vislite 0.3.0-alpha.0 → 0.3.0-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (39) hide show
  1. package/CHANGELOG +12 -4
  2. package/lib/Canvas/index.umd.js +2 -6
  3. package/lib/Canvas/index.umd.min.js +2 -6
  4. package/lib/Cardinal/index.umd.js +16 -9
  5. package/lib/Cardinal/index.umd.min.js +3 -7
  6. package/lib/Eoap/index.umd.js +2 -6
  7. package/lib/Eoap/index.umd.min.js +2 -6
  8. package/lib/Hermite/index.umd.js +2 -6
  9. package/lib/Hermite/index.umd.min.js +2 -6
  10. package/lib/Matrix4/index.umd.js +2 -6
  11. package/lib/Matrix4/index.umd.min.js +2 -6
  12. package/lib/Mercator/index.umd.js +2 -6
  13. package/lib/Mercator/index.umd.min.js +2 -6
  14. package/lib/OralCanvas/index.es.js +2 -6
  15. package/lib/OralCanvas/index.es.min.js +2 -6
  16. package/lib/OralWebGL/index.es.js +15 -10
  17. package/lib/OralWebGL/index.es.min.js +3 -7
  18. package/lib/SVG/index.umd.js +2 -6
  19. package/lib/SVG/index.umd.min.js +2 -6
  20. package/lib/WebGL/index.umd.js +15 -10
  21. package/lib/WebGL/index.umd.min.js +3 -7
  22. package/lib/animation/index.umd.js +2 -6
  23. package/lib/animation/index.umd.min.js +2 -6
  24. package/lib/getLoopColors/index.umd.js +2 -6
  25. package/lib/getLoopColors/index.umd.min.js +2 -6
  26. package/lib/index.umd.js +29 -13
  27. package/lib/index.umd.min.js +3 -7
  28. package/lib/rotate/index.umd.js +2 -6
  29. package/lib/rotate/index.umd.min.js +2 -6
  30. package/lib/ruler/index.umd.js +2 -6
  31. package/lib/ruler/index.umd.min.js +2 -6
  32. package/lib/viewHandler/index.umd.js +2 -6
  33. package/lib/viewHandler/index.umd.min.js +2 -6
  34. package/package.json +1 -1
  35. package/src/common/webgl/doDraw.ts +13 -3
  36. package/src/common/webgl/getShader.ts +6 -0
  37. package/src/common/webgl/index.ts +4 -0
  38. package/src/interpolation/Cardinal.ts +22 -4
  39. package/types/Object3D.d.ts +7 -0
@@ -1,16 +1,12 @@
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  /*!
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- * VISLite JavaScript Library v0.3.0-alpha.0
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+ * VISLite JavaScript Library v0.3.0-alpha.1
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  * git+https://github.com/oi-contrib/VISLite.git
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  *
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  * Copyright zxl20070701
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  * Released under the MIT license
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  * https://zxl20070701.github.io/notebook/home.html
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  *
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- * 本版本系测试版本,请认真阅读下述说明再使用:
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- *
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- *【测试版本细则】
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- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
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- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
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+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
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  */
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  (function (global, factory) {
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  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
@@ -364,11 +360,12 @@
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  (mesh.geometry.attributes.normal ? "1" : "0") +
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  (mesh.material.image ? "1" : "0") +
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  (mesh.material.color ? "1" : "0") +
