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bytev-charts

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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 "core-js/modules/es.array.join.js"; console.warn("THREE.ParallaxBarrierEffect: 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.ParallaxBarrierEffect = function (renderer) { var _camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); var _scene = new THREE.Scene(); var _stereo = new THREE.StereoCamera(); var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; var _renderTargetL = new THREE.WebGLRenderTarget(512, 512, _params); var _renderTargetR = new THREE.WebGLRenderTarget(512, 512, _params); var _material = new THREE.ShaderMaterial({ uniforms: { "mapLeft": { value: _renderTargetL.texture }, "mapRight": { value: _renderTargetR.texture } }, vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = vec2( uv.x, uv.y );", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"), fragmentShader: ["uniform sampler2D mapLeft;", "uniform sampler2D mapRight;", "varying vec2 vUv;", "void main() {", " vec2 uv = vUv;", " if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {", " gl_FragColor = texture2D( mapLeft, uv );", " } else {", " gl_FragColor = texture2D( mapRight, uv );", " }", "}"].join("\n") }); var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), _material); _scene.add(mesh); this.setSize = function (width, height) { renderer.setSize(width, height); var pixelRatio = renderer.getPixelRatio(); _renderTargetL.setSize(width * pixelRatio, height * pixelRatio); _renderTargetR.setSize(width * pixelRatio, height * pixelRatio); }; this.render = function (scene, camera) { scene.updateMatrixWorld(); if (camera.parent === null) camera.updateMatrixWorld(); _stereo.update(camera); renderer.setRenderTarget(_renderTargetL); renderer.clear(); renderer.render(scene, _stereo.cameraL); renderer.setRenderTarget(_renderTargetR); renderer.clear(); renderer.render(scene, _stereo.cameraR); renderer.setRenderTarget(null); renderer.render(_scene, _camera); }; };