bytev-charts
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;
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JavaScript
import _Array$isArray from "@babel/runtime-corejs2/core-js/array/is-array";
import _Object$keys from "@babel/runtime-corejs2/core-js/object/keys";
import "core-js/modules/es.array.join.js";
import "core-js/modules/es.function.name.js";
console.warn("THREE.OutlineEffect: 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.");
/**
* Reference: https://en.wikipedia.org/wiki/Cel_shading
*
* API
*
* 1. Traditional
*
* var effect = new THREE.OutlineEffect( renderer );
*
* function render() {
*
* effect.render( scene, camera );
*
* }
*
* 2. VR compatible
*
* var effect = new THREE.OutlineEffect( renderer );
* var renderingOutline = false;
*
* scene.onAfterRender = function () {
*
* if ( renderingOutline ) return;
*
* renderingOutline = true;
*
* effect.renderOutline( scene, camera );
*
* renderingOutline = false;
*
* };
*
* function render() {
*
* renderer.render( scene, camera );
*
* }
*
* // How to set default outline parameters
* new THREE.OutlineEffect( renderer, {
* defaultThickness: 0.01,
* defaultColor: [ 0, 0, 0 ],
* defaultAlpha: 0.8,
* defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
* } );
*
* // How to set outline parameters for each material
* material.userData.outlineParameters = {
* thickness: 0.01,
* color: [ 0, 0, 0 ]
* alpha: 0.8,
* visible: true,
* keepAlive: true
* };
*/
THREE.OutlineEffect = function (renderer, parameters) {
parameters = parameters || {};
this.enabled = true;
var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
var defaultColor = new THREE.Color().fromArray(parameters.defaultColor !== undefined ? parameters.defaultColor : [0, 0, 0]);
var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false; // object.material.uuid -> outlineMaterial or
// object.material[ n ].uuid -> outlineMaterial
// save at the outline material creation and release
// if it's unused removeThresholdCount frames
// unless keepAlive is true.
var cache = {};
var removeThresholdCount = 60; // outlineMaterial.uuid -> object.material or
// outlineMaterial.uuid -> object.material[ n ]
// save before render and release after render.
var originalMaterials = {}; // object.uuid -> originalOnBeforeRender
// save before render and release after render.
var originalOnBeforeRenders = {}; //this.cache = cache; // for debug
var uniformsOutline = {
outlineThickness: {
value: defaultThickness
},
outlineColor: {
value: defaultColor
},
outlineAlpha: {
value: defaultAlpha
}
};
var vertexShader = ["#include <common>", "#include <uv_pars_vertex>", "#include <displacementmap_pars_vertex>", "#include <fog_pars_vertex>", "#include <morphtarget_pars_vertex>", "#include <skinning_pars_vertex>", "#include <logdepthbuf_pars_vertex>", "#include <clipping_planes_pars_vertex>", "uniform float outlineThickness;", "vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {", " float thickness = outlineThickness;", " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
" vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );", // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
" vec4 norm = normalize( pos - pos2 );", " return pos + norm * thickness * pos.w * ratio;", "}", "void main() {", " #include <uv_vertex>", " #include <beginnormal_vertex>", " #include <morphnormal_vertex>", " #include <skinbase_vertex>", " #include <skinnormal_vertex>", " #include <begin_vertex>", " #include <morphtarget_vertex>", " #include <skinning_vertex>", " #include <displacementmap_vertex>", " #include <project_vertex>", " vec3 outlineNormal = - objectNormal;", // the outline material is always rendered with THREE.BackSide
" gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );", " #include <logdepthbuf_vertex>", " #include <clipping_planes_vertex>", " #include <fog_vertex>", "}"].join("\n");
