Unity中Mesh分解与边缘高亮加上深度检测

  一个比较简单的需求,不过遇到些坑,记录下。

  房间有多个模型,每个模型可能多个SubMesh,点击后,需要能具体到是那个SubMesh,并且在这个SubMesh上显示边缘高光,以及能个性这单个SubMesh对应的Material。如一个桌子的Mesh,其实有二个材质,分别对应二个SubMesh,一个桌面和一个桌脚,点击桌面后,只有这个桌面高光,而不是整个桌子,并且能单独更换这个桌面的Material.

  我们知道Unity中,Mesh和Ogre一样,也是可以有多个SubMesh,每个SubMesh有自己的Material,但是不同Ogre每个Submesh可以有不同的顶点数据,Unity中Mesh所有SubMesh共享相同顶点数据,分别使用不同的顶点索引。我原来做过一个项目,用Ogre里的Renderable与MovableObject组合形成这种格式,里面的所有模型都是用的这种格式显示,而不是Ogre本身的Entiy,当时就发现这种更容易理解,好用。

  下面这个脚本文件是这个功能的具体实现,包含分解Mesh,检查具体是那个SubMesh碰撞等功能。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine.EventSystems;

public class RayCheck : MonoBehaviour
{
    //public MaterialUI ui;
    public NewUIControl ui;

    private Collider preCollider;
    private int cIndex = -1;
    private Material lineMat = null;
    private Material selectMat = null;
    //private Material showMat = null;
    private MeshFilter meshFilter = null;
    private MeshRenderer meshRender = null;
    private MeshCollider meshCollider = null;
    private BoxCollider boxCollider = null;
    private new Transform transform = null;
    private LineRenderer lineRender = null;
    private HighlightableObject hightLight = null;

    private float vminDist = 1.0f;
    private List<int> indexLay = new List<int>();
    private bool bPreObject = false;
    private int preIndex = 0;
    private Mesh mesh = null;
    //如果为true,所有模型都能切换texture
    public bool defaultAdd = true;

    private RaycastHit preHit = new RaycastHit();
    private bool bHold = false;
    private Vector3 oldLocation = Vector3.zero;

    private Dictionary<string, List<string>> matTextures = new Dictionary<string, List<string>>();
    void Start()
    {
        lineMat = Resources.Load<Material>("LineMat");
        //showMat = Resources.Load<Material>("ShowMat");

        meshFilter = checkDefault<MeshFilter>();
        meshCollider = checkDefault<MeshCollider>();
        meshRender = checkDefault<MeshRenderer>();
        boxCollider = checkDefault<BoxCollider>();
        transform = checkDefault<Transform>();
        lineRender = checkDefault<LineRenderer>();
        hightLight = checkDefault<HighlightableObject>();

        lineRender.useWorldSpace = false;
        lineRender.sharedMaterial = lineMat;
        lineRender.SetWidth(0.01f, 0.01f);
        //meshRender.sharedMaterial = showMat;
        //单独添加层,在正常渲染时,让摄像机不渲染这个模型,我们只需要在高光时渲染
        this.gameObject.layer = 4;
        mesh = new Mesh();

        StartCoroutine(XmlReader.GetXML("materialtextures.xml", matTextures, XmlReader.ParseMatXml, this.InitUiMatTextures));
        //ui.onApply = ApplyMaterial;      
    }

    public void InitUiMatTextures()
    {
        ui.SetMatTextures(matTextures);
    }

    T checkDefault<T>() where T : Component
    {
        T t = this.gameObject.GetComponent<T>();
        if (t == null)
        {
            t = this.gameObject.AddComponent<T>();
        }
        return t;
    }

