitbrain,项目名称:rbcgj-2016,代码行数:43,代码来源:DirectionalLight.java

示例14: createLightMapMesh

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createLightMapMesh() {
	float[] verts = new float[VERT_SIZE];
	// vertex coord
	verts[X1] = -1;
	verts[Y1] = -1;

	verts[X2] = 1;
	verts[Y2] = -1;

	verts[X3] = 1;
	verts[Y3] = 1;

	verts[X4] = -1;
	verts[Y4] = 1;

	// tex coords
	verts[U1] = 0f;
	verts[V1] = 0f;

	verts[U2] = 1f;
	verts[V2] = 0f;

	verts[U3] = 1f;
	verts[V3] = 1f;

	verts[U4] = 0f;
	verts[V4] = 1f;

	Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
			Usage.Position, 2, "a_position"), new VertexAttribute(
			Usage.TextureCoordinates, 2, "a_texCoord"));

	tmpMesh.setVertices(verts);
	return tmpMesh;

}
 
开发者ID:bitbrain,项目名称:rbcgj-2016,代码行数:37,代码来源:LightMap.java

示例15: FontBatch

import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Constructs a new SpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis
 * point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with
 * respect to the current screen resolution.
 * <p>
 * The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
 * the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See {@link #createDefaultShader()}.
 * @param size The max number of sprites in a single batch. Max of 5460.
 * @param defaultShader The default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */
public FontBatch (int size, ShaderProgram defaultShader) {
	this.vertexsize = size;
	size = 1000;
	// 32767 is max index, so 32767 / 6 - (32767 / 6 % 3) = 5460.
	if (size > 5460) throw new IllegalArgumentException("Can't have more than 5460 sprites per batch: " + size);

	Mesh.VertexDataType vertexDataType = Mesh.VertexDataType.VertexArray;
	if (Gdx.gl30 != null) {
		vertexDataType = Mesh.VertexDataType.VertexBufferObjectWithVAO;
	}
	mesh = new Mesh(vertexDataType, false, size * 4, size * 6, new VertexAttribute(Usage.Position, vertexsize-3,
		ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
		new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));

	projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

	vertices = new float[size * 4*vertexsize];

	int len = size * 6;
	short[] indices = new short[len];
	short j = 0;
	for (int i = 0; i < len; i += 6, j += 4) {
		indices[i] = j;
		indices[i + 1] = (short)(j + 1);
		indices[i + 2] = (short)(j + 2);
		indices[i + 3] = (short)(j + 2);
		indices[i + 4] = (short)(j + 3);
		indices[i + 5] = j;
	}
	mesh.setIndices(indices);

	if (defaultShader == null) {
		shader = createDefaultShader();
		ownsShader = true;
	} else
		shader = defaultShader;
}
 
开发者ID:Osaris31,项目名称:exterminate,代码行数:46,代码来源:FontBatch.java


注:本文中的com.badlogic.gdx.graphics.VertexAttributes.Usage.Position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。