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bytev-charts-beta

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基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;

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import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; console.warn("THREE.CinematicCamera: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation."); THREE.CinematicCamera = function (fov, aspect, near, far) { THREE.PerspectiveCamera.call(this, fov, aspect, near, far); this.type = 'CinematicCamera'; this.postprocessing = { enabled: true }; this.shaderSettings = { rings: 3, samples: 4 }; var depthShader = THREE.BokehDepthShader; this.materialDepth = new THREE.ShaderMaterial({ uniforms: depthShader.uniforms, vertexShader: depthShader.vertexShader, fragmentShader: depthShader.fragmentShader }); this.materialDepth.uniforms['mNear'].value = near; this.materialDepth.uniforms['mFar'].value = far; // In case of cinematicCamera, having a default lens set is important this.setLens(); this.initPostProcessing(); }; THREE.CinematicCamera.prototype = _Object$create(THREE.PerspectiveCamera.prototype); THREE.CinematicCamera.prototype.constructor = THREE.CinematicCamera; // providing fnumber and coc(Circle of Confusion) as extra arguments THREE.CinematicCamera.prototype.setLens = function (focalLength, filmGauge, fNumber, coc) { // In case of cinematicCamera, having a default lens set is important if (focalLength === undefined) focalLength = 35; if (filmGauge !== undefined) this.filmGauge = filmGauge; this.setFocalLength(focalLength); // if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera if (fNumber === undefined) fNumber = 8; if (coc === undefined) coc = 0.019; this.fNumber = fNumber; this.coc = coc; // fNumber is focalLength by aperture this.aperture = focalLength / this.fNumber; // hyperFocal is required to calculate depthOfField when a lens tries to focus at a distance with given fNumber and focalLength this.hyperFocal = focalLength * focalLength / (this.aperture * this.coc); }; THREE.CinematicCamera.prototype.linearize = function (depth) { var zfar = this.far; var znear = this.near; return -zfar * znear / (depth * (zfar - znear) - zfar); }; THREE.CinematicCamera.prototype.smoothstep = function (near, far, depth) { var x = this.saturate((depth - near) / (far - near)); return x * x * (3 - 2 * x); }; THREE.CinematicCamera.prototype.saturate = function (x) { return Math.max(0, Math.min(1, x)); }; // function for focusing at a distance from the camera THREE.CinematicCamera.prototype.focusAt = function (focusDistance) { if (focusDistance === undefined) focusDistance = 20; var focalLength = this.getFocalLength(); // distance from the camera (normal to frustrum) to focus on this.focus = focusDistance; // the nearest point from the camera which is in focus (unused) this.nearPoint = this.hyperFocal * this.focus / (this.hyperFocal + (this.focus - focalLength)); // the farthest point from the camera which is in focus (unused) this.farPoint = this.hyperFocal * this.focus / (this.hyperFocal - (this.focus - focalLength)); // the gap or width of the space in which is everything is in focus (unused) this.depthOfField = this.farPoint - this.nearPoint; // Considering minimum distance of focus for a standard lens (unused) if (this.depthOfField < 0) this.depthOfField = 0; this.sdistance = this.smoothstep(this.near, this.far, this.focus); this.ldistance = this.linearize(1 - this.sdistance); this.postprocessing.bokeh_uniforms['focalDepth'].value = this.ldistance; }; THREE.CinematicCamera.prototype.initPostProcessing = function () { if (this.postprocessing.enabled) { this.postprocessing.scene = new THREE.Scene(); this.postprocessing.camera = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, -10000, 10000); this.postprocessing.scene.add(this.postprocessing.camera); var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat }; this.postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars); this.postprocessing.rtTextureColor = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars); var bokeh_shader = THREE.BokehShader; this.postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone(bokeh_shader.uniforms); this.postprocessing.bokeh_uniforms["tColor"].value = this.postprocessing.rtTextureColor.texture; this.postprocessing.bokeh_uniforms["tDepth"].value = this.postprocessing.rtTextureDepth.texture; this.postprocessing.bokeh_uniforms["manualdof"].value = 0; this.postprocessing.bokeh_uniforms["shaderFocus"].value = 0; this.postprocessing.bokeh_uniforms["fstop"].value = 2.8; this.postprocessing.bokeh_uniforms["showFocus"].value = 1; this.postprocessing.bokeh_uniforms["focalDepth"].value = 0.1; //console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value ); this.postprocessing.bokeh_uniforms["znear"].value = this.near; this.postprocessing.bokeh_uniforms["zfar"].value = this.near; this.postprocessing.bokeh_uniforms["textureWidth"].value = window.innerWidth; this.postprocessing.bokeh_uniforms["textureHeight"].value = window.innerHeight; this.postprocessing.materialBokeh = new THREE.ShaderMaterial({ uniforms: this.postprocessing.bokeh_uniforms, vertexShader: bokeh_shader.vertexShader, fragmentShader: bokeh_shader.fragmentShader, defines: { RINGS: this.shaderSettings.rings, SAMPLES: this.shaderSettings.samples, DEPTH_PACKING: 1 } }); this.postprocessing.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight), this.postprocessing.materialBokeh); this.postprocessing.quad.position.z = -500; this.postprocessing.scene.add(this.postprocessing.quad); } }; THREE.CinematicCamera.prototype.renderCinematic = function (scene, renderer) { if (this.postprocessing.enabled) { var currentRenderTarget = renderer.getRenderTarget(); renderer.clear(); // Render scene into texture scene.overrideMaterial = null; renderer.setRenderTarget(this.postprocessing.rtTextureColor); renderer.clear(); renderer.render(scene, this); // Render depth into texture scene.overrideMaterial = this.materialDepth; renderer.setRenderTarget(this.postprocessing.rtTextureDepth); renderer.clear(); renderer.render(scene, this); // Render bokeh composite renderer.setRenderTarget(null); renderer.render(this.postprocessing.scene, this.postprocessing.camera); renderer.setRenderTarget(currentRenderTarget); } };