    // Update is called once per frame
    void Update()
    {
        //!ui.isActiveAndEnabled &&
#if UNITY_EDITOR
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
#elif UNITY_ANDROID || UNITY_IPHONE
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began  && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
#endif
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            var bAxis = Physics.Raycast(ray, out hit, 10000.0f, 2 << 7);
            if (bAxis)
            {
                preHit = hit;
                bHold = true;
                oldLocation = preCollider.transform.position;
                return;
            }
            //与当前camera最近交点
            if (GetMinDist(ray, out hit))
            {
                if (preCollider != null)
                {
                    lineRender.enabled = false;
                }
                //如果不是同一个模型,indexLay清空
                bPreObject = hit.collider == preCollider;
                if (!bPreObject && preCollider != null)
                {
                    preCollider.gameObject.SetActive(true);
                    indexLay.Clear();
                }
                preCollider = hit.collider;
                //得到选择的gameObject模型
                if (checkIsRender(hit.collider, ray))
                {
                    //preCollider.gameObject.SetActive(false);
                    if (selectMat != null)
                    {
                        var haveTexture = ui.SetSelectMat(selectMat);
                        //当前材质有对应能够更新的纹理
                        if (defaultAdd || haveTexture)
                            ui.gameObject.SetActive(true);
                        else
                            ui.gameObject.SetActive(false);
                        //显示高亮
                        hightLight.ReinitMaterials();
                        hightLight.FlashingOn(2f);
                        if (defaultAdd || haveTexture)
                            hightLight.On();
                        else
                            hightLight.Off();
                    }
                }
            }
        }
#if UNITY_EDITOR
        if (Input.GetMouseButtonUp(0))
#elif UNITY_ANDROID || UNITY_IPHONE
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended)
#endif
        {
            bHold = false;
        }
    }

    public void FixedUpdate()
    {
        DragAxis();
    }

    public void DragAxis()
    {
#if UNITY_EDITOR
        if (bHold && Input.GetMouseButton(0))
#elif UNITY_ANDROID || UNITY_IPHONE
        if (bHold && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
#endif
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            var newPot = ray.origin + ray.direction * preHit.distance - preHit.point;
            preCollider.transform.position = newPot;
        }
    }

    public bool GetMinDist(Ray ray, out RaycastHit rayHit)
    {
        rayHit = new RaycastHit();
        var hits = Physics.RaycastAll(ray);
        var origin = Camera.main.transform.position;
        float minDist = float.MaxValue;
        bool result = false;
        foreach (var hit in hits)
        {
            if (hit.collider == meshCollider || hit.collider == boxCollider)
                continue;
            var sqrLenght = (hit.point - origin).sqrMagnitude;
            if (sqrLenght < minDist)
            {
                minDist = sqrLenght;
                rayHit = hit;
                result = true;
            }
        }
        return result;
    }

    public bool checkIsRender(Collider collider, Ray ray)
    {
        var render = collider.GetComponent<Renderer>();
        var filter = collider.GetComponent<MeshFilter>();
        if (render != null && filter != null)
        {
            //设置成当成位置
            transform.position = render.transform.position;
            transform.rotation = render.transform.rotation;
            transform.localScale = render.transform.localScale;
            transform.parent = render.transform.parent;

            //初始化信息
            float minDist = float.MaxValue;
            AABB minAABB = new AABB();
            cIndex = 0;
            selectMat = null;

            mesh.Clear();
            Collider currentCollider = null;
            mesh.vertices = filter.mesh.vertices;
            mesh.normals = filter.mesh.normals;
            mesh.uv = filter.mesh.uv;
            mesh.uv2 = filter.mesh.uv2;

            //使用如下语句,颜色包含GI能正确使用,描边不能用,可能与UV有关。
            //不使用,模型对应GI颜色不对,但是描边能用。
            //解决方法: 定义raycheck自己的gameObject的层为单独一层,这样当前模型不渲染,只渲染描边
            //meshRender.useLightProbes = render.useLightProbes;
            //meshRender.lightmapIndex = render.lightmapIndex;
            //meshRender.lightmapScaleOffset = render.lightmapScaleOffset;
            //meshRender.realtimeLightmapIndex = render.realtimeLightmapIndex;
            //meshRender.realtimeLightmapScaleOffset = render.realtimeLightmapScaleOffset;