var fragmentShader = ["#include <common>", "#include <fog_pars_fragment>", "#include <logdepthbuf_pars_fragment>", "#include <clipping_planes_pars_fragment>", "uniform vec3 outlineColor;", "uniform float outlineAlpha;", "void main() {", " #include <clipping_planes_fragment>", " #include <logdepthbuf_fragment>", " gl_FragColor = vec4( outlineColor, outlineAlpha );", " #include <tonemapping_fragment>", " #include <encodings_fragment>", " #include <fog_fragment>", " #include <premultiplied_alpha_fragment>", "}"].join("\n");
function createMaterial() {
return new THREE.ShaderMaterial({
type: 'OutlineEffect',
uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib['fog'], THREE.UniformsLib['displacementmap'], uniformsOutline]),
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide
});
}
function getOutlineMaterialFromCache(originalMaterial) {
var data = cache[originalMaterial.uuid];
if (data === undefined) {
data = {
material: createMaterial(),
used: true,
keepAlive: defaultKeepAlive,
count: 0
};
cache[originalMaterial.uuid] = data;
}
data.used = true;
return data.material;
}
function getOutlineMaterial(originalMaterial) {
var outlineMaterial = getOutlineMaterialFromCache(originalMaterial);
originalMaterials[outlineMaterial.uuid] = originalMaterial;
updateOutlineMaterial(outlineMaterial, originalMaterial);
return outlineMaterial;
}
function isCompatible(object) {
var geometry = object.geometry;
var hasNormals = false;
if (object.geometry !== undefined) {
if (geometry.isBufferGeometry) {
hasNormals = geometry.attributes.normal !== undefined;
} else {
hasNormals = true; // the renderer always produces a normal attribute for Geometry
}
}
return object.isMesh === true && object.material !== undefined && hasNormals === true;
}
function setOutlineMaterial(object) {
if (isCompatible(object) === false) return;
if (_Array$isArray(object.material)) {
for (var i = 0, il = object.material.length; i < il; i++) {
object.material[i] = getOutlineMaterial(object.material[i]);
}
} else {
object.material = getOutlineMaterial(object.material);
}
originalOnBeforeRenders[object.uuid] = object.onBeforeRender;
object.onBeforeRender = onBeforeRender;
}
function restoreOriginalMaterial(object) {
if (isCompatible(object) === false) return;
if (_Array$isArray(object.material)) {
for (var i = 0, il = object.material.length; i < il; i++) {
object.material[i] = originalMaterials[object.material[i].uuid];
}
} else {
object.material = originalMaterials[object.material.uuid];
}
object.onBeforeRender = originalOnBeforeRenders[object.uuid];
}
function onBeforeRender(renderer, scene, camera, geometry, material) {
var originalMaterial = originalMaterials[material.uuid]; // just in case
if (originalMaterial === undefined) return;
updateUniforms(material, originalMaterial);
}
function updateUniforms(material, originalMaterial) {
var outlineParameters = originalMaterial.userData.outlineParameters;
material.uniforms.outlineAlpha.value = originalMaterial.opacity;
if (outlineParameters !== undefined) {
if (outlineParameters.thickness !== undefined) material.uniforms.outlineThickness.value = outlineParameters.thickness;
if (outlineParameters.color !== undefined) material.uniforms.outlineColor.value.fromArray(outlineParameters.color);
if (outlineParameters.alpha !== undefined) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
}
if (originalMaterial.displacementMap) {
material.uniforms.displacementMap.value = originalMaterial.displacementMap;
material.uniforms.displacementScale.value = originalMaterial.displacementScale;
material.uniforms.displacementBias.value = originalMaterial.displacementBias;
}
}
function updateOutlineMaterial(material, originalMaterial) {
if (material.name === 'invisible') return;
var outlineParameters = originalMaterial.userData.outlineParameters;
material.skinning = originalMaterial.skinning;
material.morphTargets = originalMaterial.morphTargets;
material.morphNormals = originalMaterial.morphNormals;
material.fog = originalMaterial.fog;
material.toneMapped = originalMaterial.toneMapped;
material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
material.displacementMap = originalMaterial.displacementMap;
if (outlineParameters !== undefined) {
if (originalMaterial.visible === false) {
material.visible = false;
} else {
material.visible = outlineParameters.visible !== undefined ? outlineParameters.visible : true;