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+ (mesh.material.colors ? "1" : "0") +
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  (mesh.material.cube ? "1" : "0");
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  if (shaders[uniqueName])
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  return shaders[uniqueName].use();
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- var vertexShader = "\n attribute vec4 a_position;\n\n ".concat(mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : '', "\n\n uniform mat4 u_matrix_world;\n uniform mat4 u_matrix_mesh;\n uniform mat4 u_matrix_proporion;\n\n ").concat(mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : '', "\n\n void main(){\n vec4 temp = a_position;\n\n // \u5E94\u7528\u53D8\u6362\u77E9\u9635\uFF1A\u5C4F\u5E55\u6BD4\u8C03\u5E73\u77E9\u9635\u3001\u4E16\u754C\u77E9\u9635\u3001\u7269\u4F53\u77E9\u9635\n temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;\n\n // \u628A\u539F\u751F\u7684WebGL\u4F7F\u7528\u7684\u5DE6\u624B\u5750\u6807\u7CFB\u53D8\u6210\u4E86\u53F3\u624B\u5750\u6807\u7CFB\n temp.z = -1.0 * temp.z;\n\n // \u8868\u793A\u773C\u775B\u8DDD\u79BBvec4(0.0,0.0,1.0)\u7684\u8DDD\u79BB\n float dist = 4.0;\n\n // \u4F7F\u7528\u6295\u5F71\u76F4\u63A5\u8BA1\u7B97\n // \u4E3A\u4FDD\u8BC1\u7EB9\u7406\u548C\u76F8\u5BF9\u4F4D\u7F6E\u6B63\u786E\n // x\u3001y\u3001z\u7684\u6539\u53D8\u6EE1\u8DB3\u7EBF\u6027\u53D8\u6362\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : '', "\n ").concat(mesh.material.image ? 'v_textcoord = a_textcoord;' : '', "\n }\n ");
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- var fragmentShader = "\n precision mediump float;\n\n ".concat(mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : '', "\n ").concat(mesh.material.color ? 'uniform vec4 u_color;' : '', "\n ").concat(mesh.material.cube ? 'uniform samplerCube u_texture;' : '', "\n ").concat(mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : '', "\n\n void main(){\n ").concat(mesh.material.color ? 'gl_FragColor = u_color;' : '', "\n ").concat(mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : '', "\n ").concat(mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : '', "\n }\n ");
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+ var vertexShader = "\n attribute vec4 a_position;\n\n ".concat(mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : '', "\n\n uniform mat4 u_matrix_world;\n uniform mat4 u_matrix_mesh;\n uniform mat4 u_matrix_proporion;\n\n ").concat(mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : '', "\n\n ").concat(mesh.material.colors ? 'attribute vec4 a_color;varying vec4 v_color;' : '', "\n\n void main(){\n vec4 temp = a_position;\n\n // \u5E94\u7528\u53D8\u6362\u77E9\u9635\uFF1A\u5C4F\u5E55\u6BD4\u8C03\u5E73\u77E9\u9635\u3001\u4E16\u754C\u77E9\u9635\u3001\u7269\u4F53\u77E9\u9635\n temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;\n\n // \u628A\u539F\u751F\u7684WebGL\u4F7F\u7528\u7684\u5DE6\u624B\u5750\u6807\u7CFB\u53D8\u6210\u4E86\u53F3\u624B\u5750\u6807\u7CFB\n temp.z = -1.0 * temp.z;\n\n // \u8868\u793A\u773C\u775B\u8DDD\u79BBvec4(0.0,0.0,1.0)\u7684\u8DDD\u79BB\n float dist = 4.0;\n\n // \u4F7F\u7528\u6295\u5F71\u76F4\u63A5\u8BA1\u7B97\n // \u4E3A\u4FDD\u8BC1\u7EB9\u7406\u548C\u76F8\u5BF9\u4F4D\u7F6E\u6B63\u786E\n // x\u3001y\u3001z\u7684\u6539\u53D8\u6EE1\u8DB3\u7EBF\u6027\u53D8\u6362\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : '', "\n ").concat(mesh.material.image ? 'v_textcoord = a_textcoord;' : '', "\n ").concat(mesh.material.colors ? 'v_color=a_color;' : '', "\n }\n ");
