免费国产网站_秋霞午夜一区二区三区视频_99热在线看_日韩精品久久一区二区_午夜看一级毛片_天天鲁在视频在线观看

  • 您的位置:首頁 > 新聞動態 > UE4

    UE4插件,展示如何使用第三方庫制作UE4插件

    2018/3/20??????點擊:

    如何調用第三方封裝好的庫制作UE4插件? 


    MyEEGPlugin.uplugin

    {

        "FileVersion": 3,

        "Version": 1,

        "VersionName": "1.0",

        "FriendlyName": "MyEEGPlugin",

        "Description": "",

        "Category": "Other",

        "CreatedBy": "",

        "CreatedByURL": "",

        "DocsURL": "",

        "MarketplaceURL": "",

        "SupportURL": "",

        "CanContainContent": true,

        "IsBetaVersion": false,

        "Installed": false,

        "Modules": [

            {

                "Name": "MyEEGPlugin",

                "Type": "Runtime",

                "LoadingPhase": "Default"

            }

        ]

    }

    MyEEGPlugin.Build.cs

    // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.


    using UnrealBuildTool;

    using System.IO;


    public class MyEEGPlugin : ModuleRules

    {

        public MyEEGPlugin(TargetInfo Target)

        {


            PublicIncludePaths.AddRange(

                new string[] {

                    "MyEEGPlugin/Public"

                    // ... add public include paths required here ...

                }

                );



            PrivateIncludePaths.AddRange(

                new string[] {

                    "MyEEGPlugin/Private",

                    // ... add other private include paths required here ...

                }

                );



            PublicDependencyModuleNames.AddRange(

                new string[]

                {

                    "Core", "CoreUObject", "Engine", "InputCore", "Projects"

                    // ... add other public dependencies that you statically link with here ...

                }

                );



            PrivateDependencyModuleNames.AddRange(

                new string[]

                {

                    // ... add private dependencies that you statically link with here ...   

                }

                );



            DynamicallyLoadedModuleNames.AddRange(

                new string[]

                {

                    // ... add any modules that your module loads dynamically here ...

                }

                );


            LoadThinkGearLib(Target);//添加第三方庫

            //LoadAlgoSdkDll(Target);//添加第三方庫

        }


        private string ThirdPartyPath

        {

            get

            {

                return Path.GetFullPath(Path.Combine(ModuleDirectory, "../ThirdParty/"));

            }

        }

        public void LoadThinkGearLib(TargetInfo Target)

        {

            if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))

            {

                string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "64" : "";

                string LibrariesPath = Path.Combine(ThirdPartyPath, "ThinkGear", "lib");

                //test your path

                System.Console.WriteLine("... LibrariesPath -> " + LibrariesPath);


                PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "ThinkGear", "include"));

                PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "thinkgear" + PlatformString + ".lib"));

            }


            //Definitions.Add(string.Format("MY_DEFINE={0}", 0));

        }


        public void LoadAlgoSdkDll(TargetInfo Target)

        {

            if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))

            {

                string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "64" : "";

                string DllPath = Path.Combine(ThirdPartyPath, "bin", "AlgoSdkDll" + PlatformString + ".dll");


                PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "EEGAlgoSDK", "include"));

                PublicDelayLoadDLLs.Add(DllPath);

                //RuntimeDependencies.Add(new RuntimeDependency(DllPath));

            }

        }


    }

    MyEEGPlugin.h

    // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.


    #pragma once


    #include "ModuleManager.h"


    class FMyEEGPluginModule : public IModuleInterface

    {

    public:


        /** IModuleInterface implementation */

        virtual void StartupModule() override;

        virtual void ShutdownModule() override;


    private:

        /** Handle to the test dll we will load */

        void*    ExampleLibraryHandle;

    };

    MyEEGPlugin.cpp

    // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.


    #include "MyEEGPlugin.h"

    #include "Core.h"

    #include "ModuleManager.h"

    #include "IPluginManager.h"

    //#include "ExampleLibrary.h"


    #define LOCTEXT_NAMESPACE "FMyEEGPluginModule"


    void FMyEEGPluginModule::StartupModule()

    {

        // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module


        // Get the base directory of this plugin

        FString BaseDir = IPluginManager::Get().FindPlugin("MyEEGPlugin")->GetBaseDir();


        // Add on the relative location of the third party dll and load it

        FString LibraryPath;

    #if PLATFORM_WINDOWS

        LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdParty/MyEEGPluginLibrary/Win64/ExampleLibrary.dll"));

    #elif PLATFORM_MAC

        LibraryPath = FPaths::Combine(*BaseDir, TEXT("Source/ThirdParty/MyEEGPluginLibrary/Mac/Release/libExampleLibrary.dylib"));

    #endif // PLATFORM_WINDOWS


        ExampleLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;


        if (ExampleLibraryHandle)

        {

            // Call the test function in the third party library that opens a message box

            //ExampleLibraryFunction();

        }

        else

        {

            //FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load example third party library"));

        }

    }


    void FMyEEGPluginModule::ShutdownModule()

    {

        // This function may be called during shutdown to clean up your module.  For modules that support dynamic reloading,

        // we call this function before unloading the module.