            //如果有多个SubMesh,重新分割每个SubMesh,并重新验证相交,取最近subMesh
            if (filter.mesh.subMeshCount > 1)
            {
                for (int meshIndex = 0; meshIndex < filter.mesh.subMeshCount; meshIndex++)
                {
                    meshCollider.enabled = false;
                    boxCollider.enabled = false;
                    var indexs = filter.mesh.GetIndices(meshIndex);
                    mesh.SetIndices(indexs, filter.mesh.GetTopology(meshIndex), 0);

                    if (indexs.Length / 3 > 255)
                    {
                        boxCollider.enabled = true;
                        boxCollider.center = mesh.bounds.center;
                        boxCollider.size = mesh.bounds.size;
                        currentCollider = boxCollider;
                    }
                    else
                    {
                        meshCollider.enabled = true;
                        meshCollider.sharedMesh = mesh;
                        currentCollider = meshCollider;
                    }
                    RaycastHit hit;
                    if (currentCollider.Raycast(ray, out hit, 10000))
                    {
                        float sqrLenght = (Camera.main.transform.position - hit.point).sqrMagnitude;
                        //模型有多个subMesh,但是无论怎么点击,其中一个subMesh总是最近。
                        if (Mathf.Abs(sqrLenght - minDist) < vminDist)
                        {
                            if (!indexLay.Contains(cIndex))
                            {
                                indexLay.Add(cIndex);
                            }
                            if (!indexLay.Contains(meshIndex))
                            {
                                indexLay.Add(meshIndex);
                            }
                        }
                        if (sqrLenght < minDist)
                        {
                            minDist = sqrLenght;
                            cIndex = meshIndex;
                            minAABB.Min = mesh.bounds.center - mesh.bounds.size / 2f;
                            minAABB.Max = mesh.bounds.center + mesh.bounds.size / 2f;
                        }
                    }
                }
            }
            //一个模型有多个SubMesh,并且每个SubMesh边框相重。
            if (indexLay.Count > 1 && preCollider)
            {
                if (indexLay.Contains(preIndex))
                {
                    var nIndex = indexLay.IndexOf(preIndex);
                    cIndex = ++nIndex % indexLay.Count;
                }
                preIndex = cIndex;
            }

            if (cIndex >= 0 && render.materials.Length > cIndex)
            {
                selectMat = render.materials[cIndex];
                //显示自己的Mesh
                var indexs = filter.mesh.GetIndices(cIndex);
                mesh.SetIndices(indexs, filter.mesh.GetTopology(cIndex), 0);
                meshFilter.mesh = mesh;
                //重新设置材质
                meshRender.material = selectMat;
                var vertexs = minAABB.LinePositions();
                lineRender.SetVertexCount(vertexs.Length);
                lineRender.SetPositions(vertexs);
                //重置状态
                //lineRender.enabled = true;
                meshRender.enabled = true;
                return true;
            }
        }
        return false;
    }

    public void ApplyMaterial()
    {
        meshRender.enabled = false;
        ui.gameObject.SetActive(false);
    }
}

public class AABB
{
    private bool cornerDirty = true;
    private Vector3 min = Vector3.zero;
    private Vector3 max = Vector3.zero;

    public Vector3[] mCorners = new Vector3[8];

    public Vector3[] Corners
    {
        get
        {
            if (cornerDirty)
            {
                GetAllCorners();
            }
            return mCorners;
        }
    }

    public Vector3 Min
    {
        get
        {
            return min;
        }
        set
        {
            min = value;
            cornerDirty = true;
        }
    }

    public Vector3 Max
    {
        get
        {
            return max;
        }
        set
        {
            max = value;
            cornerDirty = true;
        }
    }

    private void makeFloor(Vector3 cmp)
    {
        if (cmp.x < min.x)
            min.x = cmp.x;
        if (cmp.y < min.y)
            min.y = cmp.y;
        if (cmp.z < min.z)
            min.z = cmp.z;
    }

    private void makeCeil(Vector3 cmp)
    {
        if (cmp.x > max.x)
            max.x = cmp.x;
        if (cmp.y > max.y)
            max.y = cmp.y;
        if (cmp.z > max.z)
            max.z = cmp.z;
    }

    public void Merge(Vector3 cmp)
    {
        makeCeil(cmp);
        makeFloor(cmp);
        cornerDirty = true;
    }

    public void SetNull()
    {
        min = Vector3.zero;
        max = Vector3.zero;
        cornerDirty = true;
    }

