shaderFX一些小心得

同事需要一个能让贴图流动起来的shader,于是花了两天时间搞了一个,在这里要十分感谢同事的建议和提醒。

参考资料:《Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK》

使用工具:shaderFX

工具平台:Autodesk Maya2015

ShaderFX入门

1.要使用shaderFX首先要确保maya版本不低于2015。

2.在window-setting/preferencing-Plugin Manager中勾选该功能。

3.打开材质编辑器,第一个材质就是Shaderfx Shader,中键拖拽该材质到目标物体上即可。

4.双击物体,在物体材质属性可以看到一个Open ShaderFX的按钮,点击它就可以进入ShaderFX的编辑窗口,在这个窗口中,用户可以在Node Browser中双击目标节点来调入节点,也可以在鼠标的右键菜单中找到目标节点,使用还是很方便的。

ShaderFX使用注意事项:

1.在ShaderFX中,节点起到的是功能作用,而连线起到的是数据传递作用。

Hw Shader Nodes组的values有这样几种类型:Float,Float2,Float3,Float4.。这四种类型的参数的连线颜色都不一样,可以自己连一下看看。add节点的计算需要连进来的数据类型一致,如果不一致,math节点的计算就是无效的,会报错,或者无法在节点图标上预览效果。比如说Float4数据类型用于存储rgba四个通道的信息,而Float3数据类型用于存储rgb三个通道的信息,用math组中的add节点去计算这两种数据类型之和,显然是不严谨的。相应的,subtract节点也要求数据类型一致。而multiply节点则没有这个要求,Float数据类型与Float4数据类型相乘在逻辑上是成立的。而用Float2与Float4相乘结果如何,读者可以自己试试看~所以说,math组中的节点对数据类型的要求很简单,就是逻辑正确。

