threejs 绘制地球、飞机、轨迹

threejs官网:https://threejs.org/

对于three.js不太熟悉的朋友们可以参考  

首先我们来看下要实现的效果

这个缩小后的图片,下面我们来看下近距离的动态效果。。

效果比较简陋,需要后期再处理。。。

下面进入主题,代码篇。。

HTML部分:

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<!DOCTYPE html>
< html lang = "en" >
< head >
  < meta charset = "UTF-8" >
  < title >全球航班</ title >
  
  < style >
  html{overflow: hidden;}
  body { margin: 0;}
  </ style >
 
  < script src = "js/jquery.min.js" ></ script >
</ head >
< body >
  <!-- 地国 -->
  < div id = "zh_globe_container" ></ div > <!-- 容器 -->
  
  < script src = "js/threejs/Detector.js" ></ script > <!-- webGL浏览器支持检测 -->
  < script src = "js/threejs/three.min.js" ></ script > <!-- 核心js -->
  < script src = "js/threejs/stats.min.js" ></ script > <!-- 性能测试 -->
  < script src = "js/threejs/OrbitControls.js" ></ script > <!-- 地球控制 -->
  < script src = "js/socketio-1.4.5.js" ></ script > <!-- socket -->
 
  < script src = "js/globe.js" ></ script > <!-- -->
</ body >
</ html >

JS部分(globe.js)

1、实现地球

地球贴图(可以在网上下载)

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// 地球
function globe() {
  var globeTextureLoader = new THREE.TextureLoader();
  globeTextureLoader.load( 'images/textures/earth.jpg' , function (texture) {
  var globeGgeometry = new THREE.SphereGeometry(200, 100, 100);
  var globeMaterial = new THREE.MeshStandardMaterial({map: texture});
  var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial);
  group.add(globeMesh);
  group.rotation.x = THREE.Math.degToRad(35);
  group.rotation.y = THREE.Math.degToRad(170);
  });
}

2、添加球面光源(这里使用的是半球光)

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// 光
function lights() {
  var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2);
  hemisphereLight.position.x = 0;
  hemisphereLight.position.y = 0;
  hemisphereLight.position.z = -200;
  group.add(hemisphereLight);
}

3、添加星点

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// 星点
function stars() {
  var starsGeometry = new THREE.Geometry();
  for ( var i = 0; i < 2000; i ++) {
  var starVector = new THREE.Vector3(
  THREE.Math.randFloatSpread(2000),
  THREE.Math.randFloatSpread(2000),
  THREE.Math.randFloatSpread(2000)
  );
  starsGeometry.vertices.push(starVector);
  }
  var starsMaterial = new THREE.PointsMaterial({color: 0x888888})
  var starsPoint = new THREE.Points(starsGeometry, starsMaterial);
  group.add(starsPoint);
}

4、添加飞机

这里需要我们把 经纬度坐标 转成 xyz 坐标

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// 获取position
function getPosition(lng, lat, alt) {
  var phi = (90-lat)*(Math.PI/180),
  theta = (lng+180)*(Math.PI/180),
  radius = alt+200,
  x = -(radius * Math.sin(phi) * Math.cos(theta)),
  z = (radius * Math.sin(phi) * Math.sin(theta)),
  y = (radius * Math.cos(phi));
  return {x: x, y: y, z: z};
}

画飞机

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// 飞机形状(不想画的,可以下载个 飞机模型 使用加载器加载进来)
var planeShape = new THREE.Shape();
planeShape.moveTo( 0, 0);
planeShape.lineTo(0.2, -0.2);
planeShape.lineTo(0.2, -1.3);
planeShape.lineTo(1.6,-2.7);
planeShape.lineTo(1.6,-3);
planeShape.lineTo(0.2, -2.1);
planeShape.lineTo(0.2, -3);
planeShape.lineTo(0.5, -3.4);
planeShape.lineTo(0.5, -3.7);
planeShape.lineTo(0, -3.3);
planeShape.lineTo(-0.5, -3.7);
planeShape.lineTo(-0.5, -3.4);
planeShape.lineTo(-0.2, -3);
planeShape.lineTo(-0.2, -2.1);
planeShape.lineTo(-1.6,-3);
planeShape.lineTo(-1.6,-2.7);
planeShape.lineTo(-0.2, -1.3);
planeShape.lineTo(-0.2, -0.2);
var planeGeometry = new THREE.ShapeGeometry(planeShape);
// 飞机材质
var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true });

