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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.map.js"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; console.warn("THREE.AfterimagePass: 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.AfterimagePass = function (damp) { THREE.Pass.call(this); if (THREE.AfterimageShader === undefined) console.error("THREE.AfterimagePass relies on THREE.AfterimageShader"); this.shader = THREE.AfterimageShader; this.uniforms = THREE.UniformsUtils.clone(this.shader.uniforms); this.uniforms["damp"].value = damp !== undefined ? damp : 0.96; this.textureComp = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }); this.textureOld = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }); this.shaderMaterial = new THREE.ShaderMaterial({ uniforms: this.uniforms, vertexShader: this.shader.vertexShader, fragmentShader: this.shader.fragmentShader }); this.compFsQuad = new THREE.Pass.FullScreenQuad(this.shaderMaterial); var material = new THREE.MeshBasicMaterial(); this.copyFsQuad = new THREE.Pass.FullScreenQuad(material); }; THREE.AfterimagePass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), { constructor: THREE.AfterimagePass, render: function render(renderer, writeBuffer, readBuffer) { this.uniforms["tOld"].value = this.textureOld.texture; this.uniforms["tNew"].value = readBuffer.texture; renderer.setRenderTarget(this.textureComp); this.compFsQuad.render(renderer); this.copyFsQuad.material.map = this.textureComp.texture; if (this.renderToScreen) { renderer.setRenderTarget(null); this.copyFsQuad.render(renderer); } else { renderer.setRenderTarget(writeBuffer); if (this.clear) renderer.clear(); this.copyFsQuad.render(renderer); } // Swap buffers. var temp = this.textureOld; this.textureOld = this.textureComp; this.textureComp = temp; // Now textureOld contains the latest image, ready for the next frame. }, setSize: function setSize(width, height) { this.textureComp.setSize(width, height); this.textureOld.setSize(width, height); } });