###3d => 2d //上下相反 scale 公式 fallLength/(fallLength+z) X = scale * x Y = scale * y
###rotateX y1 = y * cos - z * sin; z1 = z * cos + y * sin;
###rotateY x1 = x * cos - z * sin; z1 = z * cos + x * sin;
###rotateZ x1 = x * cos - y * sin y1 = x * sin + y * cos
###球面公式
x=rsinθcosΦ
y=rsinθsinΦ
z=rcosθ;
//均匀分布公式(看不懂)
θ = arccos( ((2num)-1)/all - 1);
Φ = θ*sqrt(all * π);