webgpu_compute_cloth.html 20 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - compute cloth</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="example.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  12. <div class="title-wrapper">
  13. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Compute Cloth</span>
  14. </div>
  15. <small>Simple cloth simulation with a verlet system running in compute shaders.</small>
  16. </div>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.webgpu.js",
  21. "three/webgpu": "../build/three.webgpu.js",
  22. "three/tsl": "../build/three.tsl.js",
  23. "three/addons/": "./jsm/"
  24. }
  25. }
  26. </script>
  27. <script type="module">
  28. import * as THREE from 'three/webgpu';
  29. import { Fn, If, Return, instancedArray, instanceIndex, uniform, select, attribute, uint, Loop, float, transformNormalToView, cross, triNoise3D, time } from 'three/tsl';
  30. import { Inspector } from 'three/addons/inspector/Inspector.js';
  31. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  32. import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
  33. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  34. let renderer, scene, camera, controls;
  35. const clothWidth = 1;
  36. const clothHeight = 1;
  37. const clothNumSegmentsX = 30;
  38. const clothNumSegmentsY = 30;
  39. const sphereRadius = 0.15;
  40. let vertexPositionBuffer, vertexForceBuffer, vertexParamsBuffer;
  41. let springVertexIdBuffer, springRestLengthBuffer, springForceBuffer;
  42. let springListBuffer;
  43. let computeSpringForces, computeVertexForces;
  44. let dampeningUniform, spherePositionUniform, stiffnessUniform, sphereUniform, windUniform;
  45. let vertexWireframeObject, springWireframeObject;
  46. let clothMesh, clothMaterial, sphere;
  47. let timeSinceLastStep = 0;
  48. let timestamp = 0;
  49. const verletVertices = [];
  50. const verletSprings = [];
  51. const verletVertexColumns = [];
  52. const timer = new THREE.Timer();
  53. timer.connect( document );
  54. const params = {
  55. wireframe: false,
  56. sphere: true,
  57. wind: 1.0,
  58. };
  59. const API = {
  60. color: 0x204080, // sRGB
  61. sheenColor: 0xffffff // sRGB
  62. };
  63. // TODO: Fix example with WebGL backend
  64. if ( WebGPU.isAvailable() === false ) {
  65. document.body.appendChild( WebGPU.getErrorMessage() );
  66. throw new Error( 'No WebGPU support' );
  67. }
  68. init();
  69. async function init() {
  70. renderer = new THREE.WebGPURenderer( { antialias: true } );
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. renderer.toneMapping = THREE.NeutralToneMapping;
  74. renderer.toneMappingExposure = 1;
  75. renderer.inspector = new Inspector();
  76. document.body.appendChild( renderer.domElement );
  77. scene = new THREE.Scene();
  78. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.01, 10 );
  79. camera.position.set( - 1.6, - 0.1, - 1.6 );
  80. controls = new OrbitControls( camera, renderer.domElement );
  81. controls.minDistance = 1;
  82. controls.maxDistance = 3;
  83. controls.target.set( 0, - 0.1, 0 );
  84. controls.update();
  85. const hdrLoader = new UltraHDRLoader().setPath( 'textures/equirectangular/' );
  86. const hdrTexture = await hdrLoader.loadAsync( 'royal_esplanade_2k.hdr.jpg' );
  87. hdrTexture.mapping = THREE.EquirectangularReflectionMapping;
  88. scene.background = hdrTexture;
  89. scene.backgroundBlurriness = 0.5;
  90. scene.environment = hdrTexture;
  91. setupCloth();
  92. const gui = renderer.inspector.createParameters( 'Settings' );
  93. gui.add( stiffnessUniform, 'value', 0.1, 0.5, 0.01 ).name( 'stiffness' );
  94. gui.add( params, 'wireframe' );
  95. gui.add( params, 'sphere' );
  96. gui.add( params, 'wind', 0, 5, 0.1 );
  97. const materialFolder = gui.addFolder( 'material' );
  98. materialFolder.addColor( API, 'color' ).onChange( function ( color ) {
