threejs打造3d跑车竞赛动画效果
代码语言:html
所属分类:三维
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"> <style> body { margin: 0; overflow: hidden; } canvas { cursor: move; } </style> </head> <body translate="no"> <script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/three.js"></script> <script src='http://repo.bfw.wiki/bfwrepo/js/OrbitControls.js'></script> <script src='http://repo.bfw.wiki/bfwrepo/js/dat.gui.min.js'></script> <script > window.addEventListener("DOMContentLoaded", app); function app() { var scene, camera, renderer, textureLoader = new THREE.TextureLoader(), controls, GUI, road, cybertruck, ambientLight, daylight, fogColor; var adjustWindow = () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }, init = () => { // setup let licensePlate = textureLoader.load("http://repo.bfw.wiki/bfwrepo/image/5df5d982ef313.png"), grassTile = textureLoader.load("http://repo.bfw.wiki/bfwrepo/image/5df5d982ef313.png"), roadTile = textureLoader.load("http://repo.bfw.wiki/bfwrepo/image/5df5d96d46d8e.png"); scene = new THREE.Scene(); fogColor = { h: 215, s: 80, l: 80 }; scene.fog = new THREE.Fog(`hsl(${fogColor.h},${fogColor.s}%,${fogColor.l}%)`, 0.01, 272); camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(20, 10, 20); camera.lookAt(scene.position); renderer = new THREE.WebGLRenderer({ logarithmicDepthBuffer: false }); renderer.setClearColor(scene.fog.color.getStyle()); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; let camControls = new THREE.OrbitControls(camera, renderer.domElement); camControls.enablePan = false; // road road = new Road(grassTile, roadTile); // cybertruck cybertruck = new Cybertruck(licensePlate); cybertruck.mesh.name = "Cybertruck"; cybertruck.mesh.position.y = cybertruck.height / 2; // ambient light ambientLight = new THREE.AmbientLight(0xffffff); ambientLight.intensity = 1; scene.add(ambientLight); // daylight daylight = new THREE.PointLight(0xffffff, ambientLight.intensity * 2); daylight.position.set(0, 64, 0); daylight.castShadow = true; scene.add(daylight); // config controls = { daylight: ambientLight.intensity, speed: cybertruck.speed, resetCam: () => { camControls.reset(); } }; GUI = new dat.GUI(); GUI.add(controls, "daylight", 0.1, 1, 0.01).name("Daylight").onChange(e => { let newVal = controls.daylight; cybertruck.headlight.intensity = (1 - newVal) * 2; cybertruck.rearlight.intensity = (1 - newVal) * 2; ambientLight.intensity = newVal; daylight.intensity = newVal * 2; let h = fogColor.h, s = fogColor.s, l = newVal * 100; fogColor.l = l * 0.8; let daylightColorStr = `hsl(${h},${s}%,${l.toFixed(0)}%)`, fogColorStr = `hsl(${h},${s}%,${fogColor.l.toFixed(0)}%)`; daylight.color = new THREE.Color(daylightColorStr); renderer.setClearColor(fogColorStr); scene.fog.color.set(fogColorStr); }); GUI.add(controls, "speed", 0, 60, 1).name("Speed (MPH)").onChange(e => { cybertruck.speed = controls.speed; }); GUI.add(controls, "resetCam").name("Reset Camera"); // first render document.body.appendChild(renderer.domElement); renderScene(); }, renderScene = () => { updateObjects(); renderer.render(scene, camera); requestAnimationFrame(renderScene); }, spawnObjects = () => { scene.add(road.mesh); scene.add(cybertruck.mesh); }, updateObjects = () => { if (scene.getObjectByName(cybertruck.mesh.name)) { cybertruck.move(); if (cybertruck.mesh.position.z > road.tileSize) cybertruck.mesh.position.z -= road.tileSize; let cybertruckZ = cybertruck.mesh.position.z; daylight.position.z = cybertruckZ; scene.position.z = -cybertruckZ; } }; init(); window.addEventListener("load", spawnObjects); window.addEventListener("resize", adjustWindow); } class Cybertruck { constructor(licensePlateImg) { this.speed = 5; this.wireframes = false; this.width = 8; this.height = 7.5; this.depth = 23; this.mesh = new THREE.Object3D(); let W = this.width, H = this.height, D = this.depth, flipXVertices = a => [-a[0], a[1], a[2]], toVectors = a => new THREE.Vector3(W * a[0], H * a[1], D * a[2]), reverseFaceDraws = a => a.reverse(), toFaces = a => new THREE.Face3(a[0], a[1], a[2]); // I. Body // A. Main let bodyVerticesArr = [ // back (0–3) [-0.45, 0.26, -0.5], [0.45, 0.26, -0.5], [-0.45, -0.1, -0.48], [0.45, -0.1, -0.48], // top (4–5) [-0.326, 0.5, 0.08], [0.326, 0.5, 0.08], // middle (6–19) [-0.45, -0.1, -0.38], [0.45, -0.1, -0.38], [-0.45, 0.06, -0.36], [0.45, 0.06, -0.36], [-0.45, 0.06, -0.24], [0.45, 0.06, -0.24], [-0.45, -0.15, -0.18], [0.45, -0.15, -0.18], [-0.45, -0.17, 0.255], [0.45, -0.17, 0.255], [-0.45, 0.06, 0.303], [0.45, 0.06, 0.303], [-0.45, 0.06, 0.42], [0.45, 0.06, 0.42], // upper front (20–23) [-0.45, 0.08, 0.47], [0.45, 0.08, 0.47], [-0.33, 0.045, 0.5], [0.33, 0.045, 0.5], // lower front (24–27) [-0.45, -0.13, 0.46], [0.45, -0.13, 0.46], [-0.343, -0.13, 0.488], [0.343, -0.13, 0.488], // bottom flaps (28–31) [-0.41, -0.21, -0.173], [0.41, -0.21, -0.173], [-0.41, -0.23, 0.25], [0.41, -0.23, 0.25], // windows (32–39) [-0.4225, 0.27, -0.14], [0.4225, 0.27, -0.14], [-0.379, 0.39, -0.13], [0.379, 0.39, -0.13], [-0.337, 0.47, 0.08], [0.337, 0.47, 0.08], [-0.425, 0.17, 0.36], [0.425, 0.17, 0.36]], bodyVertices = bodyVerticesArr.map(toVectors), bodyFacesArr = [ [0, 1, 3], [3, 2, 0], [0, 4, 5], [5, 1, 0], [5, 37, 35], [1, 5, 35], [1, 35, 33], [33, 21, 1], [39, 21, 33], [5, 21, 37], [21, 39, 37], [4, 34, 36], [0, 34, 4], [0, 32, 34], [32, 0, 20], [38, 32, 20], [4, 36, 20], [20, 36, 38], [20, 18, 24], [20, 0, 18], [18, 0, 16], [16, 0, 10], [10, 0, 8], [8, 0, 2], [2, 6, 8], [16, 10, 14], [12, 14, 10], [14, 12, 28], [28, 30, 14], [21, 25, 19], [21, 19, 1], [19, 17, 1], [17, 11, 1], [11, 9, 1], [1, 9, 7], [7, 3, 1], [11, 17, 15], [15, 13, 11], [15, 31, 29], [29, 13, 15], [5, 4, 20], [20, 21, 5], [21, 20, 22], [22, 23, 21], [22, 20, 24], [24, 26, 22], [23, 22, 26], [26, 27, 23], [23, 27, 25], [25, 21, 23], [2, 3, 7], [7, 6, 2], [6, 7, 9], [9, 8, 6], [8, 9, 11], [11, 10, 8], [10, 11, 13], [13, 12, 10], [12, 13, 29], [29, 28, 12], [28, 29, 31], [31, 30, 28], [30, 31, 15], [15, 14, 30], [14, 15, 17], [17, 16, 14], [16, 17, 19], [19, 18, 16], [18, 19, 25], [25, 24, 18], [24, 25, 26], [25, 27, 26], [34, 32, 