2.每个节点在连线完毕后都会出现一个圆形小按钮,点击就可以在节点图标上预览当前效果了。

3.先就这些吧~

案例:模拟UDK中的Flow map。

效果:使用mari导出的flowmap去控制物体表面材质,使其流动。

脚本如下:拷贝存为sfx文件由shaderFX导入即可

SFX_WIN
Version=24
GroupVersion=-1.0
Advanced=0
HelpID=0
NumberOfNodes=33
#NT=10100 1 Hw Material Base-Hw Shader Nodes-Core
PC=35
name=1 v=5000 _Material
version=1 v=2003 1.602
posx=1 v=2003 2369.65
posy=1 v=2003 2158.54
classname=1 v=5000 Hw Material Base
submenuname=1 v=5000 Core
bitmapnodeindex=1 v=2002 10
isadvanced=1 v=2001 1
advanceddelete=1 v=2001 1
helpid=1 v=2002 73
grpnodecolor=1 v=5012 4
grpPosX=1 v=2003 -1131.73
grpPosY=1 v=2003 -143.923
disableconsolidation_HwShader=2 e=1 v=2001 0
value_ClampDynamicLights=2 e=1 v=2002 99
value_MaxNumberLights=2 e=1 v=2002 3
value_Gamma=2 e=2 v=2001 0
value_Wireframe=2 e=3 v=2001 0
value_DepthWrite=2 e=4 v=2001 1
value_DepthTest=2 e=4 v=2001 1
value_CastShadow=2 e=5 v=2001 1
value_SurfaceMaskCutoff=2 e=6 v=2003 0.0
value_SSAO=2 e=7 v=2001 1
options_Tessellation=2 e=900 v=5012 0
value_FlatTessellationBlend=2 e=901 v=2003 0.0
value_BoundingBoxMultiplier=2 e=902 v=2003 1.0
value_ClippingBiasAdd=2 e=902 v=2003 5.0
options_Displacement=2 e=1000 v=5012 0
options_VDM_CoordSys=2 e=1001 v=5012 0
value_DisplacementMultiplier=2 e=1002 v=2003 1.0
value_DisplacementOffset=2 e=1003 v=2003 0.5
cgfxprofile_HwShader=2 e=1999 v=5012 0
config_HwShader=2 e=2000 v=5012 1
shadername_HwShader=2 e=2001 v=5000
saveshadertodisk_HwShader=2 e=2002 v=5015
group=-1
ISC=9
SVT=2002 2002 0 _NumberOfLights
SVT=5001 3002 0 _ObjectVertexPosition
SVT=5001 2003 0
SVT=5001 3002 0 _Displacement
SVT=5001 5018 0 _SurfaceShader
SVT=5001 2003 0 _SurfaceMask
SVT=5001 2003 0 _SurfaceMaskCutoff
SVT=2001 2001 0 _Gamma
SVT=1001 1002 0
OSC=0
#NT=10100 1 Traditional Game Surface Shader-Hw Shader Nodes-Surface Shaders
PC=26
name=1 v=5000 TraditionalGameSurfaceShader
version=1 v=2003 1.421
posx=1 v=2003 2155.74
posy=1 v=2003 1958.45
previewswatch=1 v=2002 2
classname=1 v=5000 Traditional Game Surface Shader
submenuname=1 v=5000 Surface Shaders
bitmapnodeindex=1 v=2002 10
isadvanced=1 v=2001 1
advanceddelete=1 v=2001 1
helpid=1 v=2002 74
grpnodecolor=1 v=5012 4
grpPosX=1 v=2003 -990.608
grpPosY=1 v=2003 169.65
options_Specular=2 e=1 v=5012 0
options_Diffuse=2 e=1 v=5012 0
value_FlipBackFaces=2 e=1 v=2001 1
value_TranslucencyDistortion=2 e=1100 v=2003 0.2
value_TranslucencyPower=2 e=1101 v=2003 3.0
value_TranslucencyMinimum=2 e=1102 v=2003 0.0
color_TranslucencyOuter=2 e=1104 v=3003 1.0,0.64,0.25,1.0
color_TranslucencyMedium=2 e=1105 v=3003 1.0,0.21,0.14,1.0
color_TranslucencyInner=2 e=1106 v=3003 0.25,0.05,0.02,1.0
value_UseStreamLightData=2 e=1500 v=2001 0
value_BakedLightColorSet=2 e=1502 v=5000 BakedLightColorSet
value_BakedLightColorSetUnshared=2 e=1503 v=2001 1
group=-1
ISC=17
SVT=5001 2003 0 _Opacity
SVT=5001 3002 0 _Emissive
SVT=5001 2003 0 _AmbientOcclusion
SVT=5001 3002 0 _DiffuseColor
SVT=5001 2003 0 _SpecularPower
SVT=5001 3002 0 _SpecularColor
SVT=5001 3002 0 _Reflection