        // Free the dll handle

        FPlatformProcess::FreeDllHandle(ExampleLibraryHandle);

        ExampleLibraryHandle = nullptr;

    }


    #undef LOCTEXT_NAMESPACE


    IMPLEMENT_MODULE(FMyEEGPluginModule, MyEEGPlugin)

    MyEEGReceiver.h

    // Fill out your copyright notice in the Description page of Project Settings.


    #pragma once

    #include "Engine.h"

    #include "GameFramework/Actor.h"

    #include "MyEEGReceiver.generated.h"


    UCLASS()

    class AMyEEGReceiver : public AActor

    {

        GENERATED_BODY()


    public:   

        // Sets default values for this actor‘s properties

        AMyEEGReceiver();


    protected:

        // Called when the game starts or when spawned

        virtual void BeginPlay() override;

        int rawDataIndex;

        int lerpDataIndex;

        float totalAngle;


        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float v;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float s;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float a;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        TArrayrawAttentions;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        TArrayrawMeditations;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        TArraylerpAttentions;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        TArraylerpMeditations;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float attention1;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float attention2;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float meditation1;

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        float meditation2;

    public:   

        // Called every frame

        virtual void Tick(float DeltaTime) override;


        /** Called whenever this actor is being removed from a level */

        virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;



        UFUNCTION(BlueprintImplementableEvent, Category = "EEG")

        void BPEvent_GetNewAttention(float newAttention);


        UFUNCTION(BlueprintCallable, Category = "EEG")

        void IndexFunc();


        UFUNCTION(BlueprintCallable, Category = "EEG")

        void ComputeNewPos(float factor, UStaticMeshComponent* cube, float DeltaTime, float scaleFactorAtten=1, float scaleFactorMedi = 1, bool debug=false);


        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        int32 LatestMeditation;        //*新放松度

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        int32 LatestAttention;        //*新專注度


        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EEG")

        bool ShowOnScreenDebugMessages;


        FORCEINLINE void ScreenMsg(const FString& Msg)

        {

            if (!ShowOnScreenDebugMessages) return;

            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *Msg);

        }

        FORCEINLINE void ScreenMsg(const FString& Msg, const int32 Value)

        {

            if (!ShowOnScreenDebugMessages) return;

            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %d"), *Msg, Value));

        }

    };

    MyEEGReceiver.cpp

    // Fill out your copyright notice in the Description page of Project Settings.


    #include "MyEEGPlugin.h"

    #include "MyEEGReceiver.h"

    #include "thinkgear.h"


    #define NUM 3

    // Sets default values

    AMyEEGReceiver::AMyEEGReceiver()

    {

         // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don‘t need it.

        PrimaryActorTick.bCanEverTick = true;


        ShowOnScreenDebugMessages = true;

        v = 0; a = 1; s = 0;

        rawDataIndex = 0;

        lerpDataIndex = 0;

        rawAttentions.Init(0, NUM);

        rawMeditations.Init(0, NUM);

        totalAngle = 0;

    }


    long raw_data_count = 0;

    short *raw_data = NULL;

    bool bRunning = false;

    bool bInited = false;

    char *comPortName = NULL;

    int   dllVersion = 0;

    int   connectionId = -1;

    int   packetsRead = 0;

    int   errCode = 0;

    bool bConnectedHeadset = false;



    // Called when the game starts or when spawned

    void AMyEEGReceiver::BeginPlay()

    {

        Super::BeginPlay();


        /* Print driver version number */

        dllVersion = TG_GetVersion();

        ScreenMsg("ThinkGear DLL version:",dllVersion);

        //GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("ThinkGear DLL version: %d\n"), dllVersion));

        /* Get a connection ID handle to ThinkGear */

        connectionId = TG_GetNewConnectionId();

        if (connectionId < 0) {

            ScreenMsg("Failed to new connection ID");

        }

        else {

            /* Attempt to connect the connection ID handle to serial port "COM5" */

            /* NOTE: On Windows, COM10 and higher must be preceded by \\.\, as in

            *       "\\\\.\\COM12" (must escape backslashes in strings).  COM9

            *       and lower do not require the \\.\, but are allowed to include

            *       them.  On Mac OS X, COM ports are named like

            *       "/dev/tty.MindSet-DevB-1".

