snode = getnodebyname $.name
snode.transform 节点获取
fn sphere_r =
(
ooh = Sphere radius:8.22422 smooth:on segs:32 pos:[30,0,0]
ooh.
intu =20
for angle in 1 to 360 by intu do
(
instance ooh rotation:(quat angle Z_axis )
intu+=20
)---end for
delete ooh
)
--招录的相机复制脚本
---渐变算法
GC()
FreeSceneBitmaps() ---释放位图内存
if theCanvas!= undefined do UnDisplay theCanvas --不进行显示。
CanvasWidth = 512 --设定大小。
CanvasHeight = 50
lablepos_array = #(0,0.25,0.5,0.75,1) ---这里就是简便的%
labelcolor_array = #(green, brown, red, yellow, blue)
color_array = #()
theCanvas = bitmap CanvasWidth CanvasHeight color:white ---其实这里的颜色也可以是空 那么缺省就是黑色的啦。
for i = 1 to lablepos_array.count do if i > 1 do---- 这钟写法看似很帅啊,
( ---从第二个开始的。
local start_pos = (lablepos_array[i - 1] * (CanvasWidth)) as integer --保证是整数
local end_pos = ((lablepos_array[i] * CanvasWidth) - 1) as integer --这里就是长度的% 看着像。
local set_pos = 0.0
local art_pos = (end_pos - start_pos) as float
for x = start_pos to end_pos do
( --其实设置渐变色的算法来自这里。
local start_set = (art_pos - set_pos) / art_pos ---我觉得这个是往后渐变除
local set_color = labelcolor_array[i - 1] * ((start_set * 256.0) / 255.0) + labelcolor_array[i] * (((1.0 - start_set) * 256.0) / 255.0)
set_color.a = 255.0 ---这里是通道。
append color_array set_color
set_pos = set_pos + 1.0
)
)
for y = 0 to CanvasHeight - 1 do SetPixels theCanvas [0, y] color_array
Display theCanvas