canvas烟花特效分析

canvas烟花特效分析

canvas可以实现不同动画效果,本文主要记录几种不同节日烟花效果实现。

canvas烟花特效分析

实现一

canvas烟花特效分析

html

<canvas id="canvas"></canvas>

css

body {
  background: #000;
  margin: 0;
}

canvas {
  cursor: crosshair;
  display: block;
}

js

// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = (function () {
  return window.requestAnimationFrame ||
    window.webkitRequestAnimationFrame ||
    window.mozRequestAnimationFrame ||
    function (callback) {
      window.setTimeout(callback, 1000 / 60);
    };
})();

// now we will setup our basic variables for the demo
var canvas = document.getElementById('canvas'),
  ctx = canvas.getContext('2d'),
  // full screen dimensions
  cw = window.innerWidth,
  ch = window.innerHeight,
  // firework collection
  fireworks = [],
  // particle collection
  particles = [],
  // starting hue
  hue = 120,
  // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
  limiterTotal = 5,
  limiterTick = 0,
  // this will time the auto launches of fireworks, one launch per 80 loop ticks
  timerTotal = 80,
  timerTick = 0,
  mousedown = false,
  // mouse x coordinate,
  mx,
  // mouse y coordinate
  my;

// set canvas dimensions
canvas.width = cw;
canvas.height = ch;

// now we are going to setup our function placeholders for the entire demo

// get a random number within a range
function random(min, max) {
  return Math.random() * (max - min) + min;
}

// calculate the distance between two points
function calculateDistance(p1x, p1y, p2x, p2y) {
  var xDistance = p1x - p2x,
    yDistance = p1y - p2y;
  return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
}

// create firework
function Firework(sx, sy, tx, ty) {
  // actual coordinates
  this.x = sx;
  this.y = sy;
  // starting coordinates
  this.sx = sx;
  this.sy = sy;
  // target coordinates
  this.tx = tx;
  this.ty = ty;
  // distance from starting point to target
  this.distanceToTarget = calculateDistance(sx, sy, tx, ty);
  this.distanceTraveled = 0;
  // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
  this.coordinates = [];
  this.coordinateCount = 3;
  // populate initial coordinate collection with the current coordinates
  while (this.coordinateCount--) {
    this.coordinates.push([this.x, this.y]);
  }
  this.angle = Math.atan2(ty - sy, tx - sx);
  this.speed = 2;
  this.acceleration = 1.05;
  this.brightness = random(50, 70);
  // circle target indicator radius
  this.targetRadius = 1;
}

// update firework
Firework.prototype.update = function (index) {
  // remove last item in coordinates array
  this.coordinates.pop();
  // add current coordinates to the start of the array
  this.coordinates.unshift([this.x, this.y]);

  // cycle the circle target indicator radius
  if (this.targetRadius < 8) {
    this.targetRadius += 0.3;
  } else {
    this.targetRadius = 1;
  }

  // speed up the firework
  this.speed *= this.acceleration;

  // get the current velocities based on angle and speed
  var vx = Math.cos(this.angle) * this.speed,
    vy = Math.sin(this.angle) * this.speed;
  // how far will the firework have traveled with velocities applied?
  this.distanceTraveled = calculateDistance(this.sx, this.sy, this.x + vx, this.y + vy);

  // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
  if (this.distanceTraveled >= this.distanceToTarget) {
    createParticles(this.tx, this.ty);
    // remove the firework, use the index passed into the update function to determine which to remove
    fireworks.splice(index, 1);
  } else {
    // target not reached, keep traveling
    this.x += vx;
    this.y += vy;
  }
}

// draw firework
Firework.prototype.draw = function () {
  ctx.beginPath();
  // move to the last tracked coordinate in the set, then draw a line to the current x and y
  ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][
    1
  ]);
  ctx.lineTo(this.x, this.y);
  ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
  ctx.stroke();

  ctx.beginPath();
  // draw the target for this firework with a pulsing circle
  ctx.arc(this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
  ctx.stroke();
}

// create particle
function Particle(x, y) {
  this.x = x;
  this.y = y;
  // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
  this.coordinates = [];
  this.coordinateCount = 5;
  while (this.coordinateCount--) {
    this.coordinates.push([this.x, this.y]);
  }
  // set a random angle in all possible directions, in radians
  this.angle = random(0, Math.PI * 2);
  this.speed = random(1, 10);
  // friction will slow the particle down
  this.friction = 0.95;
  // gravity will be applied and pull the particle down
  this.gravity = 1;
  // set the hue to a random number +-20 of the overall hue variable
  this.hue = random(hue - 20, hue + 20);
  this.brightness = random(50, 80);
  this.alpha = 1;
  // set how fast the particle fades out
  this.decay = random(0.015, 0.03);
}

