三维引擎:three.js-GPU-ParticleSystem

詹令
lealzhan@126.com

2019.10.21

原理

  • particleSystem
    • n particleContainer
      • m THREE.points

粒子系统三步骤

  • 初始化: let particleSystem = new THREE.GPUParticleSystem();
    • init()
      • 初始化所有多个particleContainer
  • 更新:
    • particleSystem.spawnParticle(particleSystemOptions);
      • 这一帧发射x个粒子 delta*spawnRate(时间步长*1s发射多少个粒子)
        • 调用x次 当前particleContainer的spawnParticle()函数来发射一个粒子
    • particleSystem.update(tick);
      • 遍历调用 particleContainer[i].update()
        • geometryUpdate()
          • 更新当前particleContainer的THREE.points的BufferGeometry的各个BufferAttribute

源码

//index.html
<script src="js/GPUParticleSystem.js"></script>

<script>

init();
animate();

function init(){
//
// SCENE
//
scene = new THREE.Scene();
scene.background = cubemap;

// The GPU Particle system extends THREE.Object3D, and so you can use it
// as you would any other scene graph component.	Particle positions will be
// relative to the position of the particle system, but you will probably only need one
// system for your whole scene
var textureLoader = new THREE.TextureLoader();
particleSystem = new THREE.GPUParticleSystem({
    maxParticles: 250000,
    // https://threejs.org/examples/textures/perlin-512.png
    particleNoiseTex: textureLoader.load("textures/perlin-512.png"),
    // https://threejs.org/examples/textures/particle2.png
    particleSpriteTex: textureLoader.load("textures/particle2.png"),
});
scene.add(particleSystem);
}

function particleSystemUpdate(){
    var delta = clock.getDelta() * spawnerOptions.timeScale;
    tick += delta;

    if (tick < 0) tick = 0;

    //if (delta > 0) {
        particleSystemOptions.position.x = Math.sin(tick) + (tick * spawnerOptions.horizontalSpeed);
        particleSystemOptions.position.y = Math.cos(tick * spawnerOptions.verticalSpeed);
        //options.position.z = Math.sin(tick * spawnerOptions.horizontalSpeed + spawnerOptions.verticalSpeed) * 5;

        //camera.position.x = options.position.x + -spawnerOptions.horizontalSpeed;
        //camera.position.y = options.position.y;

        for (var x = 0; x < spawnerOptions.spawnRate * delta; x++) {
            // Yep, that's really it. Spawning particles is super cheap, and once you spawn them, the rest of
            // their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
            particleSystem.spawnParticle(particleSystemOptions);
        }
    //}
    
    particleSystem.update(tick);
}

function animate() {
	requestAnimationFrame( animate );
	controls.update();
    
    particleSystemUpdate();

    controls.update();
    
	renderer.clear();
	renderer.render( scene, camera );
	stats.update();
}

</script>

//GPUParticleSystem.js

/*
 * GPU Particle System
 * @author flimshaw - Charlie Hoey - http://charliehoey.com
 *
 * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
 * several options available, and do not require monitoring or cleanup after spawning.
 * Because the paths of all particles are completely deterministic once spawned, the scale
 * and direction of time is also variable.
 *
 * Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
 * particles, but adding support for a particle texture atlas or changing to a different type of turbulence
 * would be a fairly light day's work.
 *
 * Shader and javascript packing code derrived from several Stack Overflow examples.
 *
 */

THREE.GPUParticleSystem = function ( options ) {

	THREE.Object3D.apply( this, arguments );
	options = options || {};
	// parse options and use defaults
	this.PARTICLE_COUNT = options.maxParticles || 1000000;
	this.PARTICLE_CONTAINERS = options.containerCount || 1;

	this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
	this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;

	this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
	this.PARTICLE_CURSOR = 0;
	this.time = 0;
	this.particleContainers = [];
	this.rand = [];

	// custom vertex and fragement shader

	var GPUParticleShader = {

		vertexShader: [

			'uniform float uTime;',
			'uniform float uScale;',
			'uniform sampler2D tNoise;',