    /// <summary>   
    ///
    private void GetAllCorners()
    {
        mCorners[0] = min;
        mCorners[1].x = min.x; mCorners[1].y = max.y; mCorners[1].z = min.z;
        mCorners[2].x = max.x; mCorners[2].y = max.y; mCorners[2].z = min.z;
        mCorners[3].x = max.x; mCorners[3].y = min.y; mCorners[3].z = min.z;

        mCorners[4] = max;
        mCorners[5].x = min.x; mCorners[5].y = max.y; mCorners[5].z = max.z;
        mCorners[6].x = min.x; mCorners[6].y = min.y; mCorners[6].z = max.z;
        mCorners[7].x = max.x; mCorners[7].y = min.y; mCorners[7].z = max.z;
    }

    public Vector3[] LinePositions()
    {
        int i = 0;
        Vector3[] pos = new Vector3[16];
        //前面
        pos[i++] = this.Corners[0];
        pos[i++] = this.Corners[1];
        pos[i++] = this.Corners[2];
        //下边
        pos[i++] = this.Corners[3];
        pos[i++] = this.Corners[0];
        pos[i++] = this.Corners[6];
        //右边  
        pos[i++] = this.Corners[7];
        pos[i++] = this.Corners[3];
        pos[i++] = this.Corners[2];
        //后面
        pos[i++] = this.Corners[4];
        pos[i++] = this.Corners[7];
        pos[i++] = this.Corners[6];
        //左边 上边
        pos[i++] = this.Corners[5];
        pos[i++] = this.Corners[1];
        pos[i++] = this.Corners[5];
        pos[i++] = this.Corners[4];
        return pos;
    }

    public AABB Clone()
    {
        AABB ab = new AABB();
        ab.min = this.min;
        ab.max = this.max;
        ab.cornerDirty = true;
        return ab;
    }
}
RayCheck

  需要注意的点是:

  1 如果几个模型有多个SubMesh分散在各个位置,故需要把所有RaycastHit上碰撞点与眼睛求出最近点。

  2 LineRender中是N点组成N-1条线,而不是N/2,如A-B-C-D,并不是显示AB,CD.而是AB,BC,CD.

  3 模型的SubMesh可能边框重合,这样的话,就会导致可能永远都是选的其中一个。

  4 我们根据SubMesh生成新的Mesh,并不需要在主摄像头中渲染(通过Layer与cullingMask组合),不然和原来模型的SubMesh显示不清。

  5 鼠标按下,是否在UI上面,鼠标弹起,电脑与移动平台要不同的处理。

  6 安卓平台下,用WWW加载资源,必需用yield return,故相应加载完成的处理可以用函数指针传入。

  到这模型就差不多了,然后添加边缘高亮组件highightingSystem,这个的思路也是比较简单的。

  首先在主摄像机渲染场景前,把边缘高亮的模型给一个单独的层,并且修改相应材质为我们需要高亮的颜色,然后复制主摄像头新生成一个摄像头,新摄像头的cullingMask只渲染前面边缘高亮模型的层的那些模型到一张Stencil的RTT中保存,然后把原来的边缘高亮的模型的层和材质换回来。

  然后是主摄像头正常渲染,渲染完后,在OnRenderImage中先把在上面的那张RTT进行简单的Blur模糊,保存为Blur的RTT。最后把上面的Stencil的RTT,Blur的RTT,主摄像头渲染的source,我们并不渲染stencil本身,只渲染stencil模糊后的边缘部分。

  嗯,现在有个麻烦,老大要在看不到的部分不显示高亮,如下这样:

  

   第一张图是现在的显示效果,老大要的是第二张,说实话,我最开始以为很简单,好吧,做完后就加了点东东,确实不复杂,但是因为对Unity的相关理解有误,把采过的坑说下。