depthTest作用是能否透过球体看到飞机,如果是false则旋转到球体另一面也能看到飞机

添加飞机

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// 添加飞机
function addPlane(item) {
  if (item.anum && item.lng && item.lat) {
  var plane = new THREE.Mesh(planeGeometry, planeMaterial);
  // 旋转
  plane.rotation.z = THREE.Math.degToRad(item.ang);
  // 定位
  var position = getPosition(item.lng, item.lat, 5);
  plane.position.set(position.x, position.y, position.z);
  // 显示/隐藏
  // plane.visible = false;
  // 保存
  planeMarkers[item.anum] = plane;
  // 添加到场景
  group.add(plane);
  // 绘制历史轨迹
  drawHistoryTrack(item.anum);
  }
}

绘制轨迹(使用socket来获取的飞行轨迹经纬度坐标点)

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// 时间段
var curTime = Date.parse( new Date())/1000;
var depTime = curTime - 30*60;
// 轨迹线质
var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});
// 绘制历史轨迹
function drawHistoryTrack(anum) {
  socket.emit( "fullPath" , anum, depTime, curTime, function (status, data){
  if (status) {
  var dLength = data.length;
  if (dLength>=2) {
  var trackCoordArr = [];
  for ( var i=0; i<dLength; i++) {
   if (data[i].lng && data[i].alt) {
   trackCoordArr.push({lng: data[i].lng, lat: data[i].lat});
   }
  }
 
  var tcaLength = trackCoordArr.length;
  if (tcaLength>=2) {
   var tcaHalfLength = Math.ceil(tcaLength/2),
   vertexArr = [];
 
   // 这里只取了三个点(起点、中点、终点)
   var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0),
   p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01),
   p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0);
 
   var trackCurve = new THREE.CatmullRomCurve3([
   new THREE.Vector3(p1.x, p1.y, p1.z),
   new THREE.Vector3(p2.x, p2.y, p2.z),
   new THREE.Vector3(p3.x, p3.y, p3.z)
   ]);
 
   var trackGeometry = new THREE.Geometry(),
   verticesArr = trackCurve.getPoints(tcaLength);
 
   trackGeometry.vertices = verticesArr;
   
   var trackLine = new THREE.Line(trackGeometry, trackMaterial);
   group.add(trackLine);
 
   // 动画点
   addLightPoint(p1, tcaLength, verticesArr);
  }
  }
  }
  });
}

如果要绘制所有点,且头尾是在球面上的曲线,则需要两次循环

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var tcaRemainLength = tcaLength-tcaHalfLength
for ( var j=0; j<tcaHalfLength; j++) { // 前一半
  var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05);
  vertexArr.push( new THREE.Vector3(p1.x, p1.y, p1.z));
}
for ( var k=tcaRemainLength; k>0; k--) { // 后一半
  var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05);
  vertexArr.push( new THREE.Vector3(p2.x, p2.y, p2.z));
}
 
var trackCurve = new THREE.CatmullRomCurve3(vertexArr);

这个部分看看就行了。。

光点动画

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// 点动画
var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20);
var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0});
function addLightPoint(pos, coordsNum ,verArr) {
  var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial);
  pointMesh.position.set(pos.x, pos.y, pos.z);
  group.add(pointMesh);
 
  var index = 0;
  function pointAnimate() {
  index++;
  if (index>coordsNum) {
  index = 0;
  }
  pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z);
  requestAnimationFrame(pointAnimate);
  }
  pointAnimate();
}

这个点使用的是sphere,,当然也可以用顶点来实现,如下

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var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3(0, 0, 0))
geometry.colors.push( new THREE.Color(0xffffff));
 
var material = new THREE.PointsMaterial({size: 1, vertexColors: THREE.VertexColors, opacity: 0.75, sizeAttenuation: true , transparent: true });
var point = new THREE.Points(geometry, material);
point.position.set(x, y, z);
group.add(point);