SVT=5001 2003 0 _ReflectionIntensity
SVT=5001 3002 0 _Normal
SVT=5001 3002 0 _ObjectThickness
SVT=5001 2003 0 _BlendedNormal
SVT=5001 2003 0 _BlendedNormalMask
SVT=5001 3002 0 _AnisotropicDirection
SVT=5001 3001 0 _AnisotropicSpread
SVT=5001 3002 0 _IBL
SVT=5001 2003 0 _Weight
SVT=1001 1002 0
OSC=2
SVT=5001 5018 0 _SurfaceShader
CC=1
C=1 0 0 0 4 0 0
CPC=0
SVT=1001 1002 0
CC=0
#NT=10100 1 Texture Map-Hw Shader Nodes-Textures
PC=31
name=1 v=5000 _TextureMap
version=1 v=2003 1.88
posx=1 v=2003 1921.78
posy=1 v=2003 1935.8
previewswatch=1 v=2002 2
classname=1 v=5000 Texture Map
submenuname=1 v=5000 Textures
bitmapnodeindex=1 v=2002 64
helpid=1 v=2002 19
grpnodecolor=1 v=5012 6
grpPosX=1 v=2003 -1103.29
grpPosY=1 v=2003 -17.5179
defineinheader_MyTexture=2 e=1 v=2001 0
texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Caustics.tif
uvindex_UVs=2 e=2 v=2002 0
exposetoui_MyTexture=2 e=3 v=2001 1
uvsetname_UVs=2 e=3 v=5000
autoPreviewTexture_MyTexture=2 e=4 v=2001 1
fullpathinshader_MyTexture=2 e=4 v=2001 0
perinstanceunshared_UVs=2 e=4 v=2001 0
value_ConvertToLinearSpace=2 e=4 v=2001 0
mipmaplevels_MyTexture=2 e=5 v=2002 -1
texturenodename_MyTexture=2 e=5 v=5000
filter_Sampler=2 e=6 v=5012 0
addressu_Sampler=2 e=7 v=5012 0
addressv_Sampler=2 e=8 v=5012 0
addressw_Sampler=2 e=9 v=5012 0
bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
uveditororder_MyTexture=2 e=12 v=2002 -1
uigroup_MyTexture=2 e=13 v=5000
uiorder_MyTexture=2 e=13 v=2002 0
group=-1
ISC=4
SVT=5001 3001 0 _UV
SVT=5001 2003 0
SVT=2001 2001 0 _ConvertToLinearSpace
SVT=1001 1002 0
OSC=7
SVT=5001 3003 0 _RGBA
CC=0
SVT=5001 3002 0 _Color
CC=1
C=2 1 0 1 3 0 0
CPC=0
SVT=5001 2003 0 _Red
CC=0
SVT=5001 2003 0 _Green
CC=0
SVT=5001 2003 0 _Blue
CC=0
SVT=5001 2003 0
CC=0
SVT=5001 1002 0
CC=0
#NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common
PC=15
name=1 v=5000 _UVSet
version=1 v=2003 1.67
posx=1 v=2003 1716.52
posy=1 v=2003 1865.27
previewswatch=1 v=2002 2
classname=1 v=5000 UV Set
submenuname=1 v=5000 Inputs Common
bitmapnodeindex=1 v=2002 65
helpid=1 v=2002 23
grpnodecolor=1 v=5012 5
grpPosX=1 v=2003 -450.0
grpPosY=1 v=2003 -221.667
uvindex_UVs=2 e=2 v=2002 0
uvsetname_UVs=2 e=3 v=5000
perinstanceunshared_UVs=2 e=4 v=2001 0
group=-1
ISC=4
SVT=2002 2002 0
SVT=5000 5000 0
SVT=2001 2001 0
SVT=1001 1002 0
OSC=3
SVT=5001 3003 0 _UVWZ
CC=0
SVT=5001 3001 0 _UV
CC=1
C=3 1 0 2 0 0 0
CPC=0
SVT=5001 1002 0
CC=0
#NT=10100 1 Normal Map-Hw Shader Nodes-Textures
PC=33
name=1 v=5000 NormalMap
version=1 v=2003 1.12
posx=1 v=2003 -563.765
posy=1 v=2003 717.359
previewswatch=1 v=2002 2
classname=1 v=5000 Normal Map
submenuname=1 v=5000 Textures
bitmapnodeindex=1 v=2002 64
helpid=1 v=2002 75
grpnodecolor=1 v=5012 6
grpPosX=1 v=2003 -753.418
grpPosY=1 v=2003 -97.1114
defineinheader_MyTexture=2 e=1 v=2001 0
texturepath_MyTexture=2 e=1 v=5000 D:/flow_map.tga
uvindex_UVs=2 e=2 v=2002 0
exposetoui_MyTexture=2 e=3 v=2001 1
uvsetname_UVs=2 e=3 v=5000
value_FlipGreenChannel=2 e=3 v=2001 0