33], [33, 35, 34], [34, 35, 37], [37, 36, 34], [36, 37, 39], [39, 38, 36], [33, 32, 38], [38, 39, 33]], bodyFaces = bodyFacesArr.map(toFaces), bodyGeo = new THREE.Geometry(), bodyMat = new THREE.MeshStandardMaterial({ color: 0xbac3c8, wireframe: this.wireframes }); bodyGeo.vertices = bodyVertices; bodyGeo.faces = bodyFaces; bodyGeo.computeFaceNormals(); let body = new THREE.Mesh(bodyGeo, bodyMat); this.mesh.add(body); // B. Door Handles let doorHandleGeo = new THREE.BoxGeometry(W * 0.01, W * 0.024, D * 0.0375), doorHandleFR = new THREE.Mesh(doorHandleGeo, bodyMat); // front right doorHandleFR.position.set(W * -0.45, H * 0.13, D * 0.0844); doorHandleFR.rotation.x = 4 * Math.PI / 180; body.add(doorHandleFR); // front left let doorHandleFL = doorHandleFR.clone(); doorHandleFL.position.x *= -1; body.add(doorHandleFL); // back right let doorHandleBR = doorHandleFR.clone(); doorHandleBR.position.y = H * 0.165; doorHandleBR.position.z = D * -0.1094; body.add(doorHandleBR); // back left let doorHandleBL = doorHandleBR.clone(); doorHandleBL.position.x *= -1; body.add(doorHandleBL); // C. Door Outlines let doorOutlineMat = new THREE.LineBasicMaterial({ color: 0x000000, transparent: true, opacity: 0.25 }), doorOutlineFLVerticesArr = [ [0.451, -0.17, 0.255], [0.451, 0.12, 0.255], [0.425, 0.192, 0.255], [0.424, 0.192, 0.255]], doorOutlineFLVertices = doorOutlineFLVerticesArr.map(toVectors), doorOutlineFLGeo = new THREE.Geometry(); // front left doorOutlineFLGeo.vertices = doorOutlineFLVertices; let doorOutlineFL = new THREE.Line(doorOutlineFLGeo, doorOutlineMat); this.mesh.add(doorOutlineFL); // front right let doorOutlineFRVerticesArr = doorOutlineFLVerticesArr.map(flipXVertices), doorOutlineFRVertices = doorOutlineFRVerticesArr.map(toVectors), doorOutlineFRGeo = new THREE.Geometry(); doorOutlineFRGeo.vertices = doorOutlineFRVertices; let doorOutlineFR = new THREE.Line(doorOutlineFRGeo, doorOutlineMat); this.mesh.add(doorOutlineFR); // middle left let doorOutlineMLVerticesArr = [ [0.41, -0.23, 0.0594], [0.4505, -0.16, 0.0594], [0.4505, 0.156, 0.0531], [0.424, 0.233, 0.05], [0.41, 0.233, 0.048]], doorOutlineMLVertices = doorOutlineMLVerticesArr.map(toVectors), doorOutlineMLGeo = new THREE.Geometry(); doorOutlineMLGeo.vertices = doorOutlineMLVertices; let doorOutlineML = new THREE.Line(doorOutlineMLGeo, doorOutlineMat); this.mesh.add(doorOutlineML); // middle right let doorOutlineMRVerticesArr = doorOutlineMLVerticesArr.map(flipXVertices), doorOutlineMRVertices = doorOutlineMRVerticesArr.map(toVectors), doorOutlineMRGeo = new THREE.Geometry(); doorOutlineMRGeo.vertices = doorOutlineMRVertices; let doorOutlineMR = new THREE.Line(doorOutlineMRGeo, doorOutlineMat); this.mesh.add(doorOutlineMR); // back left let doorOutlineBLVerticesArr = [ [0.399, -0.23, -0.1313], [0.45, -0.152, -0.1359], [0.4505, 0.195, -0.1406], [0.424, 0.2705, -0.1396], [0.4, 0.2705, -0.1396]], doorOutlineBLVertices = doorOutlineBLVerticesArr.map(toVectors), doorOutlineBLGeo = new THREE.Geometry(); doorOutlineBLGeo.vertices = doorOutlineBLVertices; let