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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.regexp.exec.js"; import "core-js/modules/es.string.split.js"; import "core-js/modules/es.string.trim.js"; import "core-js/modules/es.array.splice.js"; import "core-js/modules/es.function.name.js"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; import _parseInt from "@babel/runtime-corejs2/core-js/parse-int"; import _parseFloat from "@babel/runtime-corejs2/core-js/parse-float"; console.warn("THREE.BVHLoader: 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."); /** * Description: reads BVH files and outputs a single THREE.Skeleton and an THREE.AnimationClip * * Currently only supports bvh files containing a single root. * */ THREE.BVHLoader = function (manager) { THREE.Loader.call(this, manager); this.animateBonePositions = true; this.animateBoneRotations = true; }; THREE.BVHLoader.prototype = _Object$assign(_Object$create(THREE.Loader.prototype), { constructor: THREE.BVHLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this; var loader = new THREE.FileLoader(scope.manager); loader.setPath(scope.path); loader.setRequestHeader(scope.requestHeader); loader.load(url, function (text) { try { onLoad(scope.parse(text)); } catch (e) { if (onError) { onError(e); } else { console.error(e); } scope.manager.itemError(url); } }, onProgress, onError); }, parse: function parse(text) { /* reads a string array (lines) from a BVH file and outputs a skeleton structure including motion data returns thee root node: { name: '', channels: [], children: [] } */ function readBvh(lines) { // read model structure if (nextLine(lines) !== 'HIERARCHY') { console.error('THREE.BVHLoader: HIERARCHY expected.'); } var list = []; // collects flat array of all bones var root = readNode(lines, nextLine(lines), list); // read motion data if (nextLine(lines) !== 'MOTION') { console.error('THREE.BVHLoader: MOTION expected.'); } // number of frames var tokens = nextLine(lines).split(/[\s]+/); var numFrames = _parseInt(tokens[1]); if (isNaN(numFrames)) { console.error('THREE.BVHLoader: Failed to read number of frames.'); } // frame time tokens = nextLine(lines).split(/[\s]+/); var frameTime = _parseFloat(tokens[2]); if (isNaN(frameTime)) { console.error('THREE.BVHLoader: Failed to read frame time.'); } // read frame data line by line for (var i = 0; i < numFrames; i++) { tokens = nextLine(lines).split(/[\s]+/); readFrameData(tokens, i * frameTime, root); } return list; } /* Recursively reads data from a single frame into the bone hierarchy. The passed bone hierarchy has to be structured in the same order as the BVH file. keyframe data is stored in bone.frames. - data: splitted string array (frame values), values are shift()ed so this should be empty after parsing the whole hierarchy. - frameTime: playback time for this keyframe. - bone: the bone to read frame data from. */ function readFrameData(data, frameTime, bone) { // end sites have no motion data if (bone.type === 'ENDSITE') return; // add keyframe var keyframe = { time: frameTime, position: new THREE.Vector3(), rotation: new THREE.Quaternion() }; bone.frames.push(keyframe); var quat = new THREE.Quaternion(); var vx = new THREE.Vector3(1, 0, 0); var vy = new THREE.Vector3(0, 1, 0); var vz = new THREE.Vector3(0, 0, 1); // parse values for each channel in node for (var i = 0; i < bone.channels.length; i++) { switch (bone.channels[i]) { case 'Xposition': keyframe.position.x = _parseFloat(data.shift().trim()); break; case 'Yposition': keyframe.position.y = _parseFloat(data.shift().trim()); break; case 'Zposition': keyframe.position.z = _parseFloat(data.shift().trim()); break; case 'Xrotation': quat.setFromAxisAngle(vx, _parseFloat(data.shift().trim()) * Math.PI / 180); keyframe.rotation.multiply(quat); break; case 'Yrotation': quat.setFromAxisAngle(vy, _parseFloat(data.shift().trim()) * Math.PI / 180); keyframe.rotation.multiply(quat); break; case 'Zrotation': quat.setFromAxisAngle(vz, _parseFloat(data.shift().trim()) * Math.PI / 180); keyframe.rotation.multiply(quat); break; default: console.warn('THREE.BVHLoader: Invalid channel type.'); } } // parse child nodes for (var i = 0; i < bone.children.length; i++) { readFrameData(data, frameTime, bone.children[i]); } } /* Recursively parses the HIERACHY section of the BVH file - lines: all lines of the file. lines are consumed as we go along. - firstline: line containing the node type and name e.g. 