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C# Vector4d类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Vector4d的典型用法代码示例。如果您正苦于以下问题:C# Vector4d类的具体用法?C# Vector4d怎么用?C# Vector4d使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Vector4d类属于命名空间,在下文中一共展示了Vector4d类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: GetVisibility

        public static Frustum.VISIBILTY GetVisibility(Vector4d clip, Vector3d2[] b, double f)
        {
            double o = b[0].x * clip.x + b[0].y * clip.y + b[0].z * clip.z;
            bool p = o + clip.w > 0.0;

            if ((o * f + clip.w > 0.0) == p)
            {
                o = b[1].x * clip.x + b[1].y * clip.y + b[1].z * clip.z;

                if ((o + clip.w > 0.0) == p && (o * f + clip.w > 0.0) == p)
                {
                    o = b[2].x * clip.x + b[2].y * clip.y + b[2].z * clip.z;

                    if ((o + clip.w > 0.0) == p && (o * f + clip.w > 0.0) == p)
                    {
                        o = b[3].x * clip.x + b[3].y * clip.y + b[3].z * clip.z;

                        return 	(o + clip.w > 0.0) == p && (o * f + clip.w > 0.0) == p ?
                            (p ? Frustum.VISIBILTY.FULLY : Frustum.VISIBILTY.INVISIBLE) :
                                Frustum.VISIBILTY.PARTIALLY;
                    }
                }
            }

            return Frustum.VISIBILTY.PARTIALLY;
        }
开发者ID:Climberfx,项目名称:Scatterer,代码行数:26,代码来源:SphericalDeformation.cs


示例2: LocationToView

        public bool LocationToView(Location location, out PointF point)
        {
            // Move location to 3D earth
            var pos3d = new Vector4d (location.Position, 1);

            // Camera model
            var m = Matrix4d.Mult (modelViewMatrix, projectionMatrix);

            // Project into homogeneous 2D point
            var pos2h = Vector4d.Transform (pos3d, m);

            // Perform the perspective divide
            var pos2 = pos2h / pos2h.W;

            // Ignore points behind us
            if (pos2h.W < 0) {
                point = PointF.Empty;
                return false;
            }

            //			Console.WriteLine ("{0} = {1}", "W", pos2h.W);

            // Stretch into our view
            var fr = videoCameraView.Frame;
            point = new PointF (
                fr.X + (float)((pos2.X + 1) * 0.5) * fr.Width,
                fr.Y + (float)((-pos2.Y + 1) * 0.5) * fr.Height
            );
            return true;
        }
开发者ID:jorik041,项目名称:ARDemo,代码行数:30,代码来源:ARViewController2.cs


示例3: Project

        private static bool Project(ref Vector3d world, ref Matrix4d modelviewMatrix, ref Matrix4d projectionMatrix, int[] viewport, out Vector3d screen)
        {
            Vector4d _in = new Vector4d(world, 1.0);
            Vector4d _out = new Vector4d();

            Vector4d.Transform(ref _in, ref modelviewMatrix, out _out);
            Vector4d.Transform(ref _out, ref projectionMatrix, out _in);

            if (_in.W == 0.0)
            {
                screen = Vector3d.Zero;
                return false;
            }

            _in.X /= _in.W;
            _in.Y /= _in.W;
            _in.Z /= _in.W;

            /* Map x, y and z to range 0-1 */
            _in.X = _in.X * 0.5 + 0.5;
            _in.Y = _in.Y * 0.5 + 0.5;
            _in.Z = _in.Z * 0.5 + 0.5;

            /* Map x,y to viewport */
            _in.X = _in.X * viewport[2] + viewport[0];
            _in.Y = _in.Y * viewport[3] + viewport[1];

            screen = new Vector3d(_in);
            return true;
        }
开发者ID:kskjer,项目名称:SceneNavi,代码行数:30,代码来源:ScreenWorldConversion.cs


