UNPKG

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;

50 lines (46 loc) 2.26 kB
import _Object$defineProperty from "@babel/runtime-corejs2/core-js/object/define-property"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; console.warn("THREE.CubeTexturePass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation."); THREE.CubeTexturePass = function (camera, envMap, opacity) { THREE.Pass.call(this); this.camera = camera; this.needsSwap = false; this.cubeShader = THREE.ShaderLib['cube']; this.cubeMesh = new THREE.Mesh(new THREE.BoxBufferGeometry(10, 10, 10), new THREE.ShaderMaterial({ uniforms: this.cubeShader.uniforms, vertexShader: this.cubeShader.vertexShader, fragmentShader: this.cubeShader.fragmentShader, depthTest: false, depthWrite: false, side: THREE.BackSide })); _Object$defineProperty(this.cubeMesh.material, 'envMap', { get: function get() { return this.uniforms.envMap.value; } }); this.envMap = envMap; this.opacity = opacity !== undefined ? opacity : 1.0; this.cubeScene = new THREE.Scene(); this.cubeCamera = new THREE.PerspectiveCamera(); this.cubeScene.add(this.cubeMesh); }; THREE.CubeTexturePass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), { constructor: THREE.CubeTexturePass, render: function render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/ ) { var oldAutoClear = renderer.autoClear; renderer.autoClear = false; this.cubeCamera.projectionMatrix.copy(this.camera.projectionMatrix); this.cubeCamera.quaternion.setFromRotationMatrix(this.camera.matrixWorld); this.cubeMesh.material.uniforms.envMap.value = this.envMap; this.cubeMesh.material.uniforms.opacity.value = this.opacity; this.cubeMesh.material.transparent = this.opacity < 1.0; renderer.setRenderTarget(this.renderToScreen ? null : readBuffer); if (this.clear) renderer.clear(); renderer.render(this.cubeScene, this.cubeCamera); renderer.autoClear = oldAutoClear; } });