// update particle
Particle.prototype.update = function (index) {
  // remove last item in coordinates array
  this.coordinates.pop();
  // add current coordinates to the start of the array
  this.coordinates.unshift([this.x, this.y]);
  // slow down the particle
  this.speed *= this.friction;
  // apply velocity
  this.x += Math.cos(this.angle) * this.speed;
  this.y += Math.sin(this.angle) * this.speed + this.gravity;
  // fade out the particle
  this.alpha -= this.decay;

  // remove the particle once the alpha is low enough, based on the passed in index
  if (this.alpha <= this.decay) {
    particles.splice(index, 1);
  }
}

 

// draw particle
Particle.prototype.draw = function () {

  ctx.beginPath();
  // move to the last tracked coordinates in the set, then draw a line to the current x and y
  ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][
    1
  ]);
  ctx.lineTo(this.x, this.y);
  ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
  ctx.stroke();

}

// create particle group/explosion
function createParticles(x, y) {
  // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
  var particleCount = 30;
  while (particleCount--) {
    particles.push(new Particle(x, y));
  }
}

// main demo loop
function loop() {
  // this function will run endlessly with requestAnimationFrame
  requestAnimFrame(loop);

  // increase the hue to get different colored fireworks over time
  hue += 0.5;

  // normally, clearRect() would be used to clear the canvas
  // we want to create a trailing effect though
  // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
  ctx.globalCompositeOperation = 'destination-out';
  // decrease the alpha property to create more prominent trails
  ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
  ctx.fillRect(0, 0, cw, ch);
  // change the composite operation back to our main mode
  // lighter creates bright highlight points as the fireworks and particles overlap each other
  ctx.globalCompositeOperation = 'lighter';

  var text = "HAPPY NEW YEAR !";
  ctx.font = "50px sans-serif";
  var textData = ctx.measureText(text);
  ctx.fillStyle = "rgba(" + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + "," + parseInt(random(0,
    255)) + ",0.3)";
  ctx.fillText(text, cw / 2 - textData.width / 2, ch / 2);

  // loop over each firework, draw it, update it
  var i = fireworks.length;
  while (i--) {
    fireworks[i].draw();
    fireworks[i].update(i);
  }

  // loop over each particle, draw it, update it
  var i = particles.length;
  while (i--) {
    particles[i].draw();
    particles[i].update(i);
  }

  // launch fireworks automatically to random coordinates, when the mouse isn't down
  if (timerTick >= timerTotal) {
    if (!mousedown) {
      // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen

      for (var h = 0; h < 50; h++) {
        fireworks.push(new Firework(cw / 2, ch / 2, random(0, cw), random(0, ch)));
      }

      timerTick = 0;
    }
  } else {
    timerTick++;
  }

  // limit the rate at which fireworks get launched when mouse is down
  if (limiterTick >= limiterTotal) {
    if (mousedown) {
      // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
      fireworks.push(new Firework(cw / 2, ch / 2, mx, my));
      limiterTick = 0;
    }
  } else {
    limiterTick++;
  }
}

// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener('mousemove', function (e) {
  mx = e.pageX - canvas.offsetLeft;
  my = e.pageY - canvas.offsetTop;
});

// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener('mousedown', function (e) {
  e.preventDefault();
  mousedown = true;
});

canvas.addEventListener('mouseup', function (e) {
  e.preventDefault();
  mousedown = false;
});

// once the window loads, we are ready for some fireworks!
window.onload = loop;

实现二

canvas烟花特效分析

html

<canvas></canvas>
<h1>201<span>8</span></h1>

css

html,
body {
  padding: 0px;
  margin: 0px;
  background: #222;
  font-family: 'Karla', sans-serif;
  color: #FFF;
  height: 100%;
  overflow: hidden;
}

h1 {
  z-index: 1000;
  position: fixed;
  top: 50%;
  left: 50%;
  transform: translateX(-50%) translateY(-100%);
  font-size: 58px;
  overflow: hidden;
}

span {
  position: relative;
  display: inline-block;
  animation: drop 0.75s ease 0s;
}

canvas {
  width: 100%;
  height: 100%;
}

@keyframes drop {
  0% {
    transform: translateY(-100px);
    opacity: 0;
  }

  90% {
    opacity: 1;
    transform: translateY(10px);
  }
  100% {
    transform: translateY(0px);
  }
}

