bytev-charts-beta
Version:
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;
149 lines (129 loc) • 7.16 kB
JavaScript
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')
};