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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-buffer.slice.js"; import "core-js/modules/es.data-view.js"; import "core-js/modules/es.object.to-string.js"; import "core-js/modules/es.array.iterator.js"; import "core-js/modules/es.typed-array.float32-array.js"; import "core-js/modules/es.typed-array.copy-within.js"; import "core-js/modules/es.typed-array.every.js"; import "core-js/modules/es.typed-array.fill.js"; import "core-js/modules/es.typed-array.filter.js"; import "core-js/modules/es.typed-array.find.js"; import "core-js/modules/es.typed-array.find-index.js"; import "core-js/modules/es.typed-array.for-each.js"; import "core-js/modules/es.typed-array.includes.js"; import "core-js/modules/es.typed-array.index-of.js"; import "core-js/modules/es.typed-array.iterator.js"; import "core-js/modules/es.typed-array.join.js"; import "core-js/modules/es.typed-array.last-index-of.js"; import "core-js/modules/es.typed-array.map.js"; import "core-js/modules/es.typed-array.reduce.js"; import "core-js/modules/es.typed-array.reduce-right.js"; import "core-js/modules/es.typed-array.reverse.js"; import "core-js/modules/es.typed-array.set.js"; import "core-js/modules/es.typed-array.slice.js"; import "core-js/modules/es.typed-array.some.js"; import "core-js/modules/es.typed-array.sort.js"; import "core-js/modules/es.typed-array.subarray.js"; import "core-js/modules/es.typed-array.to-locale-string.js"; import "core-js/modules/es.typed-array.to-string.js"; import "core-js/modules/es.regexp.constructor.js"; import "core-js/modules/es.regexp.exec.js"; import "core-js/modules/es.regexp.to-string.js"; import "core-js/modules/es.typed-array.uint8-array.js"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; import _parseFloat from "@babel/runtime-corejs2/core-js/parse-float"; console.warn("THREE.STLLoader: 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: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs. * * Supports both binary and ASCII encoded files, with automatic detection of type. * * The loader returns a non-indexed buffer geometry. * * Limitations: * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL). * There is perhaps some question as to how valid it is to always assume little-endian-ness. * ASCII decoding assumes file is UTF-8. * * Usage: * var loader = new THREE.STLLoader(); * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) { * scene.add( new THREE.Mesh( geometry ) ); * }); * * For binary STLs geometry might contain colors for vertices. To use it: * // use the same code to load STL as above * if (geometry.hasColors) { * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true }); * } else { .... } * var mesh = new THREE.Mesh( geometry, material ); * * For ASCII STLs containing multiple solids, each solid is assigned to a different group. * Groups can be used to assign a different color by defining an array of materials with the same length of * geometry.groups and passing it to the Mesh constructor: * * var mesh = new THREE.Mesh( geometry, material ); * * For example: * * var materials = []; * var nGeometryGroups = geometry.groups.length; * * var colorMap = ...; // Some logic to index colors. * * for (var i = 0; i < nGeometryGroups; i++) { * * var material = new THREE.MeshPhongMaterial({ * color: colorMap[i], * wireframe: false * }); * * } * * materials.push(material); * var mesh = new THREE.Mesh(geometry, materials); */ THREE.STLLoader = function (manager) { THREE.Loader.call(this, manager); }; THREE.STLLoader.prototype = _Object$assign(_Object$create(THREE.Loader.prototype), { constructor: THREE.STLLoader, load: function load(url, onLoad, onProgress, onError) { var scope = this; var loader = new THREE.FileLoader(scope.manager); loader.setPath(scope.path); loader.setResponseType('arraybuffer'); loader.setRequestHeader(this.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(data) { function isBinary(data) { var expect, face_size, n_faces, reader; reader = new DataView(data); face_size = 32 / 8 * 3 + 32 / 8 * 3 * 3 + 16 / 8; n_faces = reader.getUint32(80, true); expect = 80 + 32 / 8 + n_faces * face_size; if (expect === reader.byteLength) { return true; } // An ASCII STL data must begin with 'solid ' as the first six bytes. // However, ASCII STLs lacking the SPACE after the 'd' are known to be // plentiful. So, check the first 5 bytes for 'solid'. // Several encodings, such as UTF-8, precede the text with up to 5 bytes: // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding // Search for "solid" to start anywhere after those prefixes. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd' var solid = [115, 111, 108, 105, 100]; for (var off = 0; off < 5; off++) { // If "solid" text is matched to the current offset, declare it to be an ASCII STL. if (matchDataViewAt(solid, reader, off)) return false; } // Couldn't find "solid" text at the beginning; it is binary STL. return true; } function matchDataViewAt(query, reader, offset) { // Check if each byte in query matches the corresponding byte from the current offset for (var i = 0, il = query.length; i < il; i++) { if (query[i] !