autoPreviewTexture_MyTexture=2 e=4 v=2001 1
fullpathinshader_MyTexture=2 e=4 v=2001 0
perinstanceunshared_UVs=2 e=4 v=2001 0
mipmaplevels_MyTexture=2 e=5 v=2002 -1
texturenodename_MyTexture=2 e=5 v=5000
filter_Sampler=2 e=6 v=5012 0
addressu_Sampler=2 e=7 v=5012 0
addressv_Sampler=2 e=8 v=5012 0
addressw_Sampler=2 e=9 v=5012 0
bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
uveditororder_MyTexture=2 e=12 v=2002 -1
uiorder_MyTexture=2 e=13 v=2002 0
uigroup_MyTexture=2 e=13 v=5000
options_Normal=2 e=800 v=5012 0
value_InvertGreenChannel=2 e=900 v=2001 0
group=-1
ISC=3
SVT=5001 3001 0 _UV
SVT=5001 2003 0 _NormalHeight
SVT=1001 1002 0
OSC=3
SVT=5001 3002 0 _Normal
CC=1
C=4 0 0 12 1 2 0
CPC=0
SVT=5001 2003 0
CC=0
SVT=5001 1002 0
CC=0
#NT=20086 0
PC=3
posx=1 v=2003 -1006.91
posy=1 v=2003 960.623
previewswatch=1 v=2002 1
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=1
C=5 0 1 6 0 1 0
CPC=0
#NT=20016 0
PC=3
posx=1 v=2003 -784.0
posy=1 v=2003 960.783
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 2003 2
OSC=1
SVT=5001 2003 3
CC=2
C=6 0 3 8 0 1 0
CPC=0
C=6 0 3 10 0 1 0
CPC=0
#NT=20150 0
PC=4
posx=1 v=2003 -1008.64
posy=1 v=2003 1197.02
previewswatch=1 v=2002 1
value=2 e=0 v=2003 0.5
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=4
C=7 0 1 6 1 2 0
CPC=0
C=7 0 1 10 1 2 0
CPC=0
C=7 0 1 30 0 1 0
CPC=0
C=7 0 1 31 1 2 0
CPC=0
#NT=20050 0
PC=3
posx=1 v=2003 -327.805
posy=1 v=2003 992.353
previewswatch=1 v=2002 1
group=-1
ISC=1
SVT=5001 2003 1
OSC=1
SVT=5001 2003 2
CC=2
C=8 0 2 13 0 1 0
CPC=0
C=8 0 2 30 1 2 0
CPC=0
#NT=20050 0
PC=3
posx=1 v=2003 -299.885
posy=1 v=2003 1300.9
previewswatch=1 v=2002 1
group=-1
ISC=1
SVT=5001 2003 1
OSC=1
SVT=5001 2003 2
CC=1
C=9 0 2 14 0 1 0
CPC=0
#NT=20026 0
PC=3
posx=1 v=2003 -556.079
posy=1 v=2003 1269.5
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 2003 2
OSC=1
SVT=5001 2003 3
CC=1
C=10 0 3 9 0 1 0
CPC=0
#NT=20150 0
PC=3
posx=1 v=2003 -565.952
posy=1 v=2003 468.854
previewswatch=1 v=2002 1
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=1
C=11 0 1 12 0 1 0
CPC=0
#NT=20016 0
PC=3
posx=1 v=2003 -290.798
posy=1 v=2003 739.798
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 3002 2
OSC=1
SVT=5001 3002 3
CC=2
C=12 0 3 13 1 2 0
CPC=0
C=12 0 3 14 1 2 0
CPC=0
#NT=20016 0
PC=3
posx=1 v=2003 43.3996
posy=1 v=2003 1008.98
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 3002 2
OSC=1
SVT=5001 3002 3
CC=1
C=13 0 3 25 0 1 0
CPC=0
#NT=20016 0
PC=3
posx=1 v=2003 49.4592
posy=1 v=2003 1315.81
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 3002 2
OSC=1
SVT=5001 3002 3
CC=1
C=14 0 3 24 0 1 0
CPC=0
#NT=10100 1 Normal Map-Hw Shader Nodes-Textures
PC=33
name=1 v=5000 NormalMap
version=1 v=2003 1.12
posx=1 v=2003 1119.27
posy=1 v=2003 2014.15
previewswatch=1 v=2002 2
classname=1 v=5000 Normal Map
submenuname=1 v=5000 Textures
bitmapnodeindex=1 v=2002 64
helpid=1 v=2002 75
grpnodecolor=1 v=5012 6
grpPosX=1 v=2003 -753.418
grpPosY=1 v=2003 -97.1114
defineinheader_MyTexture=2 e=1 v=2001 0
texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Ripple_Normal.tif
uvindex_UVs=2 e=2 v=2002 0
exposetoui_MyTexture=2 e=3 v=2001 1
uvsetname_UVs=2 e=3 v=5000
value_FlipGreenChannel=2 e=3 v=2001 0
autoPreviewTexture_MyTexture=2 e=4 v=2001 1
fullpathinshader_MyTexture=2 e=4 v=2001 0
perinstanceunshared_UVs=2 e=4 v=2001 0
mipmaplevels_MyTexture=2 e=5 v=2002 -1
texturenodename_MyTexture=2 e=5 v=5000
filter_Sampler=2 e=6 v=5012 0
addressu_Sampler=2 e=7 v=5012 0
addressv_Sampler=2 e=8 v=5012 0
addressw_Sampler=2 e=9 v=5012 0
bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
uveditororder_MyTexture=2 e=12 v=2002 -1
uiorder_MyTexture=2 e=13 v=2002 0
uigroup_MyTexture=2 e=13 v=5000
options_Normal=2 e=800 v=5012 0
value_InvertGreenChannel=2 e=900 v=2001 0
group=-1
ISC=3
SVT=5001 3001 0 _UV
SVT=5001 2003 0 _NormalHeight
SVT=1001 1002 0
OSC=3
SVT=5001 3002 0 _Normal
CC=1
C=15 0 0 28 1 2 0
CPC=0
SVT=5001 2003 0
CC=0
SVT=5001 1002 0
CC=0
#NT=20016 0
PC=3
posx=1 v=2003 395.274
posy=1 v=2003 1588.93
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 3001 1
SVT=5001 2003 2
OSC=1
SVT=5001 3001 3
CC=1
C=16 0 3 27 0 1 0
CPC=0
#NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common
PC=15
name=1 v=5000 _UVSet
version=1 v=2003 1.67
posx=1 v=2003 -555.065
posy=1 v=2003 1504.6
previewswatch=1 v=2002 1
classname=1 v=5000 UV Set
submenuname=1 v=5000 Inputs Common
bitmapnodeindex=1 v=2002 65
helpid=1 v=2002 23
grpnodecolor=1 v=5012 5
grpPosX=1 v=2003 -450.0
grpPosY=1 v=2003 -221.667
uvindex_UVs=2 e=2 v=2002 0
uvsetname_UVs=2 e=3 v=5000
perinstanceunshared_UVs=2 e=4 v=2001 1
group=-1
ISC=4
SVT=2002 2002 0
SVT=5000 5000 0
SVT=2001 2001 0
SVT=1001 1002 0
OSC=3
SVT=5001 3003 0 _UVWZ
CC=0
SVT=5001 3001 0 _UV
CC=2
C=17 1 0 16 0 1 0
CPC=0
C=17 1 0 19 0 1 0
CPC=0
SVT=5001 1002 0
CC=0
#NT=20027 0
PC=3
posx=1 v=2003 -192.968
posy=1 v=2003 1906.39
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 2003 2
OSC=1
SVT=5001 2003 3
CC=1
C=18 0 3 19 1 2 0
CPC=0
#NT=20026 0
PC=3
posx=1 v=2003 111.215
posy=1 v=2003 1921.68
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 3001 1
SVT=5001 2003 2
OSC=1
SVT=5001 3001 3
CC=1
C=19 0 3 22 0 1 0
CPC=0
#NT=20017 0
PC=4
posx=1 v=2003 -557.703
posy=1 v=2003 1904.29
previewswatch=1 v=2002 1
value=2 e=0 v=2003 0.0
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=1
C=20 0 1 18 0 1 0
CPC=0
#NT=20150 0
PC=3
posx=1 v=2003 -561.559
posy=1 v=2003 1739.22
previewswatch=1 v=2002 1
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=3
C=21 0 1 16 1 2 0
CPC=0
C=21 0 1 18 1 2 0
CPC=0
C=21 0 1 22 1 2 0
CPC=0
#NT=20016 0
PC=3
posx=1 v=2003 394.615
posy=1 v=2003 1954.19
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 3001 1
SVT=5001 2003 2
OSC=1
SVT=5001 3001 3
CC=1
C=22 0 3 26 0 1 0
CPC=0
#NT=10100 1 Normal Map-Hw Shader Nodes-Textures
PC=33
name=1 v=5000 NormalMap
version=1 v=2003 1.12
posx=1 v=2003 1124.87
posy=1 v=2003 1631.98
previewswatch=1 v=2002 2
classname=1 v=5000 Normal Map