'JOINT hip' - list: collects a flat list of nodes returns: a BVH node including children */ function readNode(lines, firstline, list) { var node = { name: '', type: '', frames: [] }; list.push(node); // parse node type and name var tokens = firstline.split(/[\s]+/); if (tokens[0].toUpperCase() === 'END' && tokens[1].toUpperCase() === 'SITE') { node.type = 'ENDSITE'; node.name = 'ENDSITE'; // bvh end sites have no name } else { node.name = tokens[1]; node.type = tokens[0].toUpperCase(); } if (nextLine(lines) !== '{') { console.error('THREE.BVHLoader: Expected opening { after type & name'); } // parse OFFSET tokens = nextLine(lines).split(/[\s]+/); if (tokens[0] !== 'OFFSET') { console.error('THREE.BVHLoader: Expected OFFSET but got: ' + tokens[0]); } if (tokens.length !== 4) { console.error('THREE.BVHLoader: Invalid number of values for OFFSET.'); } var offset = new THREE.Vector3(_parseFloat(tokens[1]), _parseFloat(tokens[2]), _parseFloat(tokens[3])); if (isNaN(offset.x) || isNaN(offset.y) || isNaN(offset.z)) { console.error('THREE.BVHLoader: Invalid values of OFFSET.'); } node.offset = offset; // parse CHANNELS definitions if (node.type !== 'ENDSITE') { tokens = nextLine(lines).split(/[\s]+/); if (tokens[0] !== 'CHANNELS') { console.error('THREE.BVHLoader: Expected CHANNELS definition.'); } var numChannels = _parseInt(tokens[1]); node.channels = tokens.splice(2, numChannels); node.children = []; } // read children while (true) { var line = nextLine(lines); if (line === '}') { return node; } else { node.children.push(readNode(lines, line, list)); } } } /* recursively converts the internal bvh node structure to a THREE.Bone hierarchy source: the bvh root node list: pass an empty array, collects a flat list of all converted THREE.Bones returns the root THREE.Bone */ function toTHREEBone(source, list) { var bone = new THREE.Bone(); list.push(bone); bone.position.add(source.offset); bone.name = source.name; if (source.type !== 'ENDSITE') { for (var i = 0; i < source.children.length; i++) { bone.add(toTHREEBone(source.children[i], list)); } } return bone; } /* builds a THREE.AnimationClip from the keyframe data saved in each bone. bone: bvh root node returns: a THREE.AnimationClip containing position and quaternion tracks */ function toTHREEAnimation(bones) { var tracks = []; // create a position and quaternion animation track for each node for (var i = 0; i < bones.length; i++) { var bone = bones[i]; if (bone.type === 'ENDSITE') continue; // track data var times = []; var positions = []; var rotations = []; for (var j = 0; j < bone.frames.length; j++) { var frame = bone.frames[j]; times.push(frame.time); // the animation system animates the position property, // so we have to add the joint offset to all values positions.push(frame.position.x + bone.offset.x); positions.push(frame.position.y + bone.offset.y); positions.push(frame.position.z + bone.offset.z); rotations.push(frame.rotation.x); rotations.push(frame.rotation.y); rotations.push(frame.rotation.z); rotations.push(frame.rotation.w); } if (scope.animateBonePositions) { tracks.push(new THREE.VectorKeyframeTrack('.bones[' + bone.name + '].position', times, positions)); } if (scope.animateBoneRotations) { tracks.push(new THREE.QuaternionKeyframeTrack('.bones[' + bone.name + '].quaternion', times, rotations)); } } return new THREE.AnimationClip('animation', -1, tracks); } /* returns the next non-empty line in lines */ function nextLine(lines) { var line; // skip empty lines while ((line = lines.shift().trim()).length === 0) {} return line; } var scope = this; var lines = text.split(/[\r\n]+/g); var bones = readBvh(lines); var threeBones = []; toTHREEBone(bones[0], threeBones); var threeClip = toTHREEAnimation(bones); return { skeleton: new THREE.Skeleton(threeBones), clip: threeClip }; } });