另外不想用光点动画的话,也可以用线动画,实现原理是不断更新顶点坐标,如下

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var curveGeometry = new THREE.Geometry();
var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10));
curveGeometry.vertices = curveData.getPoints(10);
 
var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0});
var curveLine = new THREE.Line(curveGeometry, curveMaterial);
group.add(curveLine);
 
var index = 0;
function lineAnimate() {
  index++;
  if (index>coordsNum-10) {
  index = 0;
  }
  var offsetData = verArr.slice(index, 10+index);
  if (offsetData.length > 0) {
  curveData = new THREE.CatmullRomCurve3(offsetData);
  curveLine.geometry.vertices = curveData.getPoints(10);
  curveLine.geometry.verticesNeedUpdate = true ;
  }
  requestAnimationFrame(lineAnimate);
}
lineAnimate();

最后就是布置场景和事件了

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// 初始化
function init() {
  container = document.getElementById( 'zh_globe_container' );
 
  scene = new THREE.Scene();
  var bgTexture = new THREE.TextureLoader().load( "images/textures/starfield.jpg" );
  scene.background = bgTexture;
 
  camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000);
  camera.up.x = 0;
  camera.up.y = 1;
  camera.up.z = 0;
  camera.position.x = 0;
  camera.position.y = 0;
  camera.position.z = 400;
  camera.lookAt(0,0,0);
 
  group = new THREE.Group();
  scene.add(group);
 
  // 地球
  globe();
 
  // 飞机
  plane();
 
  // 星点
  stars();
 
  // 半球光
  lights();
 
  // 渲染器
  renderer = new THREE.WebGLRenderer({antialias: true , preserveDrawingBuffer: true });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(winWth, winHgt);
  container.appendChild(renderer.domElement);
 
  // 盘旋控制
  var orbitControl = new THREE.OrbitControls(camera, renderer.domElement);
  orbitControl.minDistrance = 20;
  orbitControl.maxDistrance = 50;
  orbitControl.maxPolarAngle = Math.PI/2;
 
  // 性能测试
  stats = new Stats();
  container.appendChild(stats.dom);
 
  // resize事件
  window.addEventListener( 'resize' , onWindowResize, false );
}
 
// 窗口大小改变
function onWindowResize() {
  camera.aspect = window.innerWidth/window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}
 
// 渲染
function render() {
  group.rotation.y -= 0.0005;
  renderer.render(scene, camera);
}
 
// 动画
function animate() {
  requestAnimationFrame(animate);
  render();
  stats.update();
}
 
init();
animate();

完整代码:

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var log = console.log.bind(console);
 
var globeObj = ( function () {
  'use strict' ;
 
  // 判断浏览器是否支持webgl
  if (!Detector.webgl) Detector.addGetWebGLMessage();
 
  var container, stats;
  var camera, scene, renderer;
  var group;
  var mouseX = 0, mouseY = 0;
  var winWth = window.innerWidth, winHgt = window.innerHeight;
 
  // 获取position
  function getPosition(lng, lat, alt) {
  var phi = (90-lat)*(Math.PI/180),
  theta = (lng+180)*(Math.PI/180),
  radius = alt+200,
  x = -(radius * Math.sin(phi) * Math.cos(theta)),
  z = (radius * Math.sin(phi) * Math.sin(theta)),
  y = (radius * Math.cos(phi));
  return {x: x, y: y, z: z};
  }
 
  // 飞机
  function plane() {
  var socket = io( 'https://loc.variflight.com/*****此处接口地址不能给了' , {transports: [ 'websocket' ]});
 
  var clientBounds = [52.793056,72.427908,2.970897,135.181814];
 
  // 连接
  socket.on( 'connect' , function () {
  socket.emit( "sub" , clientBounds, -1, '' , function (){});
  });
 
  // 飞机标记
  var planeMarkers = {};
 
