我如何在太空工程师中建造六足动物。 第一部分

你好 我想谈谈太空工程师内置的六脚架中肢体控制系统的设计和编程。

展望未来,我将在下一篇文章中介绍与Space Engineer中的编程相关的所有内容。 在本文中,我将讨论反向运动学,并展示在HTML Canvas上调试算法的原型。


问题的背景和陈述。


最初是制造铰接式底盘,然后在其上安装挖掘单元。 这种构造确保了所有车轮与表面的接触都存在较大的不规则性,包括扭转。

图片

像那样

但是由于车轮经常滑落(物理问题-大多数滑块(包括车轮)摩擦系数太低),我无法将其准确地放置在野外。 带全轮模块的带轮平台体积太大,会遭受周期性的物理爆炸。 结果,决定建造一个行走机器人-六脚架,作为最稳定的行走平台。

正常人从哪里开始建造六足动物? 他可能会参加比赛,开始用四肢建造机器人身体,然后考虑如何使这一切恢复活力。 但这不是我们的方法(c)

我从理论开始


对于腿的结构,选择了以下方案:

内关节-沿偏航轴(偏航)摆动的内关节
中关节和外关节-沿俯仰轴(pitch)摆动的外部关节。 参考方向是从脚的根部到脚的末端。



所有关节的角度均为0表示腿已完全伸展(在游戏中建立直腿会更容易)。

任务是找到给定目标点的关节旋转角度,以使腿的末端位于给定点。 意味着有时间记住三角函数。

内关节的角度可以通过目标水平坐标的反正切找到。

const yawRad = Math.atan2(esimatedLegPosition.x, esimatedLegPosition.y); 

与另外两个关节比较困难。 我们有所有关节的长度。 您可以找到与水平线的角度以及中间关节与地面之间的距离以及到目标点的距离。

接下来,通过余弦定理,您需要找到已知边上三角形的角度。

图片

图片


三角溶液

因此它看起来在代码中:

 getLegAngles(esimatedLegPosition) { const yawRad = Math.atan2(esimatedLegPosition.x, esimatedLegPosition.y); const dx = Math.hypot(esimatedLegPosition.x, esimatedLegPosition.y) - this.innerJoint.length; const dz = this.step.idlePosition.z + esimatedLegPosition.z; const hyp = Math.hypot(dx, dz); if (hyp > this.midJoint.length + this.outerJoint.length) {//out of reach hyp = this.midJoint.length + this.outerJoint.length; } const innerAngleRad = Math.acos((this.outerJoint.length * this.outerJoint.length - this.midJoint.length * this.midJoint.length - hyp * hyp) / (-2 * this.midJoint.length * hyp)) + Math.atan2(dz, dx); const outerAngleRad = Math.acos((hyp * hyp - this.midJoint.length * this.midJoint.length - this.outerJoint.length * this.outerJoint.length) / (-2 * this.midJoint.length * this.outerJoint.length)) - Math.PI; return { yaw: yawRad, midPitch: innerAngleRad, outerPitch: outerAngleRad }; } 

机芯


下一个 机器人必须走路,对不对? 也就是说,我们必须每秒向每条腿传送N次给定位置的坐标。 考虑到它们中的6和3的腿是反相的,事实证明它有点困难。 我们需要引入一个新的抽象层次。

但是,如果我们想象脚在圆周上运动并且需要传递一个指示该圆上的位置的角度怎么办? 移到一边变得永久不变,您只需要传递一个参数,即可循环更改。 然后通过正弦和余弦找到目标坐标。


现在足够了

考虑到一切将如何工作,我意识到任务太复杂而无法首次工作(通过在太空工程师中进行调试,一切都是不好的,但在下一部分中会进一步讨论)。

因此,我决定编写一个可视化工具。 我想使它没有其他库,并且能够一键运行并且无需参考环境。
因此,选择了JS + HTML Canvas。

现在让我们画一只猫头鹰。

代码:

扰流板方向
向量:

 class Vector { constructor(x, y, z) { this.x = x; this.y = y; this.z = z; }; distanceTo(vector) { return Math.sqrt(Math.pow(this.x - vector.x, 2) + Math.pow(this.y - vector.y, 2) + Math.pow(this.z - vector.z, 2)); } diff(vector) { return new Vector( this.x - vector.x, this.y - vector.y, this.z - vector.z ); } add(vector) { return new Vector( this.x + vector.x, this.y + vector.y, this.z + vector.z ); } } 

联合:

 class Joint { constructor(angle, position, length) { this.angle = angle; this.position = position; this.length = length; this.targetAngle = angle; this.previousAngle = angle; this.velocity = 0; }; setTargetAngle(targetAngle) { this.targetAngle = targetAngle; this.velocity = this.targetAngle - this.normalizeAngle(this.angle); } normalizeAngle(angle) { while (angle <= -Math.PI) angle += Math.PI * 2; while (angle > Math.PI) angle -= Math.PI * 2; return angle; } getCurrentVelocity() {//per tick return this.normalizeAngle(this.angle - this.previousAngle); } tick() { this.previousAngle = this.angle; this.angle = this.angle + this.velocity; } } 

步骤-用于控制脚的数据结构:

 class Step { constructor( idlePosition,//vector relative to inner joint angle,//step direction length,//step length height,//step height phaseShift// ) { this.idlePosition = idlePosition; this.angle = angle;//radians this.length = length; this.height = height; this.phaseShift = phaseShift; } } 

腿部:

 class Leg { constructor( vehicleCenter, innerJoint, midJoint, outerJoint, step, phaseStep ) { this.vehicleCenter = vehicleCenter; this.innerJoint = innerJoint; this.midJoint = midJoint; this.outerJoint = outerJoint; this.step = step; this.phaseStep = phaseStep; this.innerJoint.length = innerJoint.position.distanceTo(midJoint.position);//calculate this.midJoint.length = midJoint.position.distanceTo(outerJoint.position);//calculate //this.outerJoint.length = 100; this.joints = [innerJoint, midJoint, outerJoint]; this.preCalculateAngles(); } preCalculateAngles() { this.angles = {}; for (let phase = 0; phase < 360; phase += this.phaseStep) { this.angles[phase] = this.getLegAngles(this.getEsimatedLegPosition(phase, this.step.phaseShift)) } } applyStepHeight(z) { const idleYawRad = Math.atan2(this.step.idlePosition.x, this.step.idlePosition.y); const diffHypot = Math.hypot(this.step.idlePosition.x, this.step.idlePosition.y); const minZ = Math.abs(this.midJoint.length - this.outerJoint.length); const maxZ = (this.midJoint.length + this.outerJoint.length) * 0.6; if (Math.hypot(z, 0) > maxZ) { z = z > 0 ? maxZ : -maxZ; } const safeY = (this.innerJoint.length + this.midJoint.length * 0.5 + this.outerJoint.length * 0.5) * Math.cos(idleYawRad); const vAngle = Math.asin(z / safeY); const y = safeY * Math.cos(vAngle) * Math.cos(idleYawRad); this.step.idlePosition.z = z; this.step.idlePosition.y = this.step.idlePosition.y > 0 ? y : -y; this.preCalculateAngles(); } applyStepAngle(angle) { this.step.angle = angle; this.preCalculateAngles(); } applyPhase(phase/*0-360*/) { const legAngles = this.angles[phase]; this.innerJoint.setTargetAngle(legAngles.yaw); this.midJoint.setTargetAngle(legAngles.midPitch); this.outerJoint.setTargetAngle(legAngles.outerPitch); } getEsimatedLegPosition(phase, phaseShift) { phase = (phase + phaseShift) % 360; const stepX = ((phase < 180 ? phase : 180 - phase % 180) / 180 - 0.5) * this.step.length;//linear movement along step direction const stepZ = Math.max(Math.sin(phase * Math.PI / 180), -0.2) * this.step.height / 1.2; //const stepZ = Math.max((phase > 180 ? Math.cos(phase * Math.PI / 360) + 0.9 : Math.cos((phase - 120) * Math.PI / 360)) * .9 - .1, 0) * this.step.height; const x = this.step.idlePosition.x + stepX * Math.cos(this.step.angle); const y = this.step.idlePosition.y + stepX * Math.sin(this.step.angle); return new Vector(x, y, stepZ); } getLegAngles(esimatedLegPosition) { const yawRad = Math.atan2(esimatedLegPosition.x, esimatedLegPosition.y); const dx = Math.hypot(esimatedLegPosition.x, esimatedLegPosition.y) - this.innerJoint.length; const dz = this.step.idlePosition.z + esimatedLegPosition.z; const hyp = Math.hypot(dx, dz); if (hyp > this.midJoint.length + this.outerJoint.length) {//out of reach hyp = this.midJoint.length + this.outerJoint.length; } const innerAngleRad = Math.acos((this.outerJoint.length * this.outerJoint.length - this.midJoint.length * this.midJoint.length - hyp * hyp) / (-2 * this.midJoint.length * hyp)) + Math.atan2(dz, dx); const outerAngleRad = Math.acos((hyp * hyp - this.midJoint.length * this.midJoint.length - this.outerJoint.length * this.outerJoint.length) / (-2 * this.midJoint.length * this.outerJoint.length)) - Math.PI; if (isNaN(yawRad) || isNaN(innerAngleRad) || isNaN(outerAngleRad)) { console.log(yawRad, innerAngleRad, outerAngleRad); console.log(dx, dz); return; } return { yaw: yawRad, midPitch: innerAngleRad, outerPitch: outerAngleRad }; } getMaxMinAngles() { const angles = [0, 90, 180, 270].map((phase) => { return this.getLegAngles(getEsimatedLegPosition(phase, 0)); }); return { yawMin: Math.min(angles.map((x) => { return x.yaw })), yawMax: Math.max(angles.map((x) => { return x.yaw })), midPitchMin: Math.min(angles.map((x) => { return x.midPitch })), midPitchMax: Math.max(angles.map((x) => { return x.midPitch })), outerPitchMin: Math.min(angles.map((x) => { return x.outerPitch })), outerPitchMax: Math.max(angles.map((x) => { return x.outerPitch })), } } tick() { this.joints.forEach(function (joint) { joint.tick(); }); } getVectors() { const res = []; const sinYaw = Math.sin(this.innerJoint.angle); const cosYaw = Math.cos(this.innerJoint.angle); let currentVector = this.vehicleCenter; res.push(currentVector); currentVector = currentVector.add(this.innerJoint.position); res.push(currentVector); currentVector = currentVector.add(new Vector( this.innerJoint.length * sinYaw, this.innerJoint.length * cosYaw, 0 )); res.push(currentVector); const dxMid = Math.cos(this.midJoint.angle) * this.midJoint.length; const dzMid = Math.sin(this.midJoint.angle) * this.midJoint.length; currentVector = currentVector.add(new Vector( dxMid * sinYaw, dxMid * cosYaw, dzMid )); res.push(currentVector); const c = this.midJoint.angle + this.outerJoint.angle; const dxOuter = Math.cos(c) * this.outerJoint.length; const dzOuter = Math.sin(c) * this.outerJoint.length; currentVector = currentVector.add(new Vector( dxOuter * sinYaw, dxOuter * cosYaw, dzOuter )); res.push(currentVector); return res; } } 

机械手:

 class Hexapod { constructor(phaseStep) { this.idleHeight = -70; this.stepAngle = 0; this.turnAngle = 0; this.stepLength = 70; this.stepHeight = 30; this.debugPoints = []; const vehicleCenter = new Vector(0, 0, 0); this.legs = [ new Leg( vehicleCenter, new Joint(0, new Vector(-70, 10, 0), 50), new Joint(0, new Vector(-70, 60, 0), 50), new Joint(0, new Vector(-70, 110, 0), 70), new Step(new Vector(-30, 90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(-70, -10, 0), 50), new Joint(0, new Vector(-70, -60, 0), 50), new Joint(0, new Vector(-70, -110, 0), 70), new Step(new Vector(-30, -90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(0, 10, 0), 50), new Joint(0, new Vector(0, 60, 0), 50), new Joint(0, new Vector(0, 110, 0), 70), new Step(new Vector(0, 100, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(0, -10, 0), 50), new Joint(0, new Vector(0, -60, 0), 50), new Joint(0, new Vector(0, -110, 0), 70), new Step(new Vector(0, -100, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(70, 10, 0), 50), new Joint(0, new Vector(70, 60, 0), 50), new Joint(0, new Vector(70, 110, 0), 70), new Step(new Vector(30, 90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 0), phaseStep ), new Leg( vehicleCenter, new Joint(0, new Vector(70, -10, 0), 50), new Joint(0, new Vector(70, -60, 0), 50), new Joint(0, new Vector(70, -110, 0), 70), new Step(new Vector(30, -90, this.idleHeight), this.stepAngle, this.stepLength, this.stepHeight, 180), phaseStep ), ]; } applyPhase(phase/*0-360*/) { this.legs.forEach(function (leg) { leg.applyPhase(phase); }); } changeHeight(value) { this.legs.forEach(function (leg) { leg.applyStepHeight(this.idleHeight + value); }, this); } changeStepLength(value) { this.stepLength += value; this.legs.forEach(function (leg) { leg.step.length = this.stepLength; leg.preCalculateAngles(); }, this); } applyTurn1(centerX, centerY) { const angleToAxis = Math.atan2(centerX, centerY); const distanceToAxis = Math.hypot(centerX, centerY); distanceToAxis = 1000/distanceToAxis; this.legs.forEach(leg => { const dx = leg.step.idlePosition.x + leg.innerJoint.position.x + Math.sin(angleToAxis)*distanceToAxis || 0; const dy = leg.step.idlePosition.y + leg.innerJoint.position.y + Math.cos(angleToAxis)*distanceToAxis || 0; const angle = Math.atan2(dy,dx); const hypIdle = Math.hypot(dx, dy); leg.applyStepAngle(angle+Math.PI/2); leg.step.length = this.stepLength *hypIdle/ ((distanceToAxis || 0) + 1000); }); } applyTurn(centerX, centerY) { this.stepAngle = Math.atan2(centerX, centerY); if (this.stepAngle > Math.PI / 2) this.stepAngle -= Math.PI; if (this.stepAngle < -Math.PI / 2) this.stepAngle += Math.PI; const mults = this.legs.map(leg => Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y, leg.step.idlePosition.x + leg.innerJoint.position.x) / Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y + centerY*.3, leg.step.idlePosition.x + leg.innerJoint.position.x + centerX*.3)); const minMult = Math.min(...mults); const maxMult = Math.max(...mults); const mult = minMult / maxMult; const d = Math.pow(Math.max(...this.legs.map(leg =>Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y, leg.step.idlePosition.x + leg.innerJoint.position.x))),2)/Math.hypot(centerX,centerY); const a = Math.atan2(centerX,centerY); this.legs.forEach(leg => { const dx = leg.step.idlePosition.x + leg.innerJoint.position.x; const dy = leg.step.idlePosition.y + leg.innerJoint.position.y; const idleAngle = Math.atan2(dx, dy) + this.stepAngle; const turnAngle = Math.atan2(dx + centerX, dy + centerY); const hypIdle = Math.hypot(dx, dy); const hyp = Math.hypot(dx + centerX, dy + centerY); leg.applyStepAngle(turnAngle - idleAngle); leg.step.length = this.stepLength * hyp / hypIdle * mult; }); this.debugPoints = [new Vector(Math.sin(a)*-d,Math.cos(a)*-d,0)]; } tick() { this.legs.forEach(function (leg) { leg.tick(); }); } getVectors() { return this.legs.map(function (leg) { return leg.getVectors() }); } } 

但是对于绘制,您需要更多一些类:

包装在画布上:

 class Canvas { constructor(id, label, axisSelectorX, axisSelectorY) { const self = this; this.id = id; this.label = label; this.canvas = document.getElementById(id); this.ctx = this.canvas.getContext('2d'); this.axisSelectorX = axisSelectorX; this.axisSelectorY = axisSelectorY; this.canvasHeight = this.canvas.offsetHeight; this.canvasWidth = this.canvas.offsetWidth; this.initialY = this.canvasHeight / 2; this.initialX = this.canvasWidth / 2; this.traceCounter = 0; this.maxTraces = 50; this.traces = {}; const axisSize = 150; this.axisVectors = [ [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(-axisSize, -axisSize, axisSize) ], [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(-axisSize, axisSize, -axisSize) ], [ new Vector(-axisSize, -axisSize, -axisSize), new Vector(axisSize, -axisSize, -axisSize) ], ] this.mouseOver = false; this.mousePos = { x: 0, y: 0 };//relative to center this.clickPos = { x: 0, y: 0 };//relative to center this.canvas.addEventListener("mouseenter", function (event) { self.mouseOver = true; }, false); this.canvas.addEventListener("mouseleave", function (event) { self.mouseOver = false; }, false); this.canvas.addEventListener("mousemove", function (event) { if (self.mouseOver) { self.mousePos = { x: event.offsetX - self.initialX, y: event.offsetY - self.initialY }; } }, false); this.canvas.addEventListener("mouseup", function (event) { if (self.mouseOver) { self.clickPos = { x: event.offsetX - self.initialX, y: event.offsetY - self.initialY }; } }, false); }; clear(drawAxis) { this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight); this.ctx.strokeStyle = "#000000"; this.ctx.strokeText(this.label, 10, 10); if (drawAxis) { this.axisVectors.forEach(function (vectors, i) { this.ctx.moveTo(this.initialX, this.initialY); this.ctx.beginPath(); vectors.forEach(function (vector) { this.ctx.lineTo(this.initialX + this.axisSelectorX(vector), this.initialY - this.axisSelectorY(vector)); }, this); this.ctx.stroke(); const lastVector = vectors[vectors.length - 1]; this.traces[[this.traceCounter, i]] = lastVector }, this); } } drawVectors(vectors) {/*2d array*/ vectors.forEach(function (vectors, i) { this.ctx.moveTo(this.initialX, this.initialY); this.ctx.beginPath(); vectors.forEach(function (vector) { this.ctx.lineTo(this.initialX + this.axisSelectorX(vector), this.initialY - this.axisSelectorY(vector)); }, this); this.ctx.stroke(); const lastVector = vectors[vectors.length - 1]; this.traces[[this.traceCounter, i]] = lastVector }, this); for (const key in this.traces) { const vector = this.traces[key]; this.ctx.fillStyle = "#FF0000";//red this.ctx.fillRect(this.initialX + this.axisSelectorX(vector), this.initialY - this.axisSelectorY(vector), 1, 1); } this.ctx.strokeStyle = "#000000"; this.ctx.beginPath(); this.ctx.arc(this.clickPos.x + this.initialX, this.clickPos.y + this.initialY, 5, 0, 2 * Math.PI); this.ctx.stroke(); if (this.mouseOver) { this.ctx.strokeStyle = "#00FF00"; this.ctx.beginPath(); this.ctx.arc(this.mousePos.x + this.initialX, this.mousePos.y + this.initialY, 10, 0, 2 * Math.PI); this.ctx.stroke(); } this.traceCounter = (this.traceCounter + 1) % this.maxTraces; } drawPoints(points) { this.ctx.fillStyle = "#00ff00";//green points.forEach(function (point) { this.ctx.fillRect(this.initialX + this.axisSelectorX(point), this.initialY - this.axisSelectorY(point), 3, 3); }, this); } } 

Leg类中有一个方法可以获取关节的当前坐标。 这些是我们将绘制的坐标。

因此,我还添加了一张脚在最后N个滴答声中的点的图形。

最后,将运行模拟的Worker:

 class Worker { constructor(tickTime) { const self = this; this.phaseStep = 5; this.tickTime = tickTime; const tan30 = Math.tan(Math.PI / 6); const scale = 0.7; this.canvases = [ new Canvas('canvasForward', 'yz Forward', function (v) { return vy }, function (v) { return vz }), new Canvas('canvasSide', 'xz Side', function (v) { return vx }, function (v) { return vz }), new Canvas('canvasTop', 'xy Top', function (v) { return vx }, function (v) { return -vy }), new Canvas('canvasIso', 'xyz Iso', function (v) { return vx * scale + vy * scale }, function (v) { return vz * scale + vx * tan30 * scale - vy * tan30 * scale }), ]; this.bot = new Hexapod(this.phaseStep); this.phase = 0; this.focus = true; window.addEventListener('focus', function () { console.log('focus'); self.focus = true; }); window.addEventListener('blur', function () { console.log('blur'); self.focus = false; }); this.start(); } tick(argument) { const canvasForward = this.canvases[0]; const bot = this.bot; if (canvasForward.mouseOver) { bot.changeHeight(-canvasForward.mousePos.y); } else { bot.changeHeight(0); } const canvasTop = this.canvases[2]; if (canvasTop.mouseOver) { bot.applyTurn(-canvasTop.mousePos.x, -canvasTop.mousePos.y); } else { bot.applyTurn(0, 0); } this.phase = (this.phase + this.phaseStep) % 360; bot.applyPhase(this.phase); bot.tick(); const vectors = bot.getVectors(); this.canvases.forEach(function (c) { c.clear(false); c.drawVectors(vectors); c.drawPoints(bot.debugPoints); }); } start() { this.stop(); this.interval = setInterval((function (self) { return function () { if (self.focus) { self.tick(); } } })(this), this.tickTime); } stop() { clearInterval(this.interval); } } 


结果:


真的好吗

在这里,您可以看到腿部的路径与圆不同。 垂直运动类似于修剪的正弦波,水平运动是线性的。 这样可以减轻腿部的负担。

现在,对代码中发生的事情进行一些解释。

如何教机器人转弯?


首先,我看了两种情况:

如果机器人站立,则腿部成圆周运动。

唯一的事情是,围绕圆周的移动会使当前实现的代码大大复杂化。 因此,腿沿切线方向与圆相切。

当机器人移动时,您需要实现带有差速器的类似Ackermann转向几何的东西。

图片

即,沿着较小半径移动的腿的步长较小。 并且旋转角度更大。

为了实现每条腿旋转角度的改变,我想出了以下算法:

1.我们考虑从腿的初始位置到机器人中心的角度:

 const idleAngle = Math.atan2(dx, dy) + this.stepAngle; 

2.我们考虑从腿的初始位置到(机器人的中心+负责旋转的偏移量是可变参数)的角度:

 const turnAngle = Math.atan2(dx + centerX, dy + centerY); 

3.将步骤转到这些角度的差:

 leg.applyStepAngle(turnAngle - idleAngle); 

但这还不是全部。 仍然需要改变步幅长度。 前额的实现-通过改变到中心的距离来增加步长-具有致命的缺陷-外腿走得太宽并且开始互相伤害。

因此,我不得不使实现复杂化:

1.我们考虑每条腿到中心的距离的变化:

 const mults = this.legs.map(leg => Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y, leg.step.idlePosition.x + leg.innerJoint.position.x) / Math.hypot(leg.step.idlePosition.y + leg.innerJoint.position.y + centerY*.3, leg.step.idlePosition.x + leg.innerJoint.position.x + centerX*.3)); 

0.3-幻数

2.找到最小和最大变化之间的关系

 const minMult = Math.min(...mults); const maxMult = Math.max(...mults); const mult = minMult / maxMult; 

该因子反映了到中心距离的最小和最大变化之间的差异。 它始终小于1,并且如果将步幅长度乘以它,则即使对于旋转方向外部的腿,转弯时它也不会增加。

 const hypIdle = Math.hypot(dx, dy); const hyp = Math.hypot(dx + centerX, dy + centerY); leg.step.length = this.stepLength * hyp / hypIdle * mult; 

运作方式如下(gif 2 MB):

gif 2兆字节


→您可以这里玩结果

为了更仔细地查看,我建议将内容保存到html文件中,然后继续使用您喜欢的文本编辑器。

在下一篇文章中,我将告诉您如何为太空工程师工作。
Spoiler:在可编程块中,您几乎可以使用C#编写最新版本。

Source: https://habr.com/ru/post/zh-CN426195/


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