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+ var fragmentShader = "\n precision mediump float;\n\n ".concat(mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : '', "\n ").concat(mesh.material.color ? 'uniform vec4 u_color;' : '', "\n ").concat(mesh.material.cube ? 'uniform samplerCube u_texture;' : '', "\n ").concat(mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : '', "\n ").concat(mesh.material.colors ? 'varying vec4 v_color;' : '', "\n\n void main(){\n ").concat(mesh.material.color ? 'gl_FragColor = u_color;' : '', "\n ").concat(mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : '', "\n ").concat(mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : '', "\n ").concat(mesh.material.colors ? 'gl_FragColor=v_color;' : '', "\n }\n ");
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  var shader = new ShaderObject(painter).compile(vertexShader, fragmentShader).use();
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  shaders[uniqueName] = shader;
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  return shader;
@@ -378,18 +375,23 @@
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  var shader = getShader(type, painter, mesh);
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  new BufferObject(painter).use()
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  .write(mesh.geometry.attributes.position.array)
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- .divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, 3, 0);
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+ .divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, mesh.geometry.attributes.position.itemSize, 0);
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  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_world"), false, globalWorld.matrix);
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  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_proporion"), false, globalWorld.proporion);
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  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_mesh"), false, meshWorld.matrix);
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  if (mesh.geometry.attributes.normal) {
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  new BufferObject(painter).use()
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  .write(mesh.geometry.attributes.normal.array)
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- .divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, 3, 0);
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+ .divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, mesh.geometry.attributes.normal.itemSize, 0);
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  }
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  if ("color" in mesh.material) {
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  painter.uniform4f(painter.getUniformLocation(shader.program, "u_color"), mesh.material.color.r, mesh.material.color.g, mesh.material.color.b, mesh.material.color.alpha);
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  }
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+ if ("colors" in mesh.material) {
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+ new BufferObject(painter).use()
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+ .write(mesh.material.colors.array)
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+ .divide(painter.getAttribLocation(shader.program, "a_color"), mesh.material.colors.itemSize, mesh.material.colors.itemSize, 0);
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+ }
393
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  else if ("cube" in mesh.material) {
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  var size = mesh.material.cube.right.image.value.width;