            */

            comPortName = "\\\\.\\COM6";

            errCode = TG_Connect(connectionId,

                comPortName,

                TG_BAUD_57600,

                TG_STREAM_PACKETS);

            if (errCode < 0)

            {

                ScreenMsg("TG_Connect() failed", errCode);

            }

            else

            {

                ScreenMsg("TG_Connect OK",connectionId);

            }

        }


    }


    // Called every frame

    void AMyEEGReceiver::Tick(float DeltaTime)

    {

        Super::Tick(DeltaTime);


        v = v + a*DeltaTime;

        s += v*DeltaTime;

        /* Read all currently available Packets, one at a time... */

        do {

            /* Read a single Packet from the connection */

            packetsRead = TG_ReadPackets(connectionId, 1);


            /* If TG_ReadPackets() was able to read a Packet of data... */

            if (packetsRead == 1) {

                //ScreenMsg("TG_ReadPackets");

                /* If the Packet containted a new raw wave value... */

                if (TG_GetValueStatus(connectionId, TG_DATA_RAW) != 0) {

                    int rawData = (int)TG_GetValue(connectionId, TG_DATA_RAW);

                    //ScreenMsg("TG_DATA_RAW",rawData);

                } /* end "If Packet contained a raw wave value..." */


                if (TG_GetValueStatus(connectionId, TG_DATA_POOR_SIGNAL) != 0) {

                    int ps=TG_GetValue(connectionId, TG_DATA_POOR_SIGNAL);

                    //ScreenMsg("TG_DATA_POOR_SIGNAL",ps);

                }


                if (TG_GetValueStatus(connectionId, TG_DATA_MEDITATION) != 0) {

                    float medi = TG_GetValue(connectionId, TG_DATA_MEDITATION);

                    LatestMeditation = (int32)medi;

                    //ScreenMsg("TG_DATA_MEDITATION", LatestMeditation);

                    rawMeditations[rawDataIndex] = medi;

                    float total = 0;

                    for (int i = 0; i < NUM; i++)

                        total += rawMeditations[i];

                    float avg_medi = total / NUM;

                    lerpMeditations.Add(avg_medi);

                }


                if (TG_GetValueStatus(connectionId, TG_DATA_ATTENTION) != 0) {

                    float atten = TG_GetValue(connectionId, TG_DATA_ATTENTION);

                    LatestAttention = (int32)atten;

                    rawAttentions[rawDataIndex] = atten;

                    float total = 0;

                    for (int i = 0; i < NUM; i++)

                        total += rawAttentions[i];

                    float avg_atten = total / NUM;

                    lerpAttentions.Add(avg_atten);


                    rawDataIndex++;

                    if (rawDataIndex == NUM)

                    {

                        rawDataIndex = 0;

                    }


                    ScreenMsg("avg_atten", avg_atten);

                    //BPEvent_GetNewAttention(TG_GetValue(connectionId, TG_DATA_ATTENTION));

                    //float atten=TG_GetValue(connectionId, TG_DATA_ATTENTION);

                    //float delta = atten - s;

                    //a = delta;

                    ScreenMsg("TG_DATA_ATTENTION", LatestAttention);

                    //ScreenMsg("delta", delta);

                    //ScreenMsg("s", s);

                }


            } /* end "If TG_ReadPackets() was able to read a Packet..." */


        } while (packetsRead > 0); /* Keep looping until all Packets read */

    }


    void AMyEEGReceiver::EndPlay(const EEndPlayReason::Type EndPlayReason)

    {

        Super::EndPlay(EndPlayReason);


        /* Clean up */

        TG_FreeConnection(connectionId);

    }


    void AMyEEGReceiver::IndexFunc()

    {

        int lerpNum = lerpAttentions.Num();

        if (lerpNum ==0)

            return;

        int idx1 = lerpDataIndex - 1;

        int idx2 = lerpDataIndex;

        idx1 = FMath::Max(idx1,0);

        idx2 = FMath::Min(idx2, lerpNum-1);

        attention1 = lerpAttentions[idx1];

        attention2 = lerpAttentions[idx2];

        meditation1 = lerpMeditations[idx1];

        meditation2 = lerpMeditations[idx2];

        if (lerpDataIndex < lerpNum-1)

        {

            lerpDataIndex++;

        }

    }


    void AMyEEGReceiver::ComputeNewPos(float factor, UStaticMeshComponent* cube, float DeltaTime,

        float scaleFactorAtten/*=1*/, float scaleFactorMedi/* = 1*/, bool debug/* = false*/)

