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 _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.object.to-string.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";
console.warn("THREE.RollerCoaster: 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.RollerCoasterGeometry = function (curve, divisions) {
THREE.BufferGeometry.call(this);
var vertices = [];
var normals = [];
var colors = [];
var color1 = [1, 1, 1];
var color2 = [1, 1, 0];
var up = new THREE.Vector3(0, 1, 0);
var forward = new THREE.Vector3();
var right = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var prevQuaternion = new THREE.Quaternion();
prevQuaternion.setFromAxisAngle(up, Math.PI / 2);
var point = new THREE.Vector3();
var prevPoint = new THREE.Vector3();
prevPoint.copy(curve.getPointAt(0)); // shapes
var step = [new THREE.Vector3(-0.225, 0, 0), new THREE.Vector3(0, -0.050, 0), new THREE.Vector3(0, -0.175, 0), new THREE.Vector3(0, -0.050, 0), new THREE.Vector3(0.225, 0, 0), new THREE.Vector3(0, -0.175, 0)];
var PI2 = Math.PI * 2;
var sides = 5;
var tube1 = [];
for (var i = 0; i < sides; i++) {
var angle = i / sides * PI2;
tube1.push(new THREE.Vector3(Math.sin(angle) * 0.06, Math.cos(angle) * 0.06, 0));
}
var sides = 6;
var tube2 = [];
for (var i = 0; i < sides; i++) {
var angle = i / sides * PI2;
tube2.push(new THREE.Vector3(Math.sin(angle) * 0.025, Math.cos(angle) * 0.025, 0));
}
var vector = new THREE.Vector3();
var normal = new THREE.Vector3();
function drawShape(shape, color) {
normal.set(0, 0, -1).applyQuaternion(quaternion);
for (var j = 0; j < shape.length; j++) {
vector.copy(shape[j]);
vector.applyQuaternion(quaternion);
vector.add(point);
vertices.push(vector.x, vector.y, vector.z);
normals.push(normal.x, normal.y, normal.z);
colors.push(color[0], color[1], color[2]);
}
normal.set(0, 0, 1).applyQuaternion(quaternion);
for (var j = shape.length - 1; j >= 0; j--) {
vector.copy(shape[j]);
vector.applyQuaternion(quaternion);
vector.add(point);
vertices.push(vector.x, vector.y, vector.z);
normals.push(normal.x, normal.y, normal.z);
colors.push(color[0], color[1], color[2]);
}
}
var vector1 = new THREE.Vector3();
var vector2 = new THREE.Vector3();
var vector3 = new THREE.Vector3();
var vector4 = new THREE.Vector3();
var normal1 = new THREE.Vector3();
var normal2 = new THREE.Vector3();
var normal3 = new THREE.Vector3();
var normal4 = new THREE.Vector3();
function extrudeShape(shape, offset, color) {
for (var j = 0, jl = shape.length; j < jl; j++) {
var point1 = shape[j];
var point2 = shape[(j + 1) % jl];
vector1.copy(point1).add(offset);
vector1.applyQuaternion(quaternion);
vector1.add(point);
vector2.copy(point2).add(offset);
vector2.applyQuaternion(quaternion);
vector2.add(point);
vector3.copy(point2).add(offset);
vector3.applyQuaternion(prevQuaternion);
vector3.add(prevPoint);
vector4.copy(point1).add(offset);
vector4.applyQuaternion(prevQuaternion);
vector4.add(prevPoint);
vertices.push(vector1.x, vector1.y, vector1.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector4.x, vector4.y, vector4.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector3.x, vector3.y, vector3.z);
vertices.push(vector4.x, vector4.y, vector4.z); //
normal1.copy(point1);
normal1.applyQuaternion(quaternion);
normal1.normalize();
normal2.copy(point2);
normal2.applyQuaternion(quaternion);
normal2.normalize();
normal3.copy(point2);
normal3.applyQuaternion(prevQuaternion);
normal3.normalize();
normal4.copy(point1);
normal4.applyQuaternion(prevQuaternion);
normal4.normalize();
normals.push(normal1.x, normal1.y, normal1.z);
normals.push(normal2.x, normal2.y, normal2.z);
normals.push(normal4.x, normal4.y, normal4.z);
normals.push(normal2.x, normal2.y, normal2.z);
normals.push(normal3.x, normal3.y, normal3.z);
normals.push(normal4.x, normal4.y, normal4.z);
colors.push(color[0], color[1], color[2]);
colors.push(color[0], color[1], color[2]);
colors.push(color[0], color[1], color[2]);
colors.push(color[0], color[1], color[2]);
colors.push(color[0], color[1], color[2]);
colors.push(color[0], color[1], color[2]);
}
}