  99. clothMaterial.color.setHex( color );
  100. } );
  101. materialFolder.add( clothMaterial, 'roughness', 0.0, 1, 0.01 );
  102. materialFolder.add( clothMaterial, 'sheen', 0.0, 1, 0.01 );
  103. materialFolder.add( clothMaterial, 'sheenRoughness', 0.0, 1, 0.01 );
  104. materialFolder.addColor( API, 'sheenColor' ).onChange( function ( color ) {
  105. clothMaterial.sheenColor.setHex( color );
  106. } );
  107. window.addEventListener( 'resize', onWindowResize );
  108. renderer.setAnimationLoop( render );
  109. }
  110. function setupVerletGeometry() {
  111. // this function sets up the geometry of the verlet system, a grid of vertices connected by springs
  112. const addVerletVertex = ( x, y, z, isFixed ) => {
  113. const id = verletVertices.length;
  114. const vertex = {
  115. id,
  116. position: new THREE.Vector3( x, y, z ),
  117. isFixed,
  118. springIds: [],
  119. };
  120. verletVertices.push( vertex );
  121. return vertex;
  122. };
  123. const addVerletSpring = ( vertex0, vertex1 ) => {
  124. const id = verletSprings.length;
  125. const spring = {
  126. id,
  127. vertex0,
  128. vertex1
  129. };
  130. vertex0.springIds.push( id );
  131. vertex1.springIds.push( id );
  132. verletSprings.push( spring );
  133. return spring;
  134. };
  135. // create the cloth's verlet vertices
  136. for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
  137. const column = [];
  138. for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
  139. const posX = x * ( clothWidth / clothNumSegmentsX ) - clothWidth * 0.5;
  140. const posZ = y * ( clothHeight / clothNumSegmentsY );
  141. const isFixed = ( y === 0 ) && ( ( x % 5 ) === 0 ); // make some of the top vertices' positions fixed
  142. const vertex = addVerletVertex( posX, clothHeight * 0.5, posZ, isFixed );
  143. column.push( vertex );
  144. }
  145. verletVertexColumns.push( column );
  146. }
  147. // create the cloth's verlet springs
  148. for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
  149. for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
  150. const vertex0 = verletVertexColumns[ x ][ y ];
  151. if ( x > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y ] );
  152. if ( y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x ][ y - 1 ] );
  153. if ( x > 0 && y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y - 1 ] );
  154. if ( x > 0 && y < clothNumSegmentsY ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y + 1 ] );
  155. // You can make the cloth more rigid by adding more springs between further apart vertices
  156. //if (x > 1) addVerletSpring(vertex0, verletVertexColumns[x - 2][y]);
  157. //if (y > 1) addVerletSpring(vertex0, verletVertexColumns[x][y - 2]);
  158. }
  159. }
  160. }
  161. function setupVerletVertexBuffers() {
  162. // setup the buffers holding the vertex data for the compute shaders
  163. const vertexCount = verletVertices.length;
  164. const springListArray = [];
  165. // this springListArray will hold a list of spring ids, ordered by the id of the vertex affected by that spring.
  166. // this is so the compute shader that accumulates the spring forces for each vertex can efficiently iterate over all springs affecting that vertex
  167. const vertexPositionArray = new Float32Array( vertexCount * 3 );
  168. const vertexParamsArray = new Uint32Array( vertexCount * 3 );
  169. // the params Array holds three values for each verlet vertex:
  170. // x: isFixed, y: springCount, z: springPointer
  171. // isFixed is 1 if the verlet is marked as immovable, 0 if not
  172. // springCount is the number of springs connected to that vertex
  173. // springPointer is the index of the first spring in the springListArray that is connected to that vertex
  174. for ( let i = 0; i < vertexCount; i ++ ) {
  175. const vertex = verletVertices[ i ];
  176. vertexPositionArray[ i * 3 ] = vertex.position.x;
  177. vertexPositionArray[ i * 3 + 1 ] = vertex.position.y;