js

var ctx = document.querySelector('canvas').getContext('2d')
ctx.canvas.width = window.innerWidth
ctx.canvas.height = window.innerHeight

var sparks = []
var fireworks = []
var i = 20;
while (i--) {
  fireworks.push(
    new Firework(Math.random() * window.innerWidth, window.innerHeight * Math.random())
  )
}

render()

function render() {
  setTimeout(render, 1000 / 60)
  ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
  ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height)
  for (var firework of fireworks) {
    if (firework.dead) continue
    firework.move()
    firework.draw()
  }
  for (var spark of sparks) {
    if (spark.dead) continue
    spark.move()
    spark.draw()
  }

  if (Math.random() < 0.05) {
    fireworks.push(new Firework())
  }
}

function Spark(x, y, color) {
  this.x = x
  this.y = y
  this.dir = Math.random() * (Math.PI * 2)
  this.dead = false
  this.color = color
  this.speed = Math.random() * 3 + 3;
  this.walker = new Walker({
    radius: 20,
    speed: 0.25
  })
  this.gravity = 0.25
  this.dur = this.speed / 0.1
  this.move = function () {
    this.dur--
      if (this.dur < 0) this.dead = true

    if (this.speed < 0) return
    if (this.speed > 0) this.speed -= 0.1
    var walk = this.walker.step()
    this.x += Math.cos(this.dir + walk) * this.speed
    this.y += Math.sin(this.dir + walk) * this.speed
    this.y += this.gravity
    this.gravity += 0.05

  }
  this.draw = function () {
    drawCircle(this.x, this.y, 3, this.color)
  }
}

function Firework(x, y) {
  this.xmove = new Walker({
    radius: 10,
    speed: 0.5
  })
  this.x = x || Math.random() * ctx.canvas.width
  this.y = y || ctx.canvas.height
  this.height = Math.random() * ctx.canvas.height / 2
  this.dead = false
  this.color = randomColor()

  this.move = function () {
    this.x += this.xmove.step()
    if (this.y > this.height) this.y -= 1;
    else this.burst()

  }
  this.draw = function () {
    drawCircle(this.x, this.y, 1, this.color)
  }
  this.burst = function () {
    this.dead = true
    var i = 100;
    while (i--) sparks.push(new Spark(this.x, this.y, this.color))
  }
}

function drawCircle(x, y, radius, color) {
  color = color || '#FFF'
  ctx.fillStyle = color
  ctx.fillRect(x - radius / 2, y - radius / 2, radius, radius)
}

function randomColor() {
  return ['#6ae5ab', '#88e3b2', '#36b89b', '#7bd7ec', '#66cbe1'][Math.floor(Math.random() * 5)];
}

function Walker(options) {
  this.step = function () {
    this.direction = Math.sign(this.target) * this.speed
    this.value += this.direction
    this.target ?
      this.target -= this.direction :
      (this.value) ?
      (this.wander) ?
      this.target = this.newTarget() :
      this.target = -this.value :
      this.target = this.newTarget()
    return this.direction
  }

  this.newTarget = function () {
    return Math.round(Math.random() * (this.radius * 2) - this.radius)
  }

  this.start = 0
  this.value = 0
  this.radius = options.radius
  this.target = this.newTarget()
  this.direction = Math.sign(this.target)
  this.wander = options.wander
  this.speed = options.speed || 1
}

实现三

canvas烟花特效分析

html

<canvas id="cas" style="background-color:rgba(0,5,24,1)" width="1235" height="680">浏览器不支持canvas</canvas>

<div class="city">
  <img src="city.png" alt="">
</div>
<img src="moon.png" alt="" id="moon" style="visibility: hidden;">
<div style="display:none">
  <div class="shape">新年快乐</div>
  <div class="shape">阖家欢乐</div>
  <div class="shape">万事如意</div>
  <div class="shape">心想事成</div>
</div>

css

body {
  margin: 0;
  padding: 0;
  overflow: hidden;
}

.city {
  width: 100%;
  position: fixed;
  bottom: 0px;
  z-index: 100;
}

.city img {
  width: 100%;
}

js

var canvas = document.getElementById("cas");
var ocas = document.createElement("canvas");
var octx = ocas.getContext("2d");
var ctx = canvas.getContext("2d");
ocas.width = canvas.width = window.innerWidth;
ocas.height = canvas.height = window.innerHeight;
var bigbooms = [];

window.onload = function () {
  initAnimate()
}

function initAnimate() {
  drawBg();

  lastTime = new Date();
  animate();
}

var lastTime;

function animate() {
  ctx.save();
  ctx.fillStyle = "rgba(0,5,24,0.1)";
  ctx.fillRect(0, 0, canvas.width, canvas.height);
  ctx.restore();