示例4: Vector4d

	public Vector4d(Vector4d v) 
	{ 
		x = v.x; 
		y = v.y; 
		z = v.z;
		w = v.w;
	}
开发者ID:kharbechteinn,项目名称:Scatterer,代码行数:7,代码来源:Vector4d.cs


示例5: GetOpenGLPNameInfo

 public List<KeyValuePair<string, string>> GetOpenGLPNameInfo()
 {
     List<KeyValuePair<string, string>> info = 
         new List<KeyValuePair<string, string>>(); 
     foreach (GetPName pname in Enum.GetValues(typeof(GetPName)))
     {
         double[] buff = new double[32];
         GL.GetDouble(pname, buff);
         int last = 0;
         for (int i = 0; i < 32; i++)
         {
             if (buff[i] != 0.0)
             {
                 last = i + 1;
             }
         }
         string str = null;
         switch (last)
         {
             case 0:
                 str = "0";
                 break;
             case 1:
                 str = buff[0].ToString();
                 break;
             case 2:
                 Vector2d v2 = new Vector2d(buff[0], buff[1]);
                 str = v2.ToString();
                 break;
             case 3:
                 Vector3d v3 = new Vector3d(buff[0], buff[1], buff[2]);
                 str = v3.ToString();
                 break;
             case 4:
                 Vector4d v4 = new Vector4d(buff[0], buff[1], buff[2], buff[3]);
                 str = v4.ToString();
                 break;
             case 16:
                 Matrix4d m4 = new Matrix4d(buff[0], buff[1], buff[2], buff[3],
                                         buff[4], buff[5], buff[6], buff[7],
                                         buff[8], buff[9], buff[10], buff[11],
                                         buff[12], buff[13], buff[14], buff[15]);
                 str = m4.ToString();
                 break;
             default:
                 StringBuilder sb = new StringBuilder();
                 for (int i = 0; i < last; i++)
                 {
                     sb.Append(buff[i]);
                     sb.Append(',');
                 }
                 str = sb.ToString();
                 break;
         }
         info.Add(new KeyValuePair<string, string>(pname.ToString(), str));
     } 
     return info;
 }
开发者ID:meshdgp,项目名称:MeshDGP,代码行数:58,代码来源:OpenGLInfo.cs


示例6: Project

 // https://gist.github.com/871099/8d37734ba22737c69173c2e44eaa332f9c85bcde
 // http://www.opentk.com/node/1892
 // http://www.opentk.com/node/1276
 // http://www.opentk.com/node/887
 // http://mesa3d.org/
 /// <summary>
 /// Projects a coordinate from world space into screen space.
 /// </summary>
 /// <param name="coordinate">The coordinate to project</param>
 /// <param name="viewport">The viewport dimensions</param>
 /// <param name="projection">The projection matrix</param>
 /// <param name="modelview">The modelview matrix</param>
 /// <returns>The coordinate in screen space.</returns>
 public static Coordinate Project(Coordinate coordinate, int[] viewport, Matrix4d projection, Matrix4d modelview)
 {
     var source = new Vector4d(coordinate.DX, coordinate.DY, coordinate.DZ, 1);
     var imed = Vector4d.Transform(source, modelview);
     var vector = Vector4d.Transform(imed, projection);
     if (Math.Abs(vector.W - 0) < 0.00001) return null;
     var result = Vector3d.Divide(vector.Xyz, vector.W);
     result.X = viewport[0] + viewport[2] * (result.X + 1) / 2;
     result.Y = viewport[1] + viewport[3] * (result.Y + 1) / 2;
     result.Z = (result.Z + 1) / 2;
     return new Coordinate((decimal) result.X, (decimal) result.Y, (decimal) result.Z);
 }
开发者ID:silky,项目名称:sledge,代码行数:25,代码来源:MathFunctions.cs


示例7: Draw

        public void Draw(TriMesh front, TriMesh back, Vector3D light)
        {
            Vector4d light4d = new Vector4d(light.x, light.y, light.z, 0);
            Vector3D frontPos = new Vector3D(0.5, 0.5, 0.8);
            Vector3D backPos = new Vector3D(0, 0, 0);            