    {

        float tmpAtten = FMath::Lerp(attention1, attention2, factor);

        float tmpMedit = FMath::Lerp(meditation1, meditation2, factor);

        static float testTime = 0;

        if (debug)

        {

            tmpMedit = 50 + sin(testTime) * 50;

            tmpAtten = 50 + sin(testTime) * 50; testTime += DeltaTime;

        }

        float s0 = tmpMedit*DeltaTime*scaleFactorMedi;

        FVector oldPos = cube->GetComponentLocation();

        float angle = FMath::Atan(s0 / (oldPos.Size()));

        FVector normalVec = oldPos.GetSafeNormal();

        FVector newPos = normalVec*(10000 + tmpAtten*scaleFactorAtten);

        cube->SetWorldLocation(newPos.RotateAngleAxis(FMath::RadiansToDegrees(angle),FVector(0,1,0)));

        FRotator Rotator = FRotator::ZeroRotator;

        totalAngle += FMath::RadiansToDegrees(angle);

        Rotator.Add(-totalAngle, 0, 0);

        if (totalAngle >= 360)

        {

            totalAngle = 0;

        }

        cube->SetWorldRotation(Rotator);

        UTextRenderComponent* text = dynamic_cast(cube->GetChildComponent(0));

        if (text)

        {

            FString t1 = FString::FromInt(tmpAtten);

            FString t2 = FString::FromInt(tmpMedit);

            FString t3 = FString::FromInt(totalAngle);

            FString tmp(", ");

            tmp = t1 + tmp + t2;

            text->SetText(FText::FromString(tmp));