  var newTime = new Date();
  if (newTime - lastTime > 500 + (window.innerHeight - 767) / 2) {
    var random = Math.random() * 100 > 2 ? true : false;
    var x = getRandom(canvas.width / 5, canvas.width * 4 / 5);
    var y = getRandom(50, 200);
    if (random) {
      var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {
        x: x,
        y: y
      });
      bigbooms.push(bigboom)
    } else {
      var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {
        x: canvas.width / 2,
        y: 200
      }, document.querySelectorAll(".shape")[parseInt(getRandom(0, document.querySelectorAll(
        ".shape").length))]);
      bigbooms.push(bigboom)
    }
    lastTime = newTime;
  }

  stars.foreach(function () {
    this.paint();
  })

  drawMoon();

  bigbooms.foreach(function (index) {
    var that = this;
    if (!this.dead) {
      this._move();
      this._drawLight();
    } else {
      this.booms.foreach(function (index) {
        if (!this.dead) {
          this.moveTo(index);
        } else if (index === that.booms.length - 1) {
          bigbooms[bigbooms.indexOf(that)] = null;
        }
      })
    }
  });

  raf(animate);
}

function drawMoon() {
  var moon = document.getElementById("moon");
  var centerX = canvas.width - 200,
    centerY = 100,
    width = 80;
  if (moon.complete) {
    ctx.drawImage(moon, centerX, centerY, width, width)
  } else {
    moon.onload = function () {
      ctx.drawImage(moon, centerX, centerY, width, width)
    }
  }
  var index = 0;
  for (var i = 0; i < 10; i++) {
    ctx.save();
    ctx.beginPath();
    ctx.arc(centerX + width / 2, centerY + width / 2, width / 2 + index, 0, 2 * Math.PI);
    ctx.fillStyle = "rgba(240,219,120,0.005)";
    index += 2;
    ctx.fill();
    ctx.restore();
  }

}

Array.prototype.foreach = function (callback) {
  for (var i = 0; i < this.length; i++) {
    if (this[i] !== null) callback.apply(this[i], [i])
  }
}

var raf = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame ||
  window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
    window.setTimeout(callback, 1000 / 60);
  };

canvas.onclick = function () {
  var x = event.clientX;
  var y = event.clientY;
  var bigboom = new Boom(getRandom(canvas.width / 3, canvas.width * 2 / 3), 2, "#FFF", {
    x: x,
    y: y
  });
  bigbooms.push(bigboom)
}

var Boom = function (x, r, c, boomArea, shape) {
  this.booms = [];
  this.x = x;
  this.y = (canvas.height + r);
  this.r = r;
  this.c = c;
  this.shape = shape || false;
  this.boomArea = boomArea;
  this.theta = 0;
  this.dead = false;
  this.ba = parseInt(getRandom(80, 200));
}
Boom.prototype = {
  _paint: function () {
    ctx.save();
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI);
    ctx.fillStyle = this.c;
    ctx.fill();
    ctx.restore();
  },
  _move: function () {
    var dx = this.boomArea.x - this.x,
      dy = this.boomArea.y - this.y;
    this.x = this.x + dx * 0.01;
    this.y = this.y + dy * 0.01;

    if (Math.abs(dx) <= this.ba && Math.abs(dy) <= this.ba) {
      if (this.shape) {
        this._shapBoom();
      } else this._boom();
      this.dead = true;
    } else {
      this._paint();
    }
  },
  _drawLight: function () {
    ctx.save();
    ctx.fillStyle = "rgba(255,228,150,0.3)";
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r + 3 * Math.random() + 1, 0, 2 * Math.PI);
    ctx.fill();
    ctx.restore();
  },
  _boom: function () {
    var fragNum = getRandom(30, 200);
    var style = getRandom(0, 10) >= 5 ? 1 : 2;
    var color;
    if (style === 1) {
      color = {
        a: parseInt(getRandom(128, 255)),
        b: parseInt(getRandom(128, 255)),
        c: parseInt(getRandom(128, 255))
      }
    }