var offset = new THREE.Vector3();
for (var i = 1; i <= divisions; i++) {
point.copy(curve.getPointAt(i / divisions));
up.set(0, 1, 0);
forward.subVectors(point, prevPoint).normalize();
right.crossVectors(up, forward).normalize();
up.crossVectors(forward, right);
var angle = Math.atan2(forward.x, forward.z);
quaternion.setFromAxisAngle(up, angle);
if (i % 2 === 0) {
drawShape(step, color2);
}
extrudeShape(tube1, offset.set(0, -0.125, 0), color2);
extrudeShape(tube2, offset.set(0.2, 0, 0), color1);
extrudeShape(tube2, offset.set(-0.2, 0, 0), color1);
prevPoint.copy(point);
prevQuaternion.copy(quaternion);
} // console.log( vertices.length );
this.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));
this.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(normals), 3));
this.setAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3));
};
THREE.RollerCoasterGeometry.prototype = _Object$create(THREE.BufferGeometry.prototype);
THREE.RollerCoasterLiftersGeometry = function (curve, divisions) {
THREE.BufferGeometry.call(this);
var vertices = [];
var normals = [];
var quaternion = new THREE.Quaternion();
var up = new THREE.Vector3(0, 1, 0);
var point = new THREE.Vector3();
var tangent = new THREE.Vector3(); // shapes
var tube1 = [new THREE.Vector3(0, 0.05, -0.05), new THREE.Vector3(0, 0.05, 0.05), new THREE.Vector3(0, -0.05, 0)];
var tube2 = [new THREE.Vector3(-0.05, 0, 0.05), new THREE.Vector3(-0.05, 0, -0.05), new THREE.Vector3(0.05, 0, 0)];
var tube3 = [new THREE.Vector3(0.05, 0, -0.05), new THREE.Vector3(0.05, 0, 0.05), new THREE.Vector3(-0.05, 0, 0)];
var vector1 = new THREE.Vector3();
var vector2 = new THREE.Vector3();
var vector3 = new THREE.Vector3();
var vector4 = new THREE.Vector3();
var normal1 = new THREE.Vector3();
var normal2 = new THREE.Vector3();
var normal3 = new THREE.Vector3();
var normal4 = new THREE.Vector3();
function extrudeShape(shape, fromPoint, toPoint) {
for (var j = 0, jl = shape.length; j < jl; j++) {
var point1 = shape[j];
var point2 = shape[(j + 1) % jl];
vector1.copy(point1);
vector1.applyQuaternion(quaternion);
vector1.add(fromPoint);
vector2.copy(point2);
vector2.applyQuaternion(quaternion);
vector2.add(fromPoint);
vector3.copy(point2);
vector3.applyQuaternion(quaternion);
vector3.add(toPoint);
vector4.copy(point1);
vector4.applyQuaternion(quaternion);
vector4.add(toPoint);
vertices.push(vector1.x, vector1.y, vector1.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector4.x, vector4.y, vector4.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector3.x, vector3.y, vector3.z);
vertices.push(vector4.x, vector4.y, vector4.z); //
normal1.copy(point1);
normal1.applyQuaternion(quaternion);
normal1.normalize();
normal2.copy(point2);
normal2.applyQuaternion(quaternion);
normal2.normalize();
normal3.copy(point2);
normal3.applyQuaternion(quaternion);
normal3.normalize();
normal4.copy(point1);
normal4.applyQuaternion(quaternion);
normal4.normalize();
normals.push(normal1.x, normal1.y, normal1.z);
normals.push(normal2.x, normal2.y, normal2.z);
normals.push(normal4.x, normal4.y, normal4.z);
normals.push(normal2.x, normal2.y, normal2.z);
normals.push(normal3.x, normal3.y, normal3.z);
normals.push(normal4.x, normal4.y, normal4.z);
}
}
var fromPoint = new THREE.Vector3();
var toPoint = new THREE.Vector3();
for (var i = 1; i <= divisions; i++) {
point.copy(curve.getPointAt(i / divisions));
tangent.copy(curve.getTangentAt(i / divisions));
var angle = Math.atan2(tangent.x, tangent.z);
quaternion.setFromAxisAngle(up, angle); //
if (point.y > 10) {
fromPoint.set(-0.75, -0.35, 0);
fromPoint.applyQuaternion(quaternion);
fromPoint.add(point);
toPoint.set(0.75, -0.35, 0);
toPoint.applyQuaternion(quaternion);
toPoint.add(point);
extrudeShape(tube1, fromPoint, toPoint);
fromPoint.set(-0.7, -0.3, 0);
fromPoint.applyQuaternion(quaternion);
fromPoint.add(point);
toPoint.set(-0.7, -point.y, 0);
toPoint.applyQuaternion(quaternion);
toPoint.add(point);
extrudeShape(tube2, fromPoint, toPoint);
fromPoint.set(0.7, -0.3, 0);
fromPoint.applyQuaternion(quaternion);
fromPoint.add(point);
toPoint.set(0.7, -point.y, 0);