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  getTexture(type, painter, 'cube').useCube([
@@ -550,6 +552,9 @@
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  if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
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  mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array);
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  }
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+ if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
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+ mesh.material.colors.array = new Float32Array(mesh.material.colors.array);
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+ }
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  }
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  this.__scene.children.push(object3D);
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  this.draw(object3D);
@@ -1,15 +1,11 @@
1
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  /*!
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- * VISLite JavaScript Library v0.3.0-alpha.0
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+ * VISLite JavaScript Library v0.3.0-alpha.1
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  * git+https://github.com/oi-contrib/VISLite.git
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  *
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  * Copyright zxl20070701
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  * Released under the MIT license
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  * https://zxl20070701.github.io/notebook/home.html
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  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
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- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
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  */
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- var t,e;t=this,e=function(){"use strict";var t=function(e,r){return t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)Object.prototype.hasOwnProperty.call(e,r)&&(t[r]=e[r])},t(e,r)};function e(t,e,r){if(r||2===arguments.length)for(var i,n=0,o=e.length;n<o;n++)!i&&n in e||(i||(i=Array.prototype.slice.call(e,0,n)),i[n]=e[n]);return t.concat(i||Array.prototype.slice.call(e))}function r(t,e,r){void 0===r&&(r={});for(var i=["webgl","experimental-webgl","webkit-3d","moz-webgl"],n=null,o=0;o<i.length;o++){try{n=t.getContext(i[o],r)}catch(t){}if(n)break}if(!n)throw new Error("Non canvas or browser does not support webgl.");var a=n.canvas.width,_=n.canvas.height,u=a*e,s=_*e;return n.viewport(.5*(a-u),.5*(_-s),u,s),n.depthFunc(n.LEQUAL),n.enable(n.DEPTH_TEST),n}function i(t){var e=t.drawingBufferWidth,r=t.drawingBufferHeight,i=new Uint8Array(4*e*r);return t.readPixels(0,0,e,r,t.RGBA,t.UNSIGNED_BYTE,i),function(t,n){return"rgba("+i[4*((n=r-n)*e+t)]+","+i[4*(n*e+t)+1]+","+i[4*(n*e+t)+2]+","+i[4*(n*e+t)+3]+")"}}var n=function(t,e){for(var r=[],i=0;i<4;i++)for(var n=0;n<e.length/4;n++)r[4*n+i]=t[i]*e[4*n]+t[i+4]*e[4*n+1]+t[i+8]*e[4*n+2]+t[i+12]*e[4*n+3];return r},o=function(){function t(t){void 0===t&&(t=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]),this.name="Matrix4",this.__matrix4=t}return t.prototype.move=function(t,e,r,i){return void 0===i&&(i=0),this.__matrix4=n(function(t,e,r,i){void 0===i&&(i=0);var n=Math.sqrt(e*e+r*r+i*i);return[1,0,0,0,0,1,0,0,0,0,1,0,e*t/n,r*t/n,i*t/n,1]}(t,e,r,i),this.__matrix4),this},t.prototype.rotate=function(t,e,r,i,o,a,_){var u=function(t,e,r,i,n,o){if("number"==typeof t&&"number"==typeof e){if("number"!=typeof r?