            GL.Enable(EnableCap.Lighting);
            GL.Enable(EnableCap.Light0);
            GL.Light(LightName.Light0, LightParameter.Diffuse, Color.White);
            GL.Light(LightName.Light0, LightParameter.Position, (Vector4)light4d);

            GL.Enable(EnableCap.CullFace);
            GL.CullFace(CullFaceMode.Back);

            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Clear(ClearBufferMask.DepthBufferBit);

            GL.Enable(EnableCap.StencilTest);
            GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
            GL.StencilFunc(StencilFunction.Always, 1, 1);
            GL.Clear(ClearBufferMask.StencilBufferBit);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.PushMatrix();
            Matrix4d m = Matrix4d.LookAt(light4d.Xyz, Vector3d.Zero, Vector3d.UnitY);
            GL.MultMatrix(ref m);

            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, Color.Red);
            GL.ColorMask(false, false, false, false);
            DrawMesh(front, frontPos);
            GL.ColorMask(true, true, true, true);
            GL.PopMatrix();
            
            GL.StencilFunc(StencilFunction.Equal, 1, 1);
            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, Color.Black);
            DrawMesh(back, backPos);

            GL.StencilFunc(StencilFunction.Equal, 0, 1);
            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, Color.CornflowerBlue);
            DrawMesh(back, backPos);
            GL.Disable(EnableCap.StencilTest);
            
            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, Color.CornflowerBlue);
            DrawMesh(front, frontPos);

            GL.Material(MaterialFace.FrontAndBack, 
                MaterialParameter.Diffuse, Color.Red);
            DrawMesh(this.sphere, light);

            GL.Disable(EnableCap.DepthTest);
        }
开发者ID:meshdgp,项目名称:MeshDGP,代码行数:52,代码来源:ShadowDemo.cs


示例8: Unproject

 /// <summary>
 /// Converts a screen space point into a corresponding point in world space.
 /// </summary>
 /// <param name="coordinate">The coordinate to project</param>
 /// <param name="viewport">The viewport dimensions</param>
 /// <param name="projection">The projection matrix</param>
 /// <param name="modelview">The modelview matrix</param>
 /// <returns>The coordinate in world space.</returns>
 public static Coordinate Unproject(Coordinate coordinate, int[] viewport, Matrix4d projection, Matrix4d modelview)
 {
     var matrix = Matrix4d.Invert(Matrix4d.Mult(modelview, projection));
     var source = new Vector4d(
         (coordinate.DX - viewport[0]) * 2 / viewport[2] - 1,
         (coordinate.DY - viewport[1]) * 2 / viewport[3] - 1,
         2 * coordinate.DZ - 1,
         1);
     var vector = Vector4d.Transform(source, matrix);
     if (Math.Abs(vector.W - 0) < 0.00001) return null;
     var result = Vector3d.Divide(vector.Xyz, vector.W);
     return new Coordinate((decimal) result.X, (decimal) result.Y, (decimal) result.Z);
 }
开发者ID:silky,项目名称:sledge,代码行数:21,代码来源:MathFunctions.cs


示例9: Calculate

        public List<ChunkedLodTreeFactory.ChunkedLodTreeNode> Calculate(
            ChunkedLodTreeFactory.ChunkedLodTreeNode root,
            double viewportWidth,
            double horizontalFieldOfView,
            Vector3d cameraPosition,
            double allowedScreenSpaceError,
            Vector4d[] frustumPlanes)
        {
            _frustumPlanes = frustumPlanes;
            _allowedScreenSpaceError = allowedScreenSpaceError;
            _cameraPosition = cameraPosition;
            _visibleNodes = new List<ChunkedLodTreeFactory.ChunkedLodTreeNode>();
            _k = viewportWidth / (Math.Tan(horizontalFieldOfView / 2));