    var fanwei = parseInt(getRandom(300, 400));
    for (var i = 0; i < fragNum; i++) {
      if (style === 2) {
        color = {
          a: parseInt(getRandom(128, 255)),
          b: parseInt(getRandom(128, 255)),
          c: parseInt(getRandom(128, 255))
        }
      }
      var a = getRandom(-Math.PI, Math.PI);
      var x = getRandom(0, fanwei) * Math.cos(a) + this.x;
      var y = getRandom(0, fanwei) * Math.sin(a) + this.y;
      var radius = getRandom(0, 2)
      var frag = new Frag(this.x, this.y, radius, color, x, y);
      this.booms.push(frag);
    }
  },
  _shapBoom: function () {
    var that = this;
    putValue(ocas, octx, this.shape, 5, function (dots) {
      var dx = canvas.width / 2 - that.x;
      var dy = canvas.height / 2 - that.y;
      for (var i = 0; i < dots.length; i++) {
        color = {
          a: dots[i].a,
          b: dots[i].b,
          c: dots[i].c
        }
        var x = dots[i].x;
        var y = dots[i].y;
        var radius = 1;
        var frag = new Frag(that.x, that.y, radius, color, x - dx, y - dy);
        that.booms.push(frag);
      }
    })
  }
}

function putValue(canvas, context, ele, dr, callback) {
  context.clearRect(0, 0, canvas.width, canvas.height);
  var img = new Image();
  if (ele.innerHTML.indexOf("img") >= 0) {
    img.src = ele.getElementsByTagName("img")[0].src;
    imgload(img, function () {
      context.drawImage(img, canvas.width / 2 - img.width / 2, canvas.height / 2 - img.width / 2);
      dots = getimgData(canvas, context, dr);
      callback(dots);
    })
  } else {
    var text = ele.innerHTML;
    context.save();
    var fontSize = 200;
    context.font = fontSize + "px 宋体 bold";
    context.textAlign = "center";
    context.textBaseline = "middle";
    context.fillStyle = "rgba(" + parseInt(getRandom(128, 255)) + "," + parseInt(getRandom(128, 255)) + "," +
      parseInt(getRandom(128, 255)) + " , 1)";
    context.fillText(text, canvas.width / 2, canvas.height / 2);
    context.restore();
    dots = getimgData(canvas, context, dr);
    callback(dots);
  }
}

function imgload(img, callback) {
  if (img.complete) {
    callback.call(img);
  } else {
    img.onload = function () {
      callback.call(this);
    }
  }
}

function getimgData(canvas, context, dr) {
  var imgData = context.getImageData(0, 0, canvas.width, canvas.height);
  context.clearRect(0, 0, canvas.width, canvas.height);
  var dots = [];
  for (var x = 0; x < imgData.width; x += dr) {
    for (var y = 0; y < imgData.height; y += dr) {
      var i = (y * imgData.width + x) * 4;
      if (imgData.data[i + 3] > 128) {
        var dot = {
          x: x,
          y: y,
          a: imgData.data[i],
          b: imgData.data[i + 1],
          c: imgData.data[i + 2]
        };
        dots.push(dot);
      }
    }
  }
  return dots;
}

function getRandom(a, b) {
  return Math.random() * (b - a) + a;
}


var maxRadius = 1,
  stars = [];

function drawBg() {
  for (var i = 0; i < 100; i++) {
    var r = Math.random() * maxRadius;
    var x = Math.random() * canvas.width;
    var y = Math.random() * 2 * canvas.height - canvas.height;
    var star = new Star(x, y, r);
    stars.push(star);
    star.paint()
  }

}

var Star = function (x, y, r) {
  this.x = x;
  this.y = y;
  this.r = r;
}
Star.prototype = {
  paint: function () {
    ctx.save();
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI);
    ctx.fillStyle = "rgba(255,255,255," + this.r + ")";
    ctx.fill();
    ctx.restore();
  }
}

var focallength = 250;
var Frag = function (centerX, centerY, radius, color, tx, ty) {
  this.tx = tx;
  this.ty = ty;
  this.x = centerX;
  this.y = centerY;
  this.dead = false;
  this.centerX = centerX;
  this.centerY = centerY;
  this.radius = radius;
  this.color = color;
}

Frag.prototype = {
  paint: function () {
    ctx.save();
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
    ctx.fillStyle = "rgba(" + this.color.a + "," + this.color.b + "," + this.color.c + ",1)";
    ctx.fill()
    ctx.restore();
  },
  moveTo: function (index) {
    this.ty = this.ty + 0.3;
    var dx = this.tx - this.x,
      dy = this.ty - this.y;
    this.x = Math.abs(dx) < 0.1 ? this.tx : (this.x + dx * 0.1);
    this.y = Math.abs(dy) < 0.1 ? this.ty : (this.y + dy * 0.1);
    if (dx === 0 && Math.abs(dy) <= 80) {
      this.dead = true;
    }
    this.paint();
  }
}

总结

几种不同canvas实现烟花动画,基本分为烟火类和碎屑类展现烟花的不同状态。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持路饭。