        }

    }


    主站蜘蛛池模板: 久久精品日韩精品_中文无码亚洲精品制服丝袜_国产成人高清精品_樱桃视频大全免费高清版_无码AV天天AV天天爽_国产内射性高潮对白 久久成人高清_人人射视频_性av一区_欧洲人免费视频网站在线_欧美亚洲精品一区二区_亚洲欧美视频图片 | 韩国黄色一级视频_成人午夜激情网_国产aⅴ爽av久久久久久麻豆_成人羞羞国产_91免费视频网站_91久热 | 红杏亚洲影院一区二区三区_亚洲爆乳精品无码一区二区三区_又爽又黄无遮挡高潮视频网站_蜜臀久久99精品久久久久免费_久久丁香五月丁中文精品_自拍视频在线观看 | 欧日韩一区二区三区_免费无码又爽又刺激一高潮_91免费影片_欧美人妻日韩精品_日韩亚洲综合在线_九九热免费在线视频 | 精品人妻av区_免费逼片_日韩中文字幕无砖_国产三级在线观看播放视频_又黄又国产_国产成人a∨视频国产老女人 | 另类老妇奶性生BBWBBW_久久无码人妻影院_a∨色狠狠一区二区三区_国产精品久久久久久久嫩草影视_成人片在线观看地址KK4444_国产精品久久久久久无毒偷食禁果 | 女人毛片_国产人妖XXXX做受视频_久久成年网_国产精品资源_精品国产免费观看_麻豆亚洲AV熟女国产一区二 | 亚洲国产另类精品专区_亚洲手机看片_久久成人亚洲精品_国产成人精品视频A片_91看国产_国产人碰人摸人爱免费视频 | 春色校园综合人妻av_日韩有码中文字幕二区_日本美女一区二区三区_国产女精品_狠狠色综合网站久久久久久久高清_欧美国产综合视频 | 在线久久_日韩一级伦理片_龙珠z国语版在线观看_国产免费高清在线观看_爱爱日韩_亚洲欧美不卡高清在线 | caoporn视频_特级毛片a级毛片100免费播放_www.色53色.com_色婷婷久久久久久_在线观看免费的av_久草女人 | 国产欧美中文_美丽人妻在夫前被黑人_久久成人成狠狠爱综合网_免费视频看片网站_黄色极品网站_国产视一区 | 一级大片久久_精精国产xxxx在线视频www_欧美蜜桃网_欧美a在线播放_国产中文视频_99re免费 | 国产免费黄片和v片_国产成人二区_中文字幕日韩视频_少妇又色又紧又爽又刺激视频_偷拍做爰吃奶视频免费看_华人91视频 | 超碰在线首页_久久久av波多野一区二区_九一视频黄_免费视频爱爱太爽了_国产青青草视频_欧美成妇人吹潮在线播放 | 日本丰满熟妇videossex一_亚洲国产精品91_99re亚洲无码高清_国产午夜无码精品免费看动漫_91草逼视频_成人国内精品久久久久一区 | 日本高清二区三区_免费毛片播放_激动网色视频_性福视频在线观看_外卖gayxxxxgay2_亚洲成人免费在线 | 性久久久久久久久波多野结衣_久久婷色_欧美大黄视频_日韩夜精品精品免费观看_射丝袜高跟_99xxxx成人网 | 国产日韩v精品一区二区_无码一区二区波多野结衣播放搜索_A级毛片高清免费视频播放出要看_久久男人av资源站_国产精品97在线_caoporn97人人澡 | 香蕉久久精品日躁夜夜躁我_亚洲小说区图片区都市_在线免费看91_午夜视频观看_亚洲影院久久久av天天蜜桃臀_欧美第一精品 | 中文字幕线人_成人看的免费视频_国产精品wwwdhxxx_免费萌白酱国产一区二区三区_www国产亚洲精品_日韩精品一区二区AV在线观看 | 欧美日韩国产一区二区三区_9l久久午夜精品一区二区_20岁一级毛片_色999国产_久久精品一卡二卡_久久久国产亚洲精品AV快乐8 | 精品av国产一二三四区_亚洲AV成人精品日韩一区_一本一道色欲综合网中文字幕_91视频国内_十大黄冈网站排行榜_国产精品无码一区二区在线看 | 国产精品欧美日韩一区二区_男女高潮又爽又黄又无遮挡_在线观看免费高清av_中文人妻av久久人妻水蜜桃_99精品又大又爽又粗少妇毛片_亚洲无限资源 | 国产精品12_AV无码天堂一区二区三区_成人h动漫免费观看网站_国产成人MV在线播放_av影片在线播放_欧美小说乱小说 | 久久精品熟女亚洲AV麻豆_国产第8页_超碰毛片_国产成人午夜视频网址_国产亚洲第一午夜福利合集_麻豆影片 | 亚洲国产成人一区_成年美女黄网站色大片免费看_欧美性毛茸茸_色婷婷亚洲十月十月色天_狠狠躁夜夜躁人人爽天天天天97_日韩午夜免费 | 欧美日韩亚洲第一_无码大潮喷水在线观看H_亚洲自偷自偷图片视频专区_久久精品视频久久_欧洲视频二区_成人久久18 | 国产精品99国产精品九九_精品国产18久久久久久_五月婷婷基地_日本三级视频在线播放_国产九九99精_欧美搡BBBBB搡BBBBB | 伦一理一级一a一片_av亚洲av影院av天堂_日本三级在线观看网站_国产AV国片偷人妻麻豆郑州公司_亚洲免费二区三区_免费看片一区二区三区 | 粗一硬一长一进一爽一a片_亚洲人成在线影院_无码毛片内射白浆视频_久久精品视频在线看99_成人三区_国内美女人妻一级毛片免费看 | 欧美伦理第一页_91精品国产综合久久久蜜臀九色_亚州综合图区_av老司机午夜福利片免费观看_国产精品久久久久7777按摩_极品一级片 | 蜜桃视频在线观看网站_欧美性妇_国产精品另类_无码超级大爆乳在线播放_国产乱子伦视频在线观看_亚洲av在线一区二区三区 | 私人午夜影院_国产啪亚洲欧美精品无码_中文无码字幕中文有码字幕_黄色av观看_超碰人人搞_国产精品久久久久久久午夜 | 天天做天天大爽天天爱_久久中文字幕AV不卡一区二区_黄色+视频+卡2+国产_天天日本天天谢_人妻被按摩到潮喷中文字幕_九九热精品免费视频 | 亚洲精品第5页_亚洲精品高潮_av一级片在线观看_国产综合av在线_91欧美激情一区二区三区成_亚洲精品久久7777777国产 | 99精产国品一二三产区网站_波多野结衣中文视频_91精品啪在线观看国产手机_777国产成人入口_日韩一区二区三区无码人妻视频_久久天天躁拫拫躁夜夜AV | 久久加久久_蜜桃精品在线_日韩精品一区二区三区色欲AV_男女啪啪做爰高潮www成人福利_午夜无码性爽快影院6080_亚洲人成色77777 | 亚洲精品毛A片久久久爽_中文字幕无码久久一区_欧美女优在线视频_国产一极毛片_日产乱码一二三区别免费演员表_精品婷婷 | 老头猛躁进女人免费视频_成人片黄网站A毛片免费观看_婷婷综合少妇啪啪喷水动态小说_www.浪潮av.com_精品久久久精品_亚洲人人舔人人 | 一级国产视频_超碰国产在线_亚洲天堂免费av_久久一视频_www.91香蕉_夜夜草天天干 |