  说实话,这个需求就是加个深度检测就行了,那么在原来基础上添加如下一些代码。

shaderCamera.CopyFrom(refCam);
shaderCamera.projectionMatrix = refCam.projectionMatrix;        // Uncomment this line if you have problems using Highlighting System with custom projection matrix on your camera
shaderCamera.cullingMask = layerMask;
shaderCamera.rect = new Rect(0f, 0f, 1f, 1f);
shaderCamera.renderingPath = RenderingPath.Forward;
shaderCamera.hdr = false;
shaderCamera.useOcclusionCulling = false;
shaderCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
shaderCamera.clearFlags = CameraClearFlags.Color;
shaderCamera.targetTexture = stencilBuffer;
//我们因为直接在渲染highlight object,故可以直接算出深度,并不需要在前面多渲染一次
shaderCamera.depthTextureMode = DepthTextureMode.None;
//通过culling mask(layerMask),只渲染highlight object       
shaderCamera.Render();

//渲染深度
depthBuffer = RenderTexture.GetTemporary((int)GetComponent<Camera>().pixelWidth, (int)GetComponent<Camera>().pixelHeight, 16, RenderTextureFormat.RHalf);
shaderCamera.targetTexture = depthBuffer;
shaderCamera.RenderWithShader(DepthShader, null);
添加渲染深度。

  Shader.

Shader "Custom/Render depth buffer" {
    SubShader
    {
        Tags{ "RenderType" = "Opaque" }
        Pass
        {
            ZWrite Off
            ZTest Always
            Lighting Off
            Fog{ Mode Off }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            //sampler2D_float _LastCameraDepthTexture;
            //sampler2D_float _CameraDepthTexture;
            struct v2f {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float depth : TEXCOORD1;
            };
            v2f vert(appdata_img v) {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.texcoord.xy; //float2(v.texcoord.x, 1 - v.texcoord.y); //v.texcoord.xy;
                o.depth = COMPUTE_DEPTH_01;
                return o;
            }
            float4 frag(v2f i) : COLOR
            {
                //float depth = SAMPLE_DEPTH_TEXTURE(_LastCameraDepthTexture, i.uv);
                //float depthSample = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_LastCameraDepthTexture, i.uv));//_CameraDepthTexture _LastCameraDepthTexture
                //return float4(depthSample, 0, 0, 0);
                return float4(i.depth,0,0,0);
            }
            ENDCG
        }
    }
    FallBack Off
}
Render depth buffer

  在这我进行一次尝试,结果不对,在shaderCamera.Render()渲染之前,设定depthTextureMode为Depth,我在Shader开始应用_CameraDepthTexture,发现结果不对,网上查找说是这个RTT一直是主摄像头的,后面使用_LastCameraDepthTexture,结果很奇怪,和后面主摄像头的_CameraDepthTexture比对结果完全对不上,深度值不是0或1,但是渲染出来看,深度值又没看到变化,后来仔细想了下,应该是主摄像头Graphics.Blit后的值,因为这个只是渲染一个正方形,深度显示出来就会这样。

  最后去Unity5Shader里面找_CameraDepthTexture这个RTT是如何渲染的,我们找到这个值COMPUTE_DEPTH_01是放入深度RTT中的,具体意思大家去unityCG.cginc里去找就行了,因为这个值就是根据当前顶点的位置算出来的,所以在这我们放入顶点着色器就行。

  然后就是在第一张Blur模糊图上比较上一张深度RTT的深度值,相应DEPTH_COMP_ON位置为新增加的。

    // Downsamples source texture
    private void DownSample4x(RenderTexture source, RenderTexture dest)
    {
        float off = 1.0f;
        blurMaterial.SetFloat("_OffsetScale", off);
        blurMaterial.SetTexture("_DepthTex", depthBuffer);
        if (bBlueDepthTest)
        {
            blurMaterial.EnableKeyword("DEPTH_COMP_ON");
        }
        //blurMaterial.DisableKeyword("DEPTH_COMP_OFF");
        Graphics.Blit(source, dest, blurMaterial);
    }
渲染第一次Blur.
Shader "Hidden/Highlighted/Blur"
{
    Properties
    {
        _MainTex("", 2D) = "" {}
        _Intensity("", Range(0.25,0.5)) = 0.3
        _DepthTex("", 2D) = "" {}
    }