(r=0,i=t,n=e,o=1):"number"==typeof i&&"number"==typeof n&&"number"==typeof o||(i=t,n=e,o=r,t=0,e=0,r=0),t==i&&e==n&&r==o)throw new Error("It's not a legitimate ray!");var a=Math.sqrt((i-t)*(i-t)+(n-e)*(n-e)),_=0!=a?(n-e)/a:1,u=0!=a?(i-t)/a:0,s=(i-t)*u+(n-e)*_,m=o-r,c=Math.sqrt(s*s+m*m),l=0!=c?m/c:1,h=0!=c?s/c:0;return[[_,l*u,u*h,0,-u,_*l,_*h,0,0,-h,l,0,e*u-t*_,r*h-t*u*l-e*_*l,-t*u*h-e*_*h-r*l,1],[_,-u,0,0,l*u,l*_,-h,0,u*h,_*h,l,0,t,e,r,1]]}throw new Error("a1 and b1 is required!")}(e,r,i,o,a,_);return this.__matrix4=n(n(n(u[1],function(t){var e=Math.sin(t),r=Math.cos(t);return[r,e,0,0,-e,r,0,0,0,0,1,0,0,0,0,1]}(t)),u[0]),this.__matrix4),this},t.prototype.scale=function(t,e,r,i,o,a){return void 0===i&&(i=0),void 0===o&&(o=0),void 0===a&&(a=0),this.__matrix4=n(function(t,e,r,i,n,o){return void 0===i&&(i=0),void 0===n&&(n=0),void 0===o&&(o=0),[t,0,0,0,0,e,0,0,0,0,r,0,i-i*t,n-n*e,o-o*r,1]}(t,e,r,i,o,a),this.__matrix4),this},t.prototype.multiply=function(t,e){return void 0===e&&(e=!1),this.__matrix4=e?n(this.__matrix4,t):n(t,this.__matrix4),this},t.prototype.use=function(t,e,r,i){return void 0===r&&(r=0),void 0===i&&(i=1),n(this.__matrix4,[t,e,r,i])},t.prototype.value=function(){return this.__matrix4},t}(),a=function(){function t(t,e){void 0===e&&(e=!1),this.__painter=t,this.__isElement=e,this.__buffer=function(t){return t.createBuffer()}(t),this.__type=e?t.ELEMENT_ARRAY_BUFFER:t.ARRAY_BUFFER}return t.prototype.use=function(){return this.__painter.bindBuffer(this.__type,this.__buffer),this},t.prototype.write=function(t){return function(t,e,r,i){var n=r?t.ELEMENT_ARRAY_BUFFER:t.ARRAY_BUFFER;t.bufferData(n,e,i)}(this.__painter,t,this.__isElement,this.__painter.STATIC_DRAW),this.__fsize=t.BYTES_PER_ELEMENT,this},t.prototype.divide=function(t,e,r,i){return void 0===i&&(i=0),function(t,e,r,i,n,o,a){t.vertexAttribPointer(e,r,i,a,n,o),t.enableVertexAttribArray(e)}(this.__painter,t,e,this.__painter.FLOAT,r*this.__fsize,i*this.__fsize,!1),this},t}(),_=function(){function t(t,e,r){void 0===r&&(r=0),this.__painter=t,this.__type={"2d":t.TEXTURE_2D,cube:t.TEXTURE_CUBE_MAP}[e],this.__texture=function(t,e,r){var i=t.createTexture();return e==t.TEXTURE_2D&&t.activeTexture(t["TEXTURE"+r]),t.bindTexture(e,i),i}(t,this.__type,r),t.texParameteri(this.__type,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(this.__type,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texParameteri(this.__type,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(this.__type,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE)}return t.prototype.useImage=function(t){return function(t,e,r,i,n,o){t.texImage2D(e,r,i,i,n,o)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,t),this},t.prototype.useCube=function(t,e,r){return function(t,e,r,i,n,o,a,_,u){for(var s,m=[t.TEXTURE_CUBE_MAP_POSITIVE_X,t.TEXTURE_CUBE_MAP_NEGATIVE_X,t.TEXTURE_CUBE_MAP_POSITIVE_Y,t.TEXTURE_CUBE_MAP_NEGATIVE_Y,t.TEXTURE_CUBE_MAP_POSITIVE_Z,t.TEXTURE_CUBE_MAP_NEGATIVE_Z],c=0;c<m.length;c++)o[c]&&(s=m[c],t.texImage2D(s,r,i,a,_,0,i,n,null),t.bindTexture(e,u),t.texImage2D(s,r,i,i,n,o[c]));t.generateMipmap(e)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,t,e,r,this.__texture),this},t}(),u={};function s(t,e,r){var i=t+"-"+r;return u[i]||(u[i]=new _(e,r)),u[i]}var m=function(t,e,r){var i=t.createShader(e);if(null==i)throw new Error("Unable to create shader!");if(t.shaderSource(i,r),t.compileShader(i),!t.getShaderParameter(i,t.COMPILE_STATUS))throw new Error("Failed to compile shader:"+t.getShaderInfoLog(i));return i},c=function(){function t(t){this.__painter=t}return t.prototype.use=function(){return this.