toPoint.applyQuaternion(quaternion);
toPoint.add(point);
extrudeShape(tube3, fromPoint, toPoint);
} else {
fromPoint.set(0, -0.2, 0);
fromPoint.applyQuaternion(quaternion);
fromPoint.add(point);
toPoint.set(0, -point.y, 0);
toPoint.applyQuaternion(quaternion);
toPoint.add(point);
extrudeShape(tube3, fromPoint, toPoint);
}
}
this.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));
this.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(normals), 3));
};
THREE.RollerCoasterLiftersGeometry.prototype = _Object$create(THREE.BufferGeometry.prototype);
THREE.RollerCoasterShadowGeometry = function (curve, divisions) {
THREE.BufferGeometry.call(this);
var vertices = [];
var up = new THREE.Vector3(0, 1, 0);
var forward = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var prevQuaternion = new THREE.Quaternion();
prevQuaternion.setFromAxisAngle(up, Math.PI / 2);
var point = new THREE.Vector3();
var prevPoint = new THREE.Vector3();
prevPoint.copy(curve.getPointAt(0));
prevPoint.y = 0;
var vector1 = new THREE.Vector3();
var vector2 = new THREE.Vector3();
var vector3 = new THREE.Vector3();
var vector4 = new THREE.Vector3();
for (var i = 1; i <= divisions; i++) {
point.copy(curve.getPointAt(i / divisions));
point.y = 0;
forward.subVectors(point, prevPoint);
var angle = Math.atan2(forward.x, forward.z);
quaternion.setFromAxisAngle(up, angle);
vector1.set(-0.3, 0, 0);
vector1.applyQuaternion(quaternion);
vector1.add(point);
vector2.set(0.3, 0, 0);
vector2.applyQuaternion(quaternion);
vector2.add(point);
vector3.set(0.3, 0, 0);
vector3.applyQuaternion(prevQuaternion);
vector3.add(prevPoint);
vector4.set(-0.3, 0, 0);
vector4.applyQuaternion(prevQuaternion);
vector4.add(prevPoint);
vertices.push(vector1.x, vector1.y, vector1.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector4.x, vector4.y, vector4.z);
vertices.push(vector2.x, vector2.y, vector2.z);
vertices.push(vector3.x, vector3.y, vector3.z);
vertices.push(vector4.x, vector4.y, vector4.z);
prevPoint.copy(point);
prevQuaternion.copy(quaternion);
}
this.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));
};
THREE.RollerCoasterShadowGeometry.prototype = _Object$create(THREE.BufferGeometry.prototype);
THREE.SkyGeometry = function () {
THREE.BufferGeometry.call(this);
var vertices = [];
for (var i = 0; i < 100; i++) {
var x = Math.random() * 800 - 400;
var y = Math.random() * 50 + 50;
var z = Math.random() * 800 - 400;
var size = Math.random() * 40 + 20;
vertices.push(x - size, y, z - size);
vertices.push(x + size, y, z - size);
vertices.push(x - size, y, z + size);
vertices.push(x + size, y, z - size);
vertices.push(x + size, y, z + size);
vertices.push(x - size, y, z + size);
}
this.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));
};
THREE.SkyGeometry.prototype = _Object$create(THREE.BufferGeometry.prototype);
THREE.TreesGeometry = function (landscape) {
THREE.BufferGeometry.call(this);
var vertices = [];
var colors = [];
var raycaster = new THREE.Raycaster();
raycaster.ray.direction.set(0, -1, 0);
for (var i = 0; i < 2000; i++) {
var x = Math.random() * 500 - 250;
var z = Math.random() * 500 - 250;
raycaster.ray.origin.set(x, 50, z);
var intersections = raycaster.intersectObject(landscape);
if (intersections.length === 0) continue;
var y = intersections[0].point.y;
var height = Math.random() * 5 + 0.5;
var angle = Math.random() * Math.PI * 2;
vertices.push(x + Math.sin(angle), y, z + Math.cos(angle));
vertices.push(x, y + height, z);
vertices.push(x + Math.sin(angle + Math.PI), y, z + Math.cos(angle + Math.PI));
angle += Math.PI / 2;
vertices.push(x + Math.sin(angle), y, z + Math.cos(angle));
vertices.push(x, y + height, z);
vertices.push(x + Math.sin(angle + Math.PI), y, z + Math.cos(angle + Math.PI));
var random = Math.random() * 0.1;
for (var j = 0; j < 6; j++) {
colors.push(0.2 + random, 0.4 + random, 0);
}
}
this.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));
this.setAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3));
};
THREE.TreesGeometry.prototype = _Object$create(THREE.BufferGeometry.prototype);