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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"; import "core-js/modules/es.math.sign.js"; import "core-js/modules/es.array.join.js"; console.warn("THREE.Reflector: 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.Reflector = function (geometry, options) { THREE.Mesh.call(this, geometry); this.type = 'Reflector'; var scope = this; options = options || {}; var color = options.color !== undefined ? new THREE.Color(options.color) : new THREE.Color(0x7F7F7F); var textureWidth = options.textureWidth || 512; var textureHeight = options.textureHeight || 512; var clipBias = options.clipBias || 0; var shader = options.shader || THREE.Reflector.ReflectorShader; // var reflectorPlane = new THREE.Plane(); var normal = new THREE.Vector3(); var reflectorWorldPosition = new THREE.Vector3(); var cameraWorldPosition = new THREE.Vector3(); var rotationMatrix = new THREE.Matrix4(); var lookAtPosition = new THREE.Vector3(0, 0, -1); var clipPlane = new THREE.Vector4(); var view = new THREE.Vector3(); var target = new THREE.Vector3(); var q = new THREE.Vector4(); var textureMatrix = new THREE.Matrix4(); var virtualCamera = new THREE.PerspectiveCamera(); var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; var renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters); if (!THREE.MathUtils.isPowerOfTwo(textureWidth) || !THREE.MathUtils.isPowerOfTwo(textureHeight)) { renderTarget.texture.generateMipmaps = false; } var material = new THREE.ShaderMaterial({ uniforms: THREE.UniformsUtils.clone(shader.uniforms), fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader }); material.uniforms["tDiffuse"].value = renderTarget.texture; material.uniforms["color"].value = color; material.uniforms["textureMatrix"].value = textureMatrix; this.material = material; this.onBeforeRender = function (renderer, scene, camera) { reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld); cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld); rotationMatrix.extractRotation(scope.matrixWorld); normal.set(0, 0, 1); normal.applyMatrix4(rotationMatrix); view.subVectors(reflectorWorldPosition, cameraWorldPosition); // Avoid rendering when reflector is facing away if (view.dot(normal) > 0) return; view.reflect(normal).negate(); view.add(reflectorWorldPosition); rotationMatrix.extractRotation(camera.matrixWorld); lookAtPosition.set(0, 0, -1); lookAtPosition.applyMatrix4(rotationMatrix); lookAtPosition.add(cameraWorldPosition); target.subVectors(reflectorWorldPosition, lookAtPosition); target.reflect(normal).negate(); target.add(reflectorWorldPosition); virtualCamera.position.copy(view); virtualCamera.up.set(0, 1, 0); virtualCamera.up.applyMatrix4(rotationMatrix); virtualCamera.up.reflect(normal); virtualCamera.lookAt(target); virtualCamera.far = camera.far; // Used in WebGLBackground virtualCamera.updateMatrixWorld(); virtualCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); textureMatrix.multiply(virtualCamera.projectionMatrix); textureMatrix.multiply(virtualCamera.matrixWorldInverse); textureMatrix.multiply(scope.matrixWorld); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition); reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse); clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant); var projectionMatrix = virtualCamera.projectionMatrix; q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]; q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]; q.z = -1.0; q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix projectionMatrix.elements[2] = clipPlane.x; projectionMatrix.elements[6] = clipPlane.y; projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias; projectionMatrix.elements[14] = clipPlane.w; // Render renderTarget.texture.encoding = renderer.outputEncoding; scope.visible = false; var currentRenderTarget = renderer.getRenderTarget(); var currentXrEnabled = renderer.xr.enabled; var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; renderer.xr.enabled = false; // Avoid camera modification renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.setRenderTarget(renderTarget); renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897 if (renderer.autoClear === false) renderer.clear(); renderer.render(scene, virtualCamera); renderer.xr.enabled = currentXrEnabled; renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; renderer.setRenderTarget(currentRenderTarget); // Restore viewport var viewport = camera.viewport; if (viewport !== undefined) { renderer.state.viewport(viewport); } scope.visible = true; }; this.getRenderTarget = function () { return renderTarget; }; }; THREE.Reflector.prototype = _Object$create(THREE.Mesh.prototype); THREE.Reflector.prototype.constructor = THREE.Reflector; THREE.Reflector.ReflectorShader = { uniforms: { 'color': { value: null }, 'tDiffuse': { value: null }, 'textureMatrix': { value: null } }, vertexShader: ['uniform mat4 textureMatrix;', 'varying vec4 vUv;', 'void main() {', ' vUv = textureMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'), fragmentShader: ['uniform vec3 color;', 'uniform sampler2D tDiffuse;', 'varying vec4 vUv;', 'float blendOverlay( float base, float blend ) {', ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );', '}', 'vec3 blendOverlay( vec3 base, vec3 blend ) {', ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );', '}', 'void main() {', ' vec4 base = texture2DProj( tDiffuse, vUv );', ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', '}'].join('\n') };