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###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);

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