__painter.useProgram(this.program),this},t.prototype.compile=function(t,e){return this.program=function(t,e,r){var 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temp.z;\n\n // 表示眼睛距离vec4(0.0,0.0,1.0)的距离\n float dist = 4.0;\n\n // 使用投影直接计算\n // 为保证纹理和相对位置正确\n // x、y、z的改变满足线性变换\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(r.geometry.attributes.normal?"v_normal = normalize(vec3(a_normal));":"","\n ").concat(r.material.image?"v_textcoord = a_textcoord;":"","\n }\n "),o="\n precision mediump float;\n\n ".concat(r.geometry.attributes.normal?"varying vec3 v_normal;":"","\n ").concat(r.material.color?"uniform vec4 u_color;":"","\n ").concat(r.material.cube?"uniform samplerCube u_texture;":"","\n ").concat(r.material.image?"uniform sampler2D u_sampler;varying vec2 v_textcoord;":"","\n\n void main(){\n ").concat(r.material.color?"gl_FragColor = u_color;":"","\n ").concat(r.material.cube?"gl_FragColor = textureCube(u_texture,normalize(v_normal));":"","\n ").concat(r.material.image?"gl_FragColor = texture2D(u_sampler,v_textcoord);":"","\n }\n "),a=new c(e).compile(n,o).use();return l[i]=a,a}(t,e,r);if(new a(e).use().write(r.geometry.attributes.position.array).divide(e.getAttribLocation(o.program,"a_position"),r.geometry.attributes.position.itemSize,3,0),e.uniformMatrix4fv(e.getUniformLocation(o.program,"u_matrix_world"),!1,n.matrix),e.uniformMatrix4fv(e.getUniformLocation(o.program,"u_matrix_proporion"),!1,n.proporion),e.uniformMatrix4fv(e.getUniformLocation(o.program,"u_matrix_mesh"),!1,i.matrix),r.geometry.attributes.normal&&new a(e).use().write(r.geometry.attributes.normal.array).divide(e.getAttribLocation(o.program,"a_normal"),r.geometry.attributes.normal.itemSize,3,0),"color"in r.material)e.uniform4f(e.getUniformLocation(o.program,"u_color"),r.material.color.r,r.material.color.g,r.material.color.b,r.material.color.alpha);else if("cube"in r.material){var _=r.material.cube.right.image.value.width;s(t,e,"cube").useCube([r.material.cube.right.image.value,r.material.cube.left.image.value,r.material.cube.top.image.value,r.material.cube.bottom.image.value,r.material.cube.far.image.value,r.material.cube.near.image.value],_,_)}else"image"in r.material&&(e.uniform1i(e.getUniformLocation(o.program,"u_sampler"),0),new a(e).use().write(r.geometry.attributes.uv.array).divide(e.getAttribLocation(o.program,"a_textcoord"),r.geometry.attributes.uv.itemSize,2,0),s(t,e,"2d").useImage(r.material.image.value));r.geometry.index?(new a(e,!0).use().write(r.geometry.index.array),e.drawElements(e[r.geometry.type],r.geometry.index.count,e.UNSIGNED_BYTE,0)):e.drawArrays(e[r.geometry.type],0,r.geometry.attributes.position.count)}var p=!1,g=function(){function t(t,e){this.name="WebGL",this.__getColor=function(t,e){return"rgba(0,0,0,1)"},this.__regionList={},this.__regionAssemble=function(t,e,r,i){for(var n=[],o=0;o<i;o++)n[o]=t;return function(){for(var o=0;o<i;o++){if(n[o]<e){n[o]=+(n[o]+r).toFixed(7);break}o<i-1&&(n[o]=t)}return n}}(0,1,.2,3),this.__regionName="",this.__regionColor=[0,0,0,1],this.__scene={children:[],matrix:new o([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,10])},this.__unique=(new Date).valueOf(),this.painter=r(t,10),this.__regionPainter=r(e,10,{});var i=this.painter.canvas.width/this.painter.canvas.height,n=1,a=1;i>1?n=1/i:a=i;var _=Math.min(n,a);this.__proporion=[n,0,0,0,0,a,0,0,0,0,_,0,0,0,0,1]}return t.prototype.matrix=function(t){return new o(t)},t.prototype.getMatrix=function(){return this.__scene.matrix},t.prototype.getObject3D=function(){return this.__scene.children},t.prototype.review=function(t){void 0===t&&(t=!1),t?(this.__regionPainter.clearColor(1,1,1,1),this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)):(this.painter.clearColor(1,1,1,1),this.painter.clear(this.painter.COLOR_BUFFER_BIT));for(var e=0;e<this.