            CalculateVisibleNodes(root);

            return _visibleNodes;
        }
开发者ID:smoothdeveloper,项目名称:ProceduralGeneration,代码行数:18,代码来源:ChunkedLod.cs


示例10: GetFrustumPlanes

	static public Vector4d[] GetFrustumPlanes(Matrix4x4d mat)
	{
		//extract frustum planes from a projection matrix
	    Vector4d[] frustumPlanes = new Vector4d[6];
		
	    // Extract the LEFT plane
		frustumPlanes[0] = new Vector4d();
	    frustumPlanes[0].x = mat.m[3,0] + mat.m[0,0];
	    frustumPlanes[0].y = mat.m[3,1] + mat.m[0,1];
	    frustumPlanes[0].z = mat.m[3,2] + mat.m[0,2];
	    frustumPlanes[0].w = mat.m[3,3] + mat.m[0,3];
	    // Extract the RIGHT plane
		frustumPlanes[1] = new Vector4d();
	    frustumPlanes[1].x = mat.m[3,0] - mat.m[0,0];
	    frustumPlanes[1].y = mat.m[3,1] - mat.m[0,1];
	    frustumPlanes[1].z = mat.m[3,2] - mat.m[0,2];
	    frustumPlanes[1].w = mat.m[3,3] - mat.m[0,3];
	    // Extract the BOTTOM plane
		frustumPlanes[2] = new Vector4d();
	    frustumPlanes[2].x = mat.m[3,0] + mat.m[1,0];
	    frustumPlanes[2].y = mat.m[3,1] + mat.m[1,1];
	    frustumPlanes[2].z = mat.m[3,2] + mat.m[1,2];
	    frustumPlanes[2].w = mat.m[3,3] + mat.m[1,3];
	    // Extract the TOP plane
		frustumPlanes[3] = new Vector4d();
	    frustumPlanes[3].x = mat.m[3,0] - mat.m[1,0];
	    frustumPlanes[3].y = mat.m[3,1] - mat.m[1,1];
	    frustumPlanes[3].z = mat.m[3,2] - mat.m[1,2];
	    frustumPlanes[3].w = mat.m[3,3] - mat.m[1,3];
	    // Extract the NEAR plane
		frustumPlanes[4] = new Vector4d();
	    frustumPlanes[4].x = mat.m[3,0] + mat.m[2,0];
	    frustumPlanes[4].y = mat.m[3,1] + mat.m[2,1];
	    frustumPlanes[4].z = mat.m[3,2] + mat.m[2,2];
	    frustumPlanes[4].w = mat.m[3,3] + mat.m[2,3];
	    // Extract the FAR plane
		frustumPlanes[5] = new Vector4d();
	    frustumPlanes[5].x = mat.m[3,0] - mat.m[2,0];
	    frustumPlanes[5].y = mat.m[3,1] - mat.m[2,1];
	    frustumPlanes[5].z = mat.m[3,2] - mat.m[2,2];
	    frustumPlanes[5].w = mat.m[3,3] - mat.m[2,3];
		
		return frustumPlanes;
	}
开发者ID:kharbechteinn,项目名称:Scatterer,代码行数:44,代码来源:Frustum.cs


示例11: TestVector4Constructor

    public static void TestVector4Constructor()
    {
        Vector4d v0 = new Vector4d();
        v0.x.ShouldBe(0); v0.y.ShouldBe(0); v0.z.ShouldBe(0); v0.w.ShouldBe(0);

        Vector4d v1 = new Vector4d(5);
        v1.x.ShouldBe(5); v1.y.ShouldBe(0); v1.z.ShouldBe(0); v1.w.ShouldBe(0);

        Vector4d v2 = new Vector4d(5, 6);
        v2.x.ShouldBe(5); v2.y.ShouldBe(6); v2.z.ShouldBe(0); v2.w.ShouldBe(0);

        Vector4d v3 = new Vector4d(5, 6, 7);
        v3.x.ShouldBe(5); v3.y.ShouldBe(6); v3.z.ShouldBe(7); v3.w.ShouldBe(0);