  178. vertexPositionArray[ i * 3 + 2 ] = vertex.position.z;
  179. vertexParamsArray[ i * 3 ] = vertex.isFixed ? 1 : 0;
  180. if ( ! vertex.isFixed ) {
  181. vertexParamsArray[ i * 3 + 1 ] = vertex.springIds.length;
  182. vertexParamsArray[ i * 3 + 2 ] = springListArray.length;
  183. springListArray.push( ...vertex.springIds );
  184. }
  185. }
  186. vertexPositionBuffer = instancedArray( vertexPositionArray, 'vec3' ).setPBO( true ); // setPBO(true) is only important for the WebGL Fallback
  187. vertexForceBuffer = instancedArray( vertexCount, 'vec3' );
  188. vertexParamsBuffer = instancedArray( vertexParamsArray, 'uvec3' );
  189. springListBuffer = instancedArray( new Uint32Array( springListArray ), 'uint' ).setPBO( true );
  190. }
  191. function setupVerletSpringBuffers() {
  192. // setup the buffers holding the spring data for the compute shaders
  193. const springCount = verletSprings.length;
  194. const springVertexIdArray = new Uint32Array( springCount * 2 );
  195. const springRestLengthArray = new Float32Array( springCount );
  196. for ( let i = 0; i < springCount; i ++ ) {
  197. const spring = verletSprings[ i ];
  198. springVertexIdArray[ i * 2 ] = spring.vertex0.id;
  199. springVertexIdArray[ i * 2 + 1 ] = spring.vertex1.id;
  200. springRestLengthArray[ i ] = spring.vertex0.position.distanceTo( spring.vertex1.position );
  201. }
  202. springVertexIdBuffer = instancedArray( springVertexIdArray, 'uvec2' ).setPBO( true );
  203. springRestLengthBuffer = instancedArray( springRestLengthArray, 'float' );
  204. springForceBuffer = instancedArray( springCount * 3, 'vec3' ).setPBO( true );
  205. }
  206. function setupUniforms() {
  207. dampeningUniform = uniform( 0.99 );
  208. spherePositionUniform = uniform( new THREE.Vector3( 0, 0, 0 ) );
  209. sphereUniform = uniform( 1.0 );
  210. windUniform = uniform( 1.0 );
  211. stiffnessUniform = uniform( 0.2 );
  212. }
  213. function setupComputeShaders() {
  214. // This function sets up the compute shaders for the verlet simulation
  215. // There are two shaders that are executed for each simulation step
  216. const vertexCount = verletVertices.length;
  217. const springCount = verletSprings.length;
  218. // 1. computeSpringForces:
  219. // This shader computes a force for each spring, depending on the distance between the two vertices connected by that spring and the targeted rest length
  220. computeSpringForces = Fn( () => {
  221. If( instanceIndex.greaterThanEqual( uint( springCount ) ), () => {
  222. // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of springs.
  223. // in that case, return.
  224. Return();
  225. } );
  226. const vertexIds = springVertexIdBuffer.element( instanceIndex );
  227. const restLength = springRestLengthBuffer.element( instanceIndex );
  228. const vertex0Position = vertexPositionBuffer.element( vertexIds.x );
  229. const vertex1Position = vertexPositionBuffer.element( vertexIds.y );
  230. const delta = vertex1Position.sub( vertex0Position ).toVar();
  231. const dist = delta.length().max( 0.000001 ).toVar();
  232. const force = dist.sub( restLength ).mul( stiffnessUniform ).mul( delta ).mul( 0.5 ).div( dist );
  233. springForceBuffer.element( instanceIndex ).assign( force );
  234. } )().compute( springCount ).setName( 'Spring Forces' );
  235. // 2. computeVertexForces:
  236. // This shader accumulates the force for each vertex.
  237. // First it iterates over all springs connected to this vertex and accumulates their forces.
  238. // Then it adds a gravital force, wind force, and the collision with the sphere.
  239. // In the end it adds the force to the vertex' position.
  240. computeVertexForces = Fn( () => {
  241. If( instanceIndex.greaterThanEqual( uint( vertexCount ) ), () => {
  242. // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of vertices.
  243. // in that case, return.