        SubShader
    {
        Pass
        {
            ZTest Always
            Cull Off
            ZWrite Off
            Lighting Off
            Fog { Mode Off }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile __ DEPTH_COMP_ON 
        //DEPTH_COMP_OFF

        #include "UnityCG.cginc"

        uniform sampler2D _MainTex;
        uniform half4 _MainTex_TexelSize;
        uniform half _OffsetScale;
        uniform fixed _Intensity;
#if defined(DEPTH_COMP_ON)
            uniform sampler2D _DepthTex;
            sampler2D_float _CameraDepthTexture;
#endif
            struct v2f
            {
                float4 pos : POSITION;
                half2 duv : TEXCOORD0;
                half2 uv[4] : TEXCOORD1;
            };

            v2f vert(appdata_img v)
            {
                // Shader code optimized for the Unity shader compiler
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

                half2 offs = _MainTex_TexelSize.xy * _OffsetScale;

                o.uv[0].x = v.texcoord.x - offs.x;
                o.uv[0].y = v.texcoord.y - offs.y;

                o.uv[1].x = v.texcoord.x + offs.x;
                o.uv[1].y = v.texcoord.y - offs.y;

                o.uv[2].x = v.texcoord.x + offs.x;
                o.uv[2].y = v.texcoord.y + offs.y;

                o.uv[3].x = v.texcoord.x - offs.x;
                o.uv[3].y = v.texcoord.y + offs.y;

                o.duv = v.texcoord.xy;
                if (_MainTex_TexelSize.y < 0)
                    o.duv.y = 1 - o.duv.y;
                return o;
            }

            fixed4 frag(v2f i) : COLOR
            {
                fixed4 color1 = tex2D(_MainTex, i.uv[0]);
                fixed4 color2 = tex2D(_MainTex, i.uv[1]);
                fixed4 color3 = tex2D(_MainTex, i.uv[2]);
                fixed4 color4 = tex2D(_MainTex, i.uv[3]);
                fixed4 color;
                color.rgb = max(color1.rgb, color2.rgb);
                color.rgb = max(color.rgb, color3.rgb);
                color.rgb = max(color.rgb, color4.rgb);
                color.a = (color1.a + color2.a + color3.a + color4.a) * _Intensity;
                
#if defined(DEPTH_COMP_ON)
                float cDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.duv));
                float oDepth = tex2D(_DepthTex, i.duv).r;
                //当Blur桢的深度 大于 当前桢的深度
                if (abs(oDepth - cDepth) > 0.001)
                {
                    color.rgba = fixed4(0,0,0,0);
                }
#endif
                return color;
            }

            ENDCG
        }
    }


        Fallback off
}
Blur 添加深度比较

  注意:

  1 我们只需要比较第一张模糊图的深度,后面的模糊都是根据这张再重新模糊,因此我们在着色器定义编译符,使之第一次与后面几次根据编译符不同的执行。

  2 在深度比较的Shader中,我们其实已经取不到原顶点pos相应的值了,因为我们并不是渲染原来的模型,而是相当于Ogre中的后处理PassQuad(只渲染一个正方形),因此,在这之前,需要将主摄像根据情况,先把设定主摄像头的depthTextureMode为Depth,这样在OnPreRender之后,主摄像头正常渲染前,先调用UpdateDepthTexture,渲染场景内所有模型的深度到_CameraDepthTexture上,这样在后面的OnRenderImage中,我们才能取到正常的深度值。

  3 在这,二张深度图里默认的精度都只有16位,因此需要定义一个范围。

  有几次试错,都在于没搞清Unity里的执行过程,后来结合Untiy提供的Frame Debugger,才搞定这个简单的修改。

  

posted @ 2016-05-27 17:33  天天不在  阅读(5381)  评论(2编辑  收藏  举报