  // 飞机形状
  var planeShape = new THREE.Shape();
  planeShape.moveTo( 0, 0);
  planeShape.lineTo(0.2, -0.2);
  planeShape.lineTo(0.2, -1.3);
  planeShape.lineTo(1.6,-2.7);
  planeShape.lineTo(1.6,-3);
  planeShape.lineTo(0.2, -2.1);
  planeShape.lineTo(0.2, -3);
  planeShape.lineTo(0.5, -3.4);
  planeShape.lineTo(0.5, -3.7);
  planeShape.lineTo(0, -3.3);
  planeShape.lineTo(-0.5, -3.7);
  planeShape.lineTo(-0.5, -3.4);
  planeShape.lineTo(-0.2, -3);
  planeShape.lineTo(-0.2, -2.1);
  planeShape.lineTo(-1.6,-3);
  planeShape.lineTo(-1.6,-2.7);
  planeShape.lineTo(-0.2, -1.3);
  planeShape.lineTo(-0.2, -0.2);
  var planeGeometry = new THREE.ShapeGeometry(planeShape);
  // 飞机材质
  var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true });
  // 添加飞机
  function addPlane(item) {
  if (item.anum && item.lng && item.lat) {
  var plane = new THREE.Mesh(planeGeometry, planeMaterial);
  // 旋转
  plane.rotation.z = THREE.Math.degToRad(item.ang);
  // 定位
  var position = getPosition(item.lng, item.lat, 5);
  plane.position.set(position.x, position.y, position.z);
  // 显示/隐藏
  // plane.visible = false;
  // 保存
  planeMarkers[item.anum] = plane;
  // 添加到场景
  group.add(plane);
  // 绘制历史轨迹
  drawHistoryTrack(item.anum);
  }
  }
 
  // 时间段
  var curTime = Date.parse( new Date())/1000;
  var depTime = curTime - 30*60;
  // 轨迹线质
  var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});
  // 绘制历史轨迹
  function drawHistoryTrack(anum) {
  socket.emit( "fullPath" , anum, depTime, curTime, function (status, data){
  if (status) {
   var dLength = data.length;
   if (dLength>=2) {
   var trackCoordArr = [];
   for ( var i=0; i<dLength; i++) {
   if (data[i].lng && data[i].alt) {
   trackCoordArr.push({lng: data[i].lng, lat: data[i].lat});
   }
   }
 
   var tcaLength = trackCoordArr.length;
   if (tcaLength>=2) {
   var tcaHalfLength = Math.ceil(tcaLength/2),
   tcaRemainLength = tcaLength-tcaHalfLength,
   vertexArr = [];
 
   /* 所有点
   for ( var j=0; j<tcaHalfLength; j++) {
   var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05);
   vertexArr.push( new THREE.Vector3(p1.x, p1.y, p1.z));
   }
   for ( var k=tcaRemainLength; k>0; k--) {
   var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05);
   vertexArr.push( new THREE.Vector3(p2.x, p2.y, p2.z));
   }
   
   var trackCurve = new THREE.CatmullRomCurve3(vertexArr);
   */
 
   // 三个点
   var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0),
   p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01),
   p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0);
 
   var trackCurve = new THREE.CatmullRomCurve3([
   new THREE.Vector3(p1.x, p1.y, p1.z),
   new THREE.Vector3(p2.x, p2.y, p2.z),
   new THREE.Vector3(p3.x, p3.y, p3.z)
   ]);
 
   var trackGeometry = new THREE.Geometry(),
   verticesArr = trackCurve.getPoints(tcaLength);
 
   trackGeometry.vertices = verticesArr;
   
   var trackLine = new THREE.Line(trackGeometry, trackMaterial);
   group.add(trackLine);
 
   // 动画点
   addLightPoint(p1, tcaLength, verticesArr);
   }
   }
  }
  });
  }
 
  // 点动画
  var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20);
  var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0});
  function addLightPoint(pos, coordsNum ,verArr) {
  var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial);
  pointMesh.position.set(pos.x, pos.y, pos.z);
  group.add(pointMesh);
 
  var index = 0;
  function pointAnimate() {
  index++;
  if (index>coordsNum) {
   index = 0;
  }
  pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z);
  requestAnimationFrame(pointAnimate);
  }
  pointAnimate();
 