  244. Return();
  245. } );
  246. const params = vertexParamsBuffer.element( instanceIndex ).toVar();
  247. const isFixed = params.x;
  248. const springCount = params.y;
  249. const springPointer = params.z;
  250. If( isFixed, () => {
  251. // don't need to calculate vertex forces if the vertex is set as immovable
  252. Return();
  253. } );
  254. const position = vertexPositionBuffer.element( instanceIndex ).toVar( 'vertexPosition' );
  255. const force = vertexForceBuffer.element( instanceIndex ).toVar( 'vertexForce' );
  256. force.mulAssign( dampeningUniform );
  257. const ptrStart = springPointer.toVar( 'ptrStart' );
  258. const ptrEnd = ptrStart.add( springCount ).toVar( 'ptrEnd' );
  259. Loop( { start: ptrStart, end: ptrEnd, type: 'uint', condition: '<' }, ( { i } ) => {
  260. const springId = springListBuffer.element( i ).toVar( 'springId' );
  261. const springForce = springForceBuffer.element( springId );
  262. const springVertexIds = springVertexIdBuffer.element( springId );
  263. const factor = select( springVertexIds.x.equal( instanceIndex ), 1.0, - 1.0 );
  264. force.addAssign( springForce.mul( factor ) );
  265. } );
  266. // gravity
  267. force.y.subAssign( 0.00005 );
  268. // wind
  269. const noise = triNoise3D( position, 1, time ).sub( 0.2 ).mul( 0.0001 );
  270. const windForce = noise.mul( windUniform );
  271. force.z.subAssign( windForce );
  272. // collision with sphere
  273. const deltaSphere = position.add( force ).sub( spherePositionUniform );
  274. const dist = deltaSphere.length();
  275. const sphereForce = float( sphereRadius ).sub( dist ).max( 0 ).mul( deltaSphere ).div( dist ).mul( sphereUniform );
  276. force.addAssign( sphereForce );
  277. vertexForceBuffer.element( instanceIndex ).assign( force );
  278. vertexPositionBuffer.element( instanceIndex ).addAssign( force );
  279. } )().compute( vertexCount ).setName( 'Vertex Forces' );
  280. }
  281. function setupWireframe() {
  282. // adds helpers to visualize the verlet system
  283. // verlet vertex visualizer
  284. const vertexWireframeMaterial = new THREE.SpriteNodeMaterial();
  285. vertexWireframeMaterial.positionNode = vertexPositionBuffer.element( instanceIndex );
  286. vertexWireframeObject = new THREE.Mesh( new THREE.PlaneGeometry( 0.01, 0.01 ), vertexWireframeMaterial );
  287. vertexWireframeObject.frustumCulled = false;
  288. vertexWireframeObject.count = verletVertices.length;
  289. scene.add( vertexWireframeObject );
  290. // verlet spring visualizer
  291. const springWireframePositionBuffer = new THREE.BufferAttribute( new Float32Array( 6 ), 3, false );
  292. const springWireframeIndexBuffer = new THREE.BufferAttribute( new Uint32Array( [ 0, 1 ] ), 1, false );
  293. const springWireframeMaterial = new THREE.LineBasicNodeMaterial();
  294. springWireframeMaterial.positionNode = Fn( () => {
  295. const vertexIds = springVertexIdBuffer.element( instanceIndex );
  296. const vertexId = select( attribute( 'vertexIndex' ).equal( 0 ), vertexIds.x, vertexIds.y );
  297. return vertexPositionBuffer.element( vertexId );
  298. } )();
  299. const springWireframeGeometry = new THREE.InstancedBufferGeometry();
  300. springWireframeGeometry.setAttribute( 'position', springWireframePositionBuffer );
  301. springWireframeGeometry.setAttribute( 'vertexIndex', springWireframeIndexBuffer );
  302. springWireframeGeometry.instanceCount = verletSprings.length;
  303. springWireframeObject = new THREE.Line( springWireframeGeometry, springWireframeMaterial );
  304. springWireframeObject.frustumCulled = false;
  305. springWireframeObject.count = verletSprings.length;
  306. scene.add( springWireframeObject );
  307. }
  308. function setupSphere() {
  309. const geometry = new THREE.IcosahedronGeometry( sphereRadius * 0.95, 4 );
  310. const material = new THREE.MeshStandardNodeMaterial();
  311. sphere = new THREE.Mesh( geometry, material );
  312. scene.add( sphere );
  313. }
  314. function setupClothMesh() {
  315. // This function generates a three Geometry and Mesh to render the cloth based on the verlet systems position data.
  316. // Therefore it creates a plane mesh, in which each vertex will be centered in the center of 4 verlet vertices.