        Vector4d v4 = new Vector4d(5, 6, 7, 8);
        v4.x.ShouldBe(5); v4.y.ShouldBe(6); v4.z.ShouldBe(7); v4.w.ShouldBe(8);

        Vector4d v5 = new Vector4d(5, 6, 7, 8, 9);
        v5.x.ShouldBe(5); v5.y.ShouldBe(6); v5.z.ShouldBe(7); v5.w.ShouldBe(8);

        Vector4d v6 = new Vector4d(v4);
        v6.ShouldBe(v4);
    }
开发者ID:2015SoftwarePrinciples,项目名称:GTKTestWindow,代码行数:23,代码来源:VectorTests.cs


示例12: GetVisibility

	static public VISIBILTY GetVisibility(Vector4d[] frustumPlanes, Box3d box)
	{
		
	    VISIBILTY v0 = GetVisibility(frustumPlanes[0], box);
	    if (v0 == VISIBILTY.INVISIBLE) {
	        return VISIBILTY.INVISIBLE;
	    }
		
	    VISIBILTY v1 = GetVisibility(frustumPlanes[1], box);
	    if (v1 == VISIBILTY.INVISIBLE) {
	        return VISIBILTY.INVISIBLE;
	    }
		
	    VISIBILTY v2 = GetVisibility(frustumPlanes[2], box);
	    if (v2 == VISIBILTY.INVISIBLE) {
	        return VISIBILTY.INVISIBLE;
	    }
		
	    VISIBILTY v3 = GetVisibility(frustumPlanes[3], box);
	    if (v3 == VISIBILTY.INVISIBLE) {
	        return VISIBILTY.INVISIBLE;
	    }
		
	    VISIBILTY v4 = GetVisibility(frustumPlanes[4], box);
	    if (v4 == VISIBILTY.INVISIBLE) {
	        return VISIBILTY.INVISIBLE;
	    }
		
	    if (v0 == VISIBILTY.FULLY && v1 == VISIBILTY.FULLY &&
	        v2 == VISIBILTY.FULLY && v3 == VISIBILTY.FULLY &&
	        v4 == VISIBILTY.FULLY)
	    {
	        return VISIBILTY.FULLY;
	    }
		
	    return VISIBILTY.PARTIALLY;
	}
开发者ID:kharbechteinn,项目名称:Scatterer,代码行数:37,代码来源:Frustum.cs


示例13: Unproject

 /// <summary>
 /// Projects a 2d screenspace coordinate to world coordinates.
 /// </summary>
 public static Vector3d Unproject(Vector3d Point, Matrix4d View, Matrix4d Proj)
 {
     Matrix4d ma = Matrix4d.Mult(View, Proj);
     Matrix4d ima = Matrix4d.Invert(ma);
     Vector4d coord = new Vector4d(Point.X, Point.Y, Point.Z, 1.0);
     Vector4d res = Vector4d.Transform(coord, ima);
     return new Vector3d(res.X / res.W, res.Y / res.W, res.Z / res.W);
 }
开发者ID:dzamkov,项目名称:MineViewer,代码行数:11,代码来源:Window.cs


示例14: TransformPlaneToIndices

        private Vector4d TransformPlaneToIndices(Vector4d plane)
        {
            Vector4d newPlane = new Vector4d();
            newPlane.x = plane.x * elementSize;
            newPlane.y = plane.y * elementSize;
            newPlane.z = plane.z * elementSize;
            newPlane.w = plane.w + plane.x * lowerRightCorner.x + plane.y * lowerRightCorner.y + plane.z * lowerRightCorner.z;

            return newPlane;
        }
开发者ID:boniboni,项目名称:Ferram-Aerospace-Research,代码行数:10,代码来源:VehicleVoxel.cs


示例15: CalculateEquationOfPlane

        private Vector4d CalculateEquationOfPlane(Vector3d pt1, Vector3d pt2, Vector3d pt3)
        {
            Vector3d p1p2 = pt2 - pt1;
            Vector3d p1p3 = pt3 - pt1;