  /*var curveGeometry = new THREE.Geometry();
  var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10));
  curveGeometry.vertices = curveData.getPoints(10);
 
  var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0});
  var curveLine = new THREE.Line(curveGeometry, curveMaterial);
  group.add(curveLine);
 
  var index = 0;
  function lineAnimate() {
  index++;
  if(index>coordsNum-10) {
   index = 0;
  }
  var offsetData = verArr.slice(index, 10+index);
  if(offsetData.length > 0) {
   curveData = new THREE.CatmullRomCurve3(offsetData);
   curveLine.geometry.vertices = curveData.getPoints(10);
   curveLine.geometry.verticesNeedUpdate = true;
  }
  requestAnimationFrame(lineAnimate);
  }
  lineAnimate();*/
  }
 
  // 监听数据(添加并更新)
  socket.on( '~' , function (res) {
  if ($.isEmptyObject(planeMarkers)) {
  $.each(res, function (i, item) {
   addPlane(item);
  });
  } else {
  $.each(res, function (i, item) {
   if (planeMarkers[item.anum]) {
   if (item.lng && item.lat) {
   var pos = getPosition(item.lng, item.lat, 5);
   planeMarkers[item.anum].position.set(pos.x, pos.y, pos.z);
   }
   } else {
   addPlane(item);
   }
  });
  }
  });
  }
 
  // 地球
  function globe() {
  var globeTextureLoader = new THREE.TextureLoader();
  globeTextureLoader.load( 'images/textures/earth.jpg' , function (texture) {
  var globeGgeometry = new THREE.SphereGeometry(200, 100, 100);
  var globeMaterial = new THREE.MeshStandardMaterial({map: texture});
  var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial);
  group.add(globeMesh);
  group.rotation.x = THREE.Math.degToRad(35);
  group.rotation.y = THREE.Math.degToRad(170);
  });
  }
 
  // 星点
  function stars() {
  var starsGeometry = new THREE.Geometry();
  for ( var i = 0; i < 2000; i ++) {
  var starVector = new THREE.Vector3(
  THREE.Math.randFloatSpread(2000),
  THREE.Math.randFloatSpread(2000),
  THREE.Math.randFloatSpread(2000)
  );
  starsGeometry.vertices.push(starVector);
  }
  var starsMaterial = new THREE.PointsMaterial({color: 0x888888})
  var starsPoint = new THREE.Points(starsGeometry, starsMaterial);
  group.add(starsPoint);
  }
 
  // 光
  function lights() {
  var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2);
  hemisphereLight.position.x = 0;
  hemisphereLight.position.y = 0;
  hemisphereLight.position.z = -200;
  group.add(hemisphereLight);
  }
 
  // 初始化
  function init() {
  container = document.getElementById( 'zh_globe_container' );
 
  scene = new THREE.Scene();
  var bgTexture = new THREE.TextureLoader().load( "images/textures/starfield.jpg" );
  scene.background = bgTexture;
 
  camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000);
  camera.up.x = 0;
  camera.up.y = 1;
  camera.up.z = 0;
  camera.position.x = 0;
  camera.position.y = 0;
  camera.position.z = 400;
  camera.lookAt(0,0,0);
 
  group = new THREE.Group();
  scene.add(group);
 
  // 地球
  globe();
 
  // 飞机
  plane();
 
  // 星点
  stars();
  
  // 半球光
  lights();
 
  // 渲染器
  renderer = new THREE.WebGLRenderer({antialias: true , preserveDrawingBuffer: true });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(winWth, winHgt);
  container.appendChild(renderer.domElement);
 
  // 盘旋控制
  var orbitControl = new THREE.OrbitControls(camera, renderer.domElement);
  orbitControl.minDistrance = 20;
  orbitControl.maxDistrance = 50;
  orbitControl.maxPolarAngle = Math.PI/2;
 
  // 性能测试
  stats = new Stats();
  container.appendChild(stats.dom);
 
  // resize事件
  window.addEventListener( 'resize' , onWindowResize, false );
  }
 
  // 窗口大小改变
  function onWindowResize() {
  camera.aspect = window.innerWidth/window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
  }
  
  // 渲染
  function render() {
  group.rotation.y -= 0.0005;
  renderer.render(scene, camera);
  }
 
  // 动画
  function animate() {
  requestAnimationFrame(animate);
  render();
  stats.update();
  }
 
  init();
  animate();
})();

场景背景图

总结

以上就是关于利用three.js绘制地球、飞机、轨迹的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。

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