== reader.getUint8(offset + i, false)) return false; } return true; } function parseBinary(data) { var reader = new DataView(data); var faces = reader.getUint32(80, true); var r, g, b, hasColors = false, colors; var defaultR, defaultG, defaultB, alpha; // process STL header // check for default color in header ("COLOR=rgba" sequence). for (var index = 0; index < 80 - 10; index++) { if (reader.getUint32(index, false) == 0x434F4C4F /*COLO*/ && reader.getUint8(index + 4) == 0x52 /*'R'*/ && reader.getUint8(index + 5) == 0x3D /*'='*/ ) { hasColors = true; colors = new Float32Array(faces * 3 * 3); defaultR = reader.getUint8(index + 6) / 255; defaultG = reader.getUint8(index + 7) / 255; defaultB = reader.getUint8(index + 8) / 255; alpha = reader.getUint8(index + 9) / 255; } } var dataOffset = 84; var faceLength = 12 * 4 + 2; var geometry = new THREE.BufferGeometry(); var vertices = new Float32Array(faces * 3 * 3); var normals = new Float32Array(faces * 3 * 3); for (var face = 0; face < faces; face++) { var start = dataOffset + face * faceLength; var normalX = reader.getFloat32(start, true); var normalY = reader.getFloat32(start + 4, true); var normalZ = reader.getFloat32(start + 8, true); if (hasColors) { var packedColor = reader.getUint16(start + 48, true); if ((packedColor & 0x8000) === 0) { // facet has its own unique color r = (packedColor & 0x1F) / 31; g = (packedColor >> 5 & 0x1F) / 31; b = (packedColor >> 10 & 0x1F) / 31; } else { r = defaultR; g = defaultG; b = defaultB; } } for (var i = 1; i <= 3; i++) { var vertexstart = start + i * 12; var componentIdx = face * 3 * 3 + (i - 1) * 3; vertices[componentIdx] = reader.getFloat32(vertexstart, true); vertices[componentIdx + 1] = reader.getFloat32(vertexstart + 4, true); vertices[componentIdx + 2] = reader.getFloat32(vertexstart + 8, true); normals[componentIdx] = normalX; normals[componentIdx + 1] = normalY; normals[componentIdx + 2] = normalZ; if (hasColors) { colors[componentIdx] = r; colors[componentIdx + 1] = g; colors[componentIdx + 2] = b; } } } geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3)); geometry.setAttribute('normal', new THREE.BufferAttribute(normals, 3)); if (hasColors) { geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3)); geometry.hasColors = true; geometry.alpha = alpha; } return geometry; } function parseASCII(data) { var geometry = new THREE.BufferGeometry(); var patternSolid = /solid([\s\S]*?)endsolid/g; var patternFace = /facet([\s\S]*?)endfacet/g; var faceCounter = 0; var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source; var patternVertex = new RegExp('vertex' + patternFloat + patternFloat + patternFloat, 'g'); var patternNormal = new RegExp('normal' + patternFloat + patternFloat + patternFloat, 'g'); var vertices = []; var normals = []; var normal = new THREE.Vector3(); var result; var groupCount = 0; var startVertex = 0; var endVertex = 0; while ((result = patternSolid.exec(data)) !== null) { startVertex = endVertex; var solid = result[0]; while ((result = patternFace.exec(solid)) !== null) { var vertexCountPerFace = 0; var normalCountPerFace = 0; var text = result[0]; while ((result = patternNormal.exec(text)) !== null) { normal.x = _parseFloat(result[1]); normal.y = _parseFloat(result[2]); normal.z = _parseFloat(result[3]); normalCountPerFace++; } while ((result = patternVertex.exec(text)) !== null) { vertices.push(_parseFloat(result[1]), _parseFloat(result[2]), _parseFloat(result[3])); normals.push(normal.x, normal.y, normal.z); vertexCountPerFace++; endVertex++; } // every face have to own ONE valid normal if (normalCountPerFace !== 1) { console.error('THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter); } // each face have to own THREE valid vertices if (vertexCountPerFace !== 3) { console.error('THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter); } faceCounter++; } var start = startVertex; var count = endVertex - startVertex; geometry.addGroup(start, count, groupCount); groupCount++; } geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); return geometry; } function ensureString(buffer) { if (typeof buffer !== 'string') { return THREE.LoaderUtils.decodeText(new Uint8Array(buffer)); } return buffer; } function ensureBinary(buffer) { if (typeof buffer === 'string') { var array_buffer = new Uint8Array(buffer.length); for (var i = 0; i < buffer.length; i++) { array_buffer[i] = buffer.charCodeAt(i) & 0xff; // implicitly assumes little-endian } return array_buffer.buffer || array_buffer; } else { return buffer; } } // start var binData = ensureBinary(data); return isBinary(binData) ? parseBinary(binData) : parseASCII(ensureString(data)); } });