submenuname=1 v=5000 Textures
bitmapnodeindex=1 v=2002 64
helpid=1 v=2002 75
grpnodecolor=1 v=5012 6
grpPosX=1 v=2003 -753.418
grpPosY=1 v=2003 -97.1114
defineinheader_MyTexture=2 e=1 v=2001 0
texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Ripple_Normal.tif
uvindex_UVs=2 e=2 v=2002 0
exposetoui_MyTexture=2 e=3 v=2001 1
uvsetname_UVs=2 e=3 v=5000
value_FlipGreenChannel=2 e=3 v=2001 0
autoPreviewTexture_MyTexture=2 e=4 v=2001 1
fullpathinshader_MyTexture=2 e=4 v=2001 0
perinstanceunshared_UVs=2 e=4 v=2001 0
mipmaplevels_MyTexture=2 e=5 v=2002 -1
texturenodename_MyTexture=2 e=5 v=5000
filter_Sampler=2 e=6 v=5012 0
addressu_Sampler=2 e=7 v=5012 0
addressv_Sampler=2 e=8 v=5012 0
addressw_Sampler=2 e=9 v=5012 0
bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
uveditororder_MyTexture=2 e=12 v=2002 -1
uiorder_MyTexture=2 e=13 v=2002 0
uigroup_MyTexture=2 e=13 v=5000
options_Normal=2 e=800 v=5012 0
value_InvertGreenChannel=2 e=900 v=2001 0
group=-1
ISC=3
SVT=5001 3001 0 _UV
SVT=5001 2003 0 _NormalHeight
SVT=1001 1002 0
OSC=3
SVT=5001 3002 0 _Normal
CC=1
C=23 0 0 28 0 1 0
CPC=0
SVT=5001 2003 0
CC=0
SVT=5001 1002 0
CC=0
#NT=20108 0
PC=3
posx=1 v=2003 301.813
posy=1 v=2003 1344.95
previewswatch=1 v=2002 1
group=-1
ISC=1
SVT=5001 3002 1
OSC=6
SVT=5001 2003 2
CC=0
SVT=5001 2003 3
CC=0
SVT=5001 3001 4
CC=1
C=24 2 4 27 1 2 0
CPC=0
SVT=5001 2003 5
CC=0
SVT=5001 3002 6
CC=0
SVT=5001 2003 7
CC=0
#NT=20108 0
PC=3
posx=1 v=2003 300.824
posy=1 v=2003 1040.58
previewswatch=1 v=2002 1
group=-1
ISC=1
SVT=5001 3002 1
OSC=6
SVT=5001 2003 2
CC=0
SVT=5001 2003 3
CC=0
SVT=5001 3001 4
CC=1
C=25 2 4 26 1 2 0
CPC=0
SVT=5001 2003 5
CC=0
SVT=5001 3002 6
CC=0
SVT=5001 2003 7
CC=0
#NT=20026 0
PC=3
posx=1 v=2003 866.142
posy=1 v=2003 1981.68
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 3001 1
SVT=5001 3001 2
OSC=1
SVT=5001 3001 3
CC=1
C=26 0 3 15 0 0 0
CPC=0
#NT=20026 0
PC=4
posx=1 v=2003 867.639
posy=1 v=2003 1618.15
previewswatch=1 v=2002 1
compoundassignment=1 v=2001 1
group=-1
ISC=2
SVT=5001 3001 1
SVT=5001 3001 2
OSC=1
SVT=5001 3001 3
CC=1
C=27 0 3 23 0 0 0
CPC=0
#NT=20031 0
PC=3
posx=1 v=2003 1391.75
posy=1 v=2003 2037.69
previewswatch=1 v=2002 2
group=-1
ISC=3
SVT=5001 3002 1
SVT=5001 3002 2
SVT=5001 2003 3
OSC=1
SVT=5001 3002 4
CC=1
C=28 0 4 1 8 0 0
CPC=0
#NT=20017 0
PC=3
posx=1 v=2003 1121.29
posy=1 v=2003 2228.75
value=2 e=0 v=2003 0.5
group=-1
ISC=0
OSC=1
SVT=5001 2003 1
CC=1
C=29 0 1 28 2 3 0
CPC=0
#NT=20022 0
PC=3
posx=1 v=2003 921.923
posy=1 v=2003 1201.92
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 2003 2
OSC=1
SVT=5001 2003 3
CC=1
C=30 0 3 31 0 1 0
CPC=0
#NT=20027 0
PC=3
posx=1 v=2003 1180.38
posy=1 v=2003 1234.23
previewswatch=1 v=2002 1
group=-1
ISC=2
SVT=5001 2003 1
SVT=5001 2003 2
OSC=1
SVT=5001 2003 3
CC=1
C=31 0 3 32 0 1 0
CPC=0
#NT=20040 0
PC=3
posx=1 v=2003 1402.9
posy=1 v=2003 1266.05
previewswatch=1 v=2002 1
group=-1
ISC=1
SVT=5001 2003 1
OSC=1
SVT=5001 2003 2
CC=0
上一篇:Java基础-JAVA中常见的数据结构介绍


下一篇:面试题32:从1到n整数中1出现的次数