			'attribute vec3 positionStart;',
			'attribute float startTime;',
			'attribute vec3 velocity;',
			'attribute float turbulence;',
			'attribute vec3 color;',
			'attribute float size;',
			'attribute float lifeTime;',

			'varying vec4 vColor;',
			'varying float lifeLeft;',

			'void main() {',

			// unpack things from our attributes'

			'	vColor = vec4( color, 1.0 );',

			// convert our velocity back into a value we can use'

			'	vec3 newPosition;',
			'	vec3 v;',

			'	float timeElapsed = uTime - startTime;',

			'	lifeLeft = 1.0 - ( timeElapsed / lifeTime );',

			'	gl_PointSize = ( uScale * size ) * lifeLeft;',

			'	v.x = ( velocity.x - 0.5 ) * 3.0;',
			'	v.y = ( velocity.y - 0.5 ) * 3.0;',
			'	v.z = ( velocity.z - 0.5 ) * 3.0;',

			'	newPosition = positionStart + ( v * 10.0 ) * timeElapsed;',

			'	vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
			'	vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',

			'	newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',

			'	if( v.y > 0. && v.y < .05 ) {',

			'		lifeLeft = 0.0;',

			'	}',

			'	if( v.x < - 1.45 ) {',

			'		lifeLeft = 0.0;',

			'	}',

			'	if( timeElapsed > 0.0 ) {',

			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',

			'	} else {',

			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
			'		lifeLeft = 0.0;',
			'		gl_PointSize = 0.;',

			'	}',

			'}'

		].join( '\n' ),

		fragmentShader: [

			'float scaleLinear( float value, vec2 valueDomain ) {',

			'	return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',

			'}',

			'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',

			'	return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',

			'}',

			'varying vec4 vColor;',
			'varying float lifeLeft;',

			'uniform sampler2D tSprite;',

			'void main() {',

			'	float alpha = 0.;',

			'	if( lifeLeft > 0.995 ) {',

			'		alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',

			'	} else {',

			'		alpha = lifeLeft * 0.75;',

			'	}',

			'	vec4 tex = texture2D( tSprite, gl_PointCoord );',
			'	gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',

			'}'

		].join( '\n' )

	};

	// preload a million random numbers
	var i;
	for ( i = 1e5; i > 0; i -- ) {
		this.rand.push( Math.random() - 0.5 );
	}

	this.random = function () {
		return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
	};

	var textureLoader = new THREE.TextureLoader();

	this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'textures/perlin-512.png' );
	this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = THREE.RepeatWrapping;

	this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'textures/particle2.png' );
	this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = THREE.RepeatWrapping;

	this.particleShaderMat = new THREE.ShaderMaterial( {
		transparent: true,
		depthWrite: false,
		uniforms: {
			'uTime': {
				value: 0.0
			},
			'uScale': {
				value: 1.0
			},
			'tNoise': {
				value: this.particleNoiseTex
			},
			'tSprite': {
				value: this.particleSpriteTex
			}
		},
		blending: THREE.AdditiveBlending,
		vertexShader: GPUParticleShader.vertexShader,
		fragmentShader: GPUParticleShader.fragmentShader
	} );

	// define defaults for all values

	this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
	this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];

	this.init = function () {
		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
			var c = new THREE.GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
			this.particleContainers.push( c );
			this.add( c );

		}

	};

	this.spawnParticle = function ( options ) {

		this.PARTICLE_CURSOR ++;
		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
			this.PARTICLE_CURSOR = 1;
		}

		var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
		currentContainer.spawnParticle( options );

	};

	this.update = function ( time ) {
		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
			this.particleContainers[ i ].update( time );
		}

	};

	this.dispose = function () {

		this.particleShaderMat.dispose();
		this.particleNoiseTex.dispose();
		this.particleSpriteTex.dispose();

		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
			this.particleContainers[ i ].dispose();
		}

	};

	this.init();

};

THREE.GPUParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;


// Subclass for particle containers, allows for very large arrays to be spread out

THREE.GPUParticleContainer = function ( maxParticles, particleSystem ) {

	THREE.Object3D.apply( this, arguments );

	this.PARTICLE_COUNT = maxParticles || 100000;
	this.PARTICLE_CURSOR = 0;
	this.time = 0;
	this.offset = 0;
	this.count = 0;
	this.DPR = window.devicePixelRatio;
	this.GPUParticleSystem = particleSystem;
	this.particleUpdate = false;