            Vector3d tmp = Vector3d.Cross(p1p2, p1p3);

            Vector4d result = new Vector4d(tmp.x, tmp.y, tmp.z);

            result.w = -(pt1.x * result.x + pt1.y * result.y + pt1.z * result.z);

            return result;
        }
开发者ID:boniboni,项目名称:Ferram-Aerospace-Research,代码行数:13,代码来源:VehicleVoxel.cs


示例16: CalculateEquationOfPlaneInIndices

        private Vector4d CalculateEquationOfPlaneInIndices(Vector3d pt1, Vector3d pt2, Vector3d pt3)
        {
            Vector3d p1p2 = pt2 - pt1;
            Vector3d p1p3 = pt3 - pt1;

            Vector3d tmp = Vector3d.Cross(p1p2, p1p3);

            Vector4d result = new Vector4d(tmp.x, tmp.y, tmp.z);

            result.w = result.x * (lowerRightCorner.x - pt1.x) + result.y * (lowerRightCorner.y - pt1.y) + result.z * (lowerRightCorner.z - pt1.z);
            result.w *= invElementSize;

            return result;
        }
开发者ID:boniboni,项目名称:Ferram-Aerospace-Research,代码行数:14,代码来源:VehicleVoxel.cs


示例17: Overlaps

 /// <summary>Get whether this <see cref="Box4d"/> inclusively intersects with the <see cref="Vector4d"/>.</summary>
 public bool Overlaps( ref  Vector4d point)
 {
     return  point.X >= Min.X && point.X <= Max.X && point.Y >= Min.Y && point.Y <= Max.Y && point.Z >= Min.Z && point.Z <= Max.Z && point.W >= Min.W && point.W <= Max.W ;
 }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:5,代码来源:Box1.cs


示例18: Random

 /// <summary>Get a random position within the box.</summary>
 public void Random(Random rng , out Vector4d result)
 {
     result.X = (Double)(rng.NextDouble() * (Max.X - Min.X) + Min.X);
                             result.Y = (Double)(rng.NextDouble() * (Max.Y - Min.Y) + Min.Y);
                             result.Z = (Double)(rng.NextDouble() * (Max.Z - Min.Z) + Min.Z);
                             result.W = (Double)(rng.NextDouble() * (Max.W - Min.W) + Min.W);
                         return;
 }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:9,代码来源:Box1.cs


示例19: Intersect

 /// <summary>Get the intersection type between this box and the point.</summary>
 public Containment Intersect( ref  Vector4d point)
 {
     // Most points should be outside, so check that first.
         if ( point.X < Min.X || point.X > Max.X || point.Y < Min.Y || point.Y > Max.Y || point.Z < Min.Z || point.Z > Max.Z || point.W < Min.W || point.W > Max.W )
             return Containment.Disjoint;
         // Now check for boundaries, which will usually be cut short on the first axis.
         if ( (point.X == Min.X || point.X == Max.X) && (point.Y == Min.Y || point.Y == Max.Y) && (point.Z == Min.Z || point.Z == Max.Z) && (point.W == Min.W || point.W == Max.W) )
             return Containment.Intersects;
         return Containment.Contains;
 }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:11,代码来源:Box1.cs


示例20: NearestPointTo

 /// <summary>Get the nearest point between this <see cref="Box4d"/> and a <see cref="Vector4d"/>. If the <see cref="Vector4d"/> is inside this <see cref="Box4d"/>, it is returned untouched.</summary>
 public void NearestPointTo( ref  Vector4d point , out Vector4d result)
 {
     Containment containment = Intersect(ref point);
         if(containment != Containment.Disjoint)
             result = point;
         else
             point.Clamp(ref Min, ref Max, out result);
         return;
 }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:10,代码来源:Box1.cs



注:本文中的Vector4d类示例整理自Github/MSDocs等源码及文档管理平台,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。


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