  317. const vertexCount = clothNumSegmentsX * clothNumSegmentsY;
  318. const geometry = new THREE.BufferGeometry();
  319. // verletVertexIdArray will hold the 4 verlet vertex ids that contribute to each geometry vertex's position
  320. const verletVertexIdArray = new Uint32Array( vertexCount * 4 );
  321. const indices = [];
  322. const getIndex = ( x, y ) => {
  323. return y * clothNumSegmentsX + x;
  324. };
  325. for ( let x = 0; x < clothNumSegmentsX; x ++ ) {
  326. for ( let y = 0; y < clothNumSegmentsX; y ++ ) {
  327. const index = getIndex( x, y );
  328. verletVertexIdArray[ index * 4 ] = verletVertexColumns[ x ][ y ].id;
  329. verletVertexIdArray[ index * 4 + 1 ] = verletVertexColumns[ x + 1 ][ y ].id;
  330. verletVertexIdArray[ index * 4 + 2 ] = verletVertexColumns[ x ][ y + 1 ].id;
  331. verletVertexIdArray[ index * 4 + 3 ] = verletVertexColumns[ x + 1 ][ y + 1 ].id;
  332. if ( x > 0 && y > 0 ) {
  333. indices.push( getIndex( x, y ), getIndex( x - 1, y ), getIndex( x - 1, y - 1 ) );
  334. indices.push( getIndex( x, y ), getIndex( x - 1, y - 1 ), getIndex( x, y - 1 ) );
  335. }
  336. }
  337. }
  338. const verletVertexIdBuffer = new THREE.BufferAttribute( verletVertexIdArray, 4, false );
  339. const positionBuffer = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3, false );
  340. geometry.setAttribute( 'position', positionBuffer );
  341. geometry.setAttribute( 'vertexIds', verletVertexIdBuffer );
  342. geometry.setIndex( indices );
  343. clothMaterial = new THREE.MeshPhysicalNodeMaterial( {
  344. color: new THREE.Color().setHex( API.color ),
  345. side: THREE.DoubleSide,
  346. transparent: true,
  347. opacity: 0.85,
  348. sheen: 1.0,
  349. sheenRoughness: 0.5,
  350. sheenColor: new THREE.Color().setHex( API.sheenColor ),
  351. } );
  352. clothMaterial.positionNode = Fn( ( { material } ) => {
  353. // gather the position of the 4 verlet vertices and calculate the center position and normal from that
  354. const vertexIds = attribute( 'vertexIds' );
  355. const v0 = vertexPositionBuffer.element( vertexIds.x ).toVar();
  356. const v1 = vertexPositionBuffer.element( vertexIds.y ).toVar();
  357. const v2 = vertexPositionBuffer.element( vertexIds.z ).toVar();
  358. const v3 = vertexPositionBuffer.element( vertexIds.w ).toVar();
  359. const top = v0.add( v1 );
  360. const right = v1.add( v3 );
  361. const bottom = v2.add( v3 );
  362. const left = v0.add( v2 );
  363. const tangent = right.sub( left ).normalize();
  364. const bitangent = bottom.sub( top ).normalize();
  365. const normal = cross( tangent, bitangent );
  366. // send the normalView from the vertex shader to the fragment shader
  367. material.normalNode = transformNormalToView( normal ).toVarying();
  368. return v0.add( v1 ).add( v2 ).add( v3 ).mul( 0.25 );
  369. } )();
  370. clothMesh = new THREE.Mesh( geometry, clothMaterial );
  371. clothMesh.frustumCulled = false;
  372. scene.add( clothMesh );
  373. }
  374. function setupCloth() {
  375. setupVerletGeometry();
  376. setupVerletVertexBuffers();
  377. setupVerletSpringBuffers();
  378. setupUniforms();
  379. setupComputeShaders();
  380. setupWireframe();
  381. setupSphere();
  382. setupClothMesh();
  383. }
  384. function onWindowResize() {
  385. camera.aspect = window.innerWidth / window.innerHeight;
  386. camera.updateProjectionMatrix();
  387. renderer.setSize( window.innerWidth, window.innerHeight );
  388. }
  389. function updateSphere() {
  390. sphere.position.set( Math.sin( timestamp * 2.1 ) * 0.1, 0, Math.sin( timestamp * 0.8 ) );
  391. spherePositionUniform.value.copy( sphere.position );
  392. }
  393. async function render() {
  394. timer.update();
  395. sphere.visible = params.sphere;
  396. sphereUniform.value = params.sphere ? 1 : 0;
  397. windUniform.value = params.wind;
  398. clothMesh.visible = ! params.wireframe;
  399. vertexWireframeObject.visible = params.wireframe;
  400. springWireframeObject.visible = params.wireframe;
  401. const deltaTime = Math.min( timer.getDelta(), 1 / 60 ); // don't advance the time too far, for example when the window is out of focus
  402. const stepsPerSecond = 360; // ensure the same amount of simulation steps per second on all systems, independent of refresh rate
  403. const timePerStep = 1 / stepsPerSecond;
  404. timeSinceLastStep += deltaTime;
  405. while ( timeSinceLastStep >= timePerStep ) {
  406. // run a verlet system simulation step
  407. timestamp += timePerStep;
  408. timeSinceLastStep -= timePerStep;
  409. updateSphere();
  410. renderer.compute( computeSpringForces );
  411. renderer.compute( computeVertexForces );
  412. }
  413. renderer.render( scene, camera );
  414. }
  415. </script>
  416. </body>
  417. </html>
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