__scene.children.length;e++)this.draw(this.__scene.children[e],t);return this},t.prototype.draw=function(t,e){void 0===e&&(e=!1),e||(p=!0);var r={matrix:t.matrix.value()},n={matrix:this.__scene.matrix.value(),proporion:this.__proporion};this.setRegion(t.region);for(var o=0;o<t.mesh.length;o++)e?(h("painter"+this.__unique,this.__regionPainter,{geometry:t.mesh[o].geometry,material:{color:{r:this.__regionColor[0],g:this.__regionColor[1],b:this.__regionColor[2],alpha:this.__regionColor[3]}}},r,n),this.__getColor=i(this.__regionPainter)):h("region"+this.__unique,this.painter,t.mesh[o],r,n)},t.prototype.render=function(t){"matrix"in t||(t.matrix=new o),"region"in t||(t.region="");for(var e=0;e<t.mesh.length;e++){var r=t.mesh[e];r.geometry.attributes.normal&&Array.isArray(r.geometry.attributes.normal.array)&&(r.geometry.attributes.normal.array=new Float32Array(r.geometry.attributes.normal.array)),r.geometry.attributes.position&&Array.isArray(r.geometry.attributes.position.array)&&(r.geometry.attributes.position.array=new Float32Array(r.geometry.attributes.position.array)),r.geometry.attributes.uv&&Array.isArray(r.geometry.attributes.uv.array)&&(r.geometry.attributes.uv.array=new Float32Array(r.geometry.attributes.uv.array)),r.geometry.index&&Array.isArray(r.geometry.index.array)&&(r.geometry.index.array=new Uint8Array(r.geometry.index.array))}this.__scene.children.push(t),this.draw(t)},t.prototype.setRegion=function(t){return this.__regionName=t+"",t?(null==this.__regionList[t]&&(this.__regionList[t]=e(e([],this.__regionAssemble(),!0),[1],!1)),this.__regionColor=this.__regionList[t]):this.__regionColor=[0,0,0,1],this},t.prototype.getRegion=function(t,e){var r=this;return p&&this.review(!0),p=!1,new Promise((function(i,n){var o=r.__getColor(t,e);for(var a in r.__regionList){var _=r.__regionList[a];if("rgba("+255*_[0]+","+255*_[1]+","+255*_[2]+","+255*_[3]+")"==o){i(a);break}}i("")}))},t}();return function(e){function r(t){if(!t)throw new Error("VISLite WebGL:The mount point requires an HTMLElement type 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t.readPixels(0,0,r,e,t.RGBA,t.UNSIGNED_BYTE,i),function(t,o){return"rgba("+i[4*((o=e-o)*r+t)]+","+i[4*(o*r+t)+1]+","+i[4*(o*r+t)+2]+","+i[4*(o*r+t)+3]+")"}}var o=function(t,r){for(var e=[],i=0;i<4;i++)for(var o=0;o<r.length/4;o++)e[4*o+i]=t[i]*r[4*o]+t[i+4]*r[4*o+1]+t[i+8]*r[4*o+2]+t[i+12]*r[4*o+3];return e},a=function(){function t(t){void 0===t&&(t=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]),this.name="Matrix4",this.__matrix4=t}return t.prototype.move=function(t,r,e,i){return void 0===i&&(i=0),this.__matrix4=o(function(t,r,e,i){void 0===i&&(i=0);var o=Math.sqrt(r*r+e*e+i*i);return[1,0,0,0,0,1,0,0,0,0,1,0,r*t/o,e*t/o,i*t/o,1]}(t,r,e,i),this.__matrix4),this},t.prototype.rotate=function(t,r,e,i,a,n,_){var s=function(t,r,e,i,o,a){if("number"==typeof t&&"number"==typeof r){if("number"!=typeof e?(e=0,i=t,o=r,a=1):"number"==typeof i&&"number"==typeof o&&"number"==typeof a||(i=t,o=r,a=e,t=0,r=0,e=0),t==i&&r==o&&e==a)throw new Error("It's not a legitimate ray!");var n=Math.sqrt((i-t)*(i-t)+(o-r)*(o-r)),_=0!=n?(o-r)/n:1,s=0!=n?(i-t)/n:0,u=(i-t)*s+(o-r)*_,m=a-e,c=Math.sqrt(u*u+m*m),l=0!=c?m/c:1,h=0!=c?u/c:0;return[[_,l*s,s*h,0,-s,_*l,_*h,0,0,-h,l,0,r*s-t*_,e*h-t*s*l-r*_*l,-t*s*h-r*_*h-e*l,1],[_,-s,0,0,l*s,l*_,-h,0,s*h,_*h,l,0,t,r,e,1]]}throw new Error("a1 and b1 is required!")}(r,e,i,a,n,_);return this.__matrix4=o(o(o(s[1],function(t){var r=Math.sin(t),e=Math.cos(t);return[e,r,0,0,-r,e,0,0,0,0,1,0,0,0,0,1]}(t)),s[0]),this.__matrix4),this},t.prototype.scale=function(t,r,e,i,a,n){return void 0===i&&(i=0),void 0===a&&(a=0),void 0===n&&(n=0),this.