}
material.transparent = outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ? true : originalMaterial.transparent;
if (outlineParameters.keepAlive !== undefined) cache[originalMaterial.uuid].keepAlive = outlineParameters.keepAlive;
} else {
material.transparent = originalMaterial.transparent;
material.visible = originalMaterial.visible;
}
if (originalMaterial.wireframe === true || originalMaterial.depthTest === false) material.visible = false;
if (originalMaterial.clippingPlanes) {
material.clipping = true;
material.clippingPlanes = originalMaterial.clippingPlanes;
material.clipIntersection = originalMaterial.clipIntersection;
material.clipShadows = originalMaterial.clipShadows;
}
material.version = originalMaterial.version; // update outline material if necessary
}
function cleanupCache() {
var keys; // clear originialMaterials
keys = _Object$keys(originalMaterials);
for (var i = 0, il = keys.length; i < il; i++) {
originalMaterials[keys[i]] = undefined;
} // clear originalOnBeforeRenders
keys = _Object$keys(originalOnBeforeRenders);
for (var i = 0, il = keys.length; i < il; i++) {
originalOnBeforeRenders[keys[i]] = undefined;
} // remove unused outlineMaterial from cache
keys = _Object$keys(cache);
for (var i = 0, il = keys.length; i < il; i++) {
var key = keys[i];
if (cache[key].used === false) {
cache[key].count++;
if (cache[key].keepAlive === false && cache[key].count > removeThresholdCount) {
delete cache[key];
}
} else {
cache[key].used = false;
cache[key].count = 0;
}
}
}
this.render = function (scene, camera) {
var renderTarget;
var forceClear = false;
if (arguments[2] !== undefined) {
console.warn('THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.');
renderTarget = arguments[2];
}
if (arguments[3] !== undefined) {
console.warn('THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.');
forceClear = arguments[3];
}
if (renderTarget !== undefined) renderer.setRenderTarget(renderTarget);
if (forceClear) renderer.clear();
if (this.enabled === false) {
renderer.render(scene, camera);
return;
}
var currentAutoClear = renderer.autoClear;
renderer.autoClear = this.autoClear;
renderer.render(scene, camera);
renderer.autoClear = currentAutoClear;
this.renderOutline(scene, camera);
};
this.renderOutline = function (scene, camera) {
var currentAutoClear = renderer.autoClear;
var currentSceneAutoUpdate = scene.autoUpdate;
var currentSceneBackground = scene.background;
var currentShadowMapEnabled = renderer.shadowMap.enabled;
scene.autoUpdate = false;
scene.background = null;
renderer.autoClear = false;
renderer.shadowMap.enabled = false;
scene.traverse(setOutlineMaterial);
renderer.render(scene, camera);
scene.traverse(restoreOriginalMaterial);
cleanupCache();
scene.autoUpdate = currentSceneAutoUpdate;
scene.background = currentSceneBackground;
renderer.autoClear = currentAutoClear;
renderer.shadowMap.enabled = currentShadowMapEnabled;
};
/*
* See #9918
*
* The following property copies and wrapper methods enable
* THREE.OutlineEffect to be called from other *Effect, like
*
* effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
*
* function render () {
*
* effect.render( scene, camera );
*
* }
*/
this.autoClear = renderer.autoClear;
this.domElement = renderer.domElement;
this.shadowMap = renderer.shadowMap;
this.clear = function (color, depth, stencil) {
renderer.clear(color, depth, stencil);
};
this.getPixelRatio = function () {
return renderer.getPixelRatio();
};
this.setPixelRatio = function (value) {
renderer.setPixelRatio(value);
};
this.getSize = function (target) {
return renderer.getSize(target);
};
this.setSize = function (width, height, updateStyle) {
renderer.setSize(width, height, updateStyle);
};
this.setViewport = function (x, y, width, height) {
renderer.setViewport(x, y, width, height);
};
this.setScissor = function (x, y, width, height) {
renderer.setScissor(x, y, width, height);
};
this.setScissorTest = function (_boolean) {
renderer.setScissorTest(_boolean);
};
this.setRenderTarget = function (renderTarget) {
renderer.setRenderTarget(renderTarget);
};
};