	// geometry

	this.particleShaderGeo = new THREE.BufferGeometry();

	this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'positionStart', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'startTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'velocity', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'turbulence', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'size', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
	this.particleShaderGeo.addAttribute( 'lifeTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );

	// material

	this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
	var position = new THREE.Vector3();
	var velocity = new THREE.Vector3();
	var color = new THREE.Color();

	this.spawnParticle = function ( options ) {
		var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
		var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
		var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
		var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
		var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
		var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
		var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );

		options = options || {};

		// setup reasonable default values for all arguments

		position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
		velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
		color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );

		var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
		var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
		var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
		var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
		var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
		var size = options.size !== undefined ? options.size : 10;
		var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
		var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;

		if ( this.DPR !== undefined ) size *= this.DPR;

		var i = this.PARTICLE_CURSOR;

		// position

		positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
		positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
		positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );

		if ( smoothPosition === true ) {
			positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
			positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
			positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );

		}

		// velocity
		var maxVel = 2;
		var velX = velocity.x + particleSystem.random() * velocityRandomness;
		var velY = velocity.y + particleSystem.random() * velocityRandomness;
		var velZ = velocity.z + particleSystem.random() * velocityRandomness;

		velX = THREE.Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
		velY = THREE.Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
		velZ = THREE.Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );

		velocityAttribute.array[ i * 3 + 0 ] = velX;
		velocityAttribute.array[ i * 3 + 1 ] = velY;
		velocityAttribute.array[ i * 3 + 2 ] = velZ;

		// color
		color.r = THREE.Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
		color.g = THREE.Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
		color.b = THREE.Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );

		colorAttribute.array[ i * 3 + 0 ] = color.r;
		colorAttribute.array[ i * 3 + 1 ] = color.g;
		colorAttribute.array[ i * 3 + 2 ] = color.b;

		// turbulence, size, lifetime and starttime

		turbulenceAttribute.array[ i ] = turbulence;
		sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
		lifeTimeAttribute.array[ i ] = lifetime;
		startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;

		// offset

		if ( this.offset === 0 ) {
			this.offset = this.PARTICLE_CURSOR;
		}

		// counter and cursor
		this.count ++;
		this.PARTICLE_CURSOR ++;

		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
			this.PARTICLE_CURSOR = 0;
		}
		this.particleUpdate = true;

	};

	this.init = function () {
		this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
		this.particleSystem.frustumCulled = false;
		this.add( this.particleSystem );

	};

	this.update = function ( time ) {
		this.time = time;
		this.particleShaderMat.uniforms.uTime.value = time;
		this.geometryUpdate();
	};

	this.geometryUpdate = function () {

		if ( this.particleUpdate === true ) {

			this.particleUpdate = false;

			var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
			var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
			var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
			var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
			var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
			var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
			var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );

			if ( this.offset + this.count < this.PARTICLE_COUNT ) {
				positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
				startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
				velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
				turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
				colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
				sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
				lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;

				positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
				startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
				velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
				turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
				colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
				sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
				lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
			} else {
				positionStartAttribute.updateRange.offset = 0;
				startTimeAttribute.updateRange.offset = 0;
				velocityAttribute.updateRange.offset = 0;
				turbulenceAttribute.updateRange.offset = 0;
				colorAttribute.updateRange.offset = 0;
				sizeAttribute.updateRange.offset = 0;
				lifeTimeAttribute.updateRange.offset = 0;

				// Use -1 to update the entire buffer, see #11476
				positionStartAttribute.updateRange.count = - 1;
				startTimeAttribute.updateRange.count = - 1;
				velocityAttribute.updateRange.count = - 1;
				turbulenceAttribute.updateRange.count = - 1;
				colorAttribute.updateRange.count = - 1;
				sizeAttribute.updateRange.count = - 1;
				lifeTimeAttribute.updateRange.count = - 1;
			}

			positionStartAttribute.needsUpdate = true;
			startTimeAttribute.needsUpdate = true;
			velocityAttribute.needsUpdate = true;
			turbulenceAttribute.needsUpdate = true;
			colorAttribute.needsUpdate = true;
			sizeAttribute.needsUpdate = true;
			lifeTimeAttribute.needsUpdate = true;

			this.offset = 0;
			this.count = 0;
		}

	};
	this.dispose = function () {
		this.particleShaderGeo.dispose();
	};
	this.init();
};