__matrix4=o(function(t,r,e,i,o,a){return void 0===i&&(i=0),void 0===o&&(o=0),void 0===a&&(a=0),[t,0,0,0,0,r,0,0,0,0,e,0,i-i*t,o-o*r,a-a*e,1]}(t,r,e,i,a,n),this.__matrix4),this},t.prototype.multiply=function(t,r){return void 0===r&&(r=!1),this.__matrix4=r?o(this.__matrix4,t):o(t,this.__matrix4),this},t.prototype.use=function(t,r,e,i){return void 0===e&&(e=0),void 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0===e&&(e=0),this.__painter=t,this.__type={"2d":t.TEXTURE_2D,cube:t.TEXTURE_CUBE_MAP}[r],this.__texture=function(t,r,e){var i=t.createTexture();return r==t.TEXTURE_2D&&t.activeTexture(t["TEXTURE"+e]),t.bindTexture(r,i),i}(t,this.__type,e),t.texParameteri(this.__type,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(this.__type,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texParameteri(this.__type,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(this.__type,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE)}return t.prototype.useImage=function(t){return function(t,r,e,i,o,a){t.texImage2D(r,e,i,i,o,a)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,t),this},t.prototype.useCube=function(t,r,e){return function(t,r,e,i,o,a,n,_,s){for(var u,m=[t.TEXTURE_CUBE_MAP_POSITIVE_X,t.TEXTURE_CUBE_MAP_NEGATIVE_X,t.TEXTURE_CUBE_MAP_POSITIVE_Y,t.TEXTURE_CUBE_MAP_NEGATIVE_Y,t.TEXTURE_CUBE_MAP_POSITIVE_Z,t.TEXTURE_CUBE_MAP_NEGATIVE_Z],c=0;c<m.length;c++)a[c]&&(u=m[c],t.texImage2D(u,e,i,n,_,0,i,o,null),t.bindTexture(r,s),t.texImage2D(u,e,i,i,o,a[c]));t.generateMipmap(r)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,t,r,e,this.__texture),this},t}(),s={};function u(t,r,e){var i=t+"-"+e;return s[i]||(s[i]=new _(r,e)),s[i]}var m=function(t,r,e){var i=t.createShader(r);if(null==i)throw new Error("Unable to create shader!");if(t.shaderSource(i,e),t.compileShader(i),!t.getShaderParameter(i,t.COMPILE_STATUS))throw new Error("Failed to compile shader:"+t.getShaderInfoLog(i));return i},c=function(){function t(t){this.__painter=t}return t.prototype.use=function(){return this.__painter.useProgram(this.program),this},t.prototype.compile=function(t,r){return this.program=function(t,r,e){var i=m(t,t.VERTEX_SHADER,r),o=m(t,t.FRAGMENT_SHADER,e),a=t.createProgram();if(t.attachShader(a,i),t.attachShader(a,o),t.linkProgram(a),!t.getProgramParameter(a,t.LINK_STATUS))throw new Error("Failed to link program: "+t.getProgramInfoLog(a));return a}(this.__painter,t,r),this},t}(),l={};function h(t,r,e,i,o){var a=function(t,r,e){var i=t+(e.geometry.attributes.normal?"1":"0")+(e.material.image?"1":"0")+(e.material.color?"1":"0")+(e.material.colors?"1":"0")+(e.material.cube?"1":"0");if(l[i])return l[i].use();var o="\n attribute vec4 a_position;\n\n ".concat(e.geometry.attributes.normal?"attribute vec4 a_normal;varying vec3 v_normal;":"","\n\n uniform mat4 u_matrix_world;\n uniform mat4 u_matrix_mesh;\n uniform mat4 u_matrix_proporion;\n\n ").concat(e.material.image?"attribute vec2 a_textcoord;varying vec2 v_textcoord;":"","\n\n ").concat(e.material.colors?"attribute vec4 a_color;varying vec4 v_color;":"","\n\n void main(){\n vec4 temp = a_position;\n\n // 应用变换矩阵:屏幕比调平矩阵、世界矩阵、物体矩阵\n temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;\n\n // 把原生的WebGL使用的左手坐标系变成了右手坐标系\n temp.z = -1.0 * temp.z;\n\n // 表示眼睛距离vec4(0.0,0.0,1.0)的距离\n float dist = 4.0;\n\n // 使用投影直接计算\n // 为保证纹理和相对位置正确\n // x、y、z的改变满足线性变换\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(e.geometry.attributes.normal?"v_normal = normalize(vec3(a_normal));":"","\n ").concat(e.material.image?"v_textcoord = a_textcoord;":"","\n ").concat(e.material.colors?"v_color=a_color;":"","\n }\n "),a="\n precision mediump float;\n\n ".concat(e.geometry.attributes.normal?"varying vec3 v_normal;":"","\n ").concat(e.material