doorOutlineBL = new THREE.Line(doorOutlineBLGeo, doorOutlineMat); this.mesh.add(doorOutlineBL); // back right let doorOutlineBRVerticesArr = doorOutlineBLVerticesArr.map(flipXVertices), doorOutlineBRVertices = doorOutlineBRVerticesArr.map(toVectors), doorOutlineBRGeo = new THREE.Geometry(); doorOutlineBRGeo.vertices = doorOutlineBRVertices; let doorOutlineBR = new THREE.Line(doorOutlineBRGeo, doorOutlineMat); this.mesh.add(doorOutlineBR); // D. Fuel Cap let fuelCapVerticesArr = [ [0.4502, -0.014, -0.378], [0.4502, -0.014, -0.4], [0.4502, 0.06, -0.4], [0.4502, 0.06, -0.36]], fuelCapVertices = fuelCapVerticesArr.map(toVectors), fuelCapGeo = new THREE.Geometry(); fuelCapGeo.vertices = fuelCapVertices; let fuelCap = new THREE.Line(fuelCapGeo, doorOutlineMat); this.mesh.add(fuelCap); // II. Top Parts // A. Window let windowMat = new THREE.MeshStandardMaterial({ color: 0x101010, wireframe: this.wireframes }), lightMat = new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: this.wireframes }), topWindowVerticesArr = [ [-0.371, 0.415, -0.13], [0.371, 0.415, -0.13], [-0.326, 0.5, 0.08], [0.326, 0.5, 0.08], [-0.4145, 0.2, 0.36], [0.4145, 0.2, 0.36]], topWindowVertices = topWindowVerticesArr.map(toVectors), topWindowFacesArr = [ [1, 0, 2], [2, 3, 1], [3, 2, 4], [4, 5, 3]], topWindowFaces = topWindowFacesArr.map(toFaces), topWindowGeo = new THREE.Geometry(); topWindowGeo.vertices = topWindowVertices; topWindowGeo.faces = topWindowFaces; topWindowGeo.computeVertexNormals(); topWindowGeo.computeFaceNormals(); let topWindow = new THREE.Mesh(topWindowGeo, windowMat); this.mesh.add(topWindow); // B. Light let topLightVerticesArr = [ [-0.26, 0.49, 0.09], [0.26, 0.49, 0.09], [-0.26, 0.48, 0.1], [0.26, 0.48, 0.1]], topLightVertices = topLightVerticesArr.map(toVectors), topLightFacesArr = [ [1, 0, 2], [2, 3, 1]], topLightFaces = topLightFacesArr.map(toFaces), topLightGeo = new THREE.Geometry(); topLightGeo.vertices = topLightVertices; topLightGeo.faces = topLightFaces; topLightGeo.computeFaceNormals(); let topLight = new THREE.Mesh(topLightGeo, lightMat); this.mesh.add(topLight); // C. Sliding Door let slidingDoorMat = new THREE.MeshStandardMaterial({ color: 0x767c7f, wireframe: this.wireframes }), slidingDoorVerticesArr = [ [-0.35, 0.274, -0.472], [0.35, 0.274, -0.472], [-0.35, 0.407, -0.145], [0.35, 0.407, -0.145]], slidingDoorVertices = slidingDoorVerticesArr.map(toVectors), slidingDoorFacesArr = [ [1, 0, 2], [2, 3, 1]], slidingDoorFaces = slidingDoorFacesArr.map(toFaces), slidingDoorGeo = new THREE.Geometry(); slidingDoorGeo.vertices = slidingDoorVertices; slidingDoorGeo.faces = slidingDoorFaces; slidingDoorGeo.computeFaceNormals(); let slidingDoor = new THREE.Mesh(slidingDoorGeo, slidingDoorMat); this.mesh.add(slidingDoor); // III. Side Windows let sideWindowsVerticesArr = [ [-0.4, 0.27, -0.14], [0.4, 0.27, -0.14], [-0.351, 0.39, -0.13], [0.351, 0.39, -0.13], [-0.315, 0.47, 0.08], [0.315, 0.47, 0.08], [-0.43, 0.17, 0.36], [0.43, 0.17, 0.36]], sideWindowsVertices = sideWindowsVerticesArr.map(toVectors), sideWindowsFacesArr = [ [2, 3, 1], [1, 0, 2], [2, 4, 5], [5, 3, 2], [4, 6, 7], [7, 5, 4], [4, 2, 0], [0, 6, 4], [5, 7, 1], [1, 3, 5], [0, 1, 7], [7, 6, 0]], sideWindowsFaces = sideWindowsFacesArr.map(toFaces), sideWindowsGeo = new THREE.Geometry(); sideWindowsGeo.vertices = sideWindowsVertices; sideWindowsGeo.faces = sideWindowsFaces; sideWindowsGeo.computeVertexNormals(); sideWindowsGeo.computeFaceNormals(); let sideWindows = new THREE.Mesh(sideWindowsGeo, windowMat); this.mesh.add(sideWindows); // IV. Front Lights // A. Upper let frontLightVerticesArr = [ [-0.45, 0.075, 0.4701], [-0.33, 0.04, 0.4999], [0.33, 0.04, 0.4999], [0.45, 0.075, 0.4701], [-0.45, 0.043, 0.4685], [-0.3315, 0.02, 0.4985], [0.3315, 0.02, 0.4985], [0.45, 0.043, 0.4685]], frontLightVertices = frontLightVerticesArr.map(toVectors), frontLightFacesArr = [ [1, 0, 4], [4, 5, 1], [2, 1, 5], [5, 6, 2], [3, 2, 6], [6, 7, 3]], frontLightFaces = frontLightFacesArr.map(toFaces), frontLightGeo = new THREE.Geometry(); frontLightGeo.vertices = frontLightVertices; frontLightGeo.faces = frontLightFaces; frontLightGeo.computeFaceNormals(); let frontLight = new THREE.Mesh(frontLightGeo, lightMat); this.mesh.add(frontLight); // B. Lower let lowerLightMat = new THREE.MeshBasicMaterial({ color: 0xff9e59, wireframe: this.wireframes }), lowerLFrontLightVerticesArr = [ [0.343, -0.13, 0.4881], [0.45, -0.13, 0.4601], [0.343, -0.12, 0.4885], [0.45, -0.12, 0.4605]], lowerLFrontLightVertices = lowerLFrontLightVerticesArr.map(toVectors), lowerLFrontLightFacesArr = [ [0, 1, 3], [3, 2, 0]], lowerLFrontLightFaces = lowerLFrontLightFacesArr.map(toFaces), lowerLFrontLightGeo = new THREE.Geometry(); // left lowerLFrontLightGeo.vertices = lowerLFrontLightVertices; lowerLFrontLightGeo.faces = lowerLFrontLightFaces; lowerLFrontLightGeo.computeFaceNormals(); let lowerLFrontLight = new THREE.Mesh(lowerLFrontLightGeo, lowerLightMat); this.mesh.add(lowerLFrontLight); // right let lowerRFrontLightVerticesArr = lowerLFrontLightVerticesArr.map(flipXVertices), lowerRFrontLightVertices = lowerRFrontLightVerticesArr.map(toVectors), lowerRFrontLightFacesArr = lowerLFrontLightFacesArr.map(reverseFaceDraws), lowerRFrontLightFaces = lowerRFrontLightFacesArr.map(toFaces), lowerRFrontLightGeo = new THREE.Geometry(); lowerRFrontLightGeo.vertices = lowerRFrontLightVertices; lowerRFrontLightGeo.faces = lowerRFrontLightFaces; lowerRFrontLightGeo.computeFaceNormals(); let lowerRFrontLight = new THREE.Mesh(lowerRFrontLightGeo, lowerLightMat); this.mesh.add(lowerRFrontLight); // V. Back Light let backLightGeo = new THREE.PlaneGeometry(W * 0.9, H * 0.06), backLightMat = new THREE.MeshStandardMaterial({ color: 0x101010, wireframe: this.wireframes }), backLight = new THREE.Mesh(backLightGeo, backLightMat); backLightGeo.translate(0, H * 0.03, 0); backLight.position.set(0, H * 0.26, D * -0.5); backLight.rotation.set(171 * Math.PI / 180, 0, 0); // red part let backLightInnerGeo = new THREE.PlaneGeometry(W * 0.9 - H * 0.04, H * 0.02), backLightInnerMat = new THREE.MeshBasicMaterial({ color: 0xd65a65, wireframe: this.wireframes }), backLightInner = new THREE.Mesh(backLightInnerGeo, backLightInnerMat); backLightInnerGeo.translate(0, H * 0.03, 0); backLightInner.position.set(0, 0, 0.01); backLight.add(backLightInner); let backLightAreaGeo = new THREE.PlaneGeometry(W * 0.18, H * 0.02), backLightAreaMat = new THREE.MeshBasicMaterial({ color: 0xfdffb8, wireframe: this.wireframes }), backLightArea2 = new THREE.Mesh(backLightAreaGeo, backLightAreaMat); // middle light backLightAreaGeo.translate(0, H * 0.03, 0); backLightArea2.position.set(0, 0, 0.01); backLightInner.add(backLightArea2); // left light let backLightArea1 = backLightArea2.clone(); backLightArea1.position.set(W * -0.33, 0, 0.01); backLightInner.add(backLightArea1); // right light let backLightArea3 = backLightArea2.clone(); backLightArea3.position.set(W * 0.33, 0, 0.01); backLightInner.add(backLightArea3); this.mesh.add(backLight); // VI. Left Side Part Above Wheels let sideMat = new THREE.MeshStandardMaterial({ color: 0x2b2b2b, wireframe: this.wireframes }), leftSideVerticesArr = [ // top (0–19) [0.45, -0.1, -0.4], [0.5, -0.1, -0.3825], [0.45, 0.06, -0.36], [0.5, 0.03, -0.35], [0.45, 0.06, -0.236], [0.5, 0.03, -0.24], [0.45, -0.15, -0.18], [0.5, -0.15, -0.192], [0.41, -0.21, -0.173], [0.48, -0.21, -0.19], [0.41, -0.23, 0.2498], [0.48, -0.23, 0.261], [0.45, -0.17, 0.255], [0.5, -0.17, 0.263], [0.45, 0.06, 0.3015], [0.5, 0.03, 0.3035], [0.45, 0.06, 0.42], [0.5, 0.03, 0.4165], [0.45, -0.13, 0.46], [0.5, -0.13, 0.45], // bottom (20–41) [0.45, -0.074, -0.379], [0.5, -0.1, -0.3775], [0.45, 0.04, -0.35], [0.5, 0.015, -0.348], [0.45, 0.04, -0.2505], [0.5, 0.015, -0.2435], [0.45, -0.15, -0.197], [0.5, -0.15, -0.197], [0.355, -0.29, -0.19], [0.4, -0.29, -0.19], [0.355, -0.31, 0.2582], [0.4, -0.31, 0.26], [0.45, -0.17, 0.265], [0.5, -0.17, 0.267], [0.45, 0.04, 0.3099], [0.5, 0.015, 0.3065], [0.45, 0.04, 0.418], [0.5, 0.015, 0.4135], [0.45, -0.13, 0.455], [0.5, -0.13, 0.445], [0.48, -0.21, -0.194], [0.48, -0.23, 0.265]], leftSideVertices = leftSideVerticesArr.map(toVectors), leftSideFacesArr = [ [0, 2, 3], [3, 1, 0], [2, 4, 5], [5, 3, 2], [4, 6, 7], [7, 5, 4], [6, 8, 9], [9, 7, 6], [8, 10, 11], [11, 9, 8], [10, 12, 13], [13, 11, 10], [12, 14, 15], [15, 13, 12], [14, 16, 17], [17, 15, 14], [16, 18, 19], [19, 17, 16], [23, 22, 20], [20, 21, 23], [25, 24, 22], [22, 23, 25], [27, 26, 24], [24, 25, 27], [31, 30, 28], [28, 29, 31], [35, 34, 32], [32, 33, 35], [37, 36, 34], [34, 35, 37], [39, 38, 36], [36, 37, 39], [0, 1, 21], [21, 20, 0], [20, 22, 2], [2, 0, 20], [22, 24, 4], [4, 2, 22], [24, 26, 6], [6, 4, 24], [26, 28, 8], [8, 6, 26], [28, 30, 10], [10, 8, 28], [30, 32, 12], [12, 10, 30], [32, 34, 14], [14, 12, 32], [34, 36, 16], [16, 14, 34], [36, 38, 18], [18, 16, 36], [3, 23, 21], [21, 1, 3], [5, 25, 23], [23, 3, 5], [7, 27, 25], [25, 5, 7], [27, 7, 9], [9, 40, 27], [40, 9, 29], [26, 27, 40], [40, 29, 26], [26, 29, 28], [11, 31, 29], [29, 9, 11], [11, 41, 31], [13, 33, 41], [4.........完整代码请登录后点击上方下载按钮下载查看
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