THREE.GPUParticleContainer.prototype = Object.create( THREE.Object3D.prototype );
THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;

要替换GPUParticleSystem.js的属性,你需要了解一些基本概念和语法: 1. GPUParticleSystem.jsthree.js的一个扩展,它使用WebGL进行粒子渲染,而最新版本的three.js已经集成了这个功能,你可以直接使用它的ParticleSystem类。 2. 在最新版本的three.js中,粒子的属性都被封装在一个ParticleSystem类中。你可以通过设置ParticleSystem类的属性来控制粒子的行为和外观。 3. 在GPUParticleSystem.js中,每个粒子的属性都被存储在一个数组中。在最新版本的three.js中,每个粒子的属性都被封装在一个Particle类中。 4. 在GPUParticleSystem.js中,你可以通过设置Option对象的属性来控制粒子的行为和外观。在最新版本的three.js中,你需要通过设置ParticleSystem类的属性来控制粒子的行为和外观。 下面是一些示例代码,说明如何将GPUParticleSystem.js的属性替换为最新版本的three.js中的属性: 1. 将GPUParticleSystem.js中的Option属性替换为最新版本的three.js中的属性: GPUParticleSystem.js: ```javascript var particleOptions = { position: new THREE.Vector3(), positionRandomness: .3, velocity: new THREE.Vector3(), velocityRandomness: 1.5, color: 0xaa88ff, colorRandomness: .2, turbulence: .5, lifetime: 2, size: 5, sizeRandomness: 1 }; ``` three.js: ```javascript var particleSystem = new THREE.ParticleSystem(); particleSystem.position.copy(new THREE.Vector3()); particleSystem.positionRandomness = .3; particleSystem.velocity.copy(new THREE.Vector3()); particleSystem.velocityRandomness = 1.5; particleSystem.color.setHex(0xaa88ff); particleSystem.colorRandomness = .2; particleSystem.turbulence = .5; particleSystem.lifetime = 2; particleSystem.size = 5; particleSystem.sizeRandomness = 1; ``` 2. 将GPUParticleSystem.js中的属性替换为最新版本的three.js中的属性,同时使用GPU粒子渲染: GPUParticleSystem.js: ```javascript var particles = new THREE.GPUParticleSystem({ maxParticles: 250000, particleNoiseTex: THREE.ImageUtils.loadTexture('textures/perlin-512.png'), particleSpriteTex: THREE.ImageUtils.loadTexture('textures/particle2.png') }); var particleOptions = { position: new THREE.Vector3(), positionRandomness: .3, velocity: new THREE.Vector3(), velocityRandomness: 1.5, color: 0xaa88ff, colorRandomness: .2, turbulence: .5, lifetime: 2, size: 5, sizeRandomness: 1 }; particles.spawnParticle(particleOptions); ``` three.js: ```javascript var particles = new THREE.GPUParticleSystem(); particles.maxParticles = 250000; particles.particleNoiseTex = THREE.ImageUtils.loadTexture('textures/perlin-512.png'); particles.particleSpriteTex = THREE.ImageUtils.loadTexture('textures/particle2.png'); var particleSystem = new THREE.ParticleSystem(particles.geometry, particles.material); particleSystem.position.copy(new THREE.Vector3()); particleSystem.positionRandomness = .3; particleSystem.velocity.copy(new THREE.Vector3()); particleSystem.velocityRandomness = 1.5; particleSystem.color.setHex(0xaa88ff); particleSystem.colorRandomness = .2; particleSystem.turbulence = .5; particleSystem.lifetime = 2; particleSystem.size = 5; particleSystem.sizeRandomness = 1; particles.spawnParticle(particleSystem); ``` 希望这些示例代码可以帮助你将GPUParticleSystem.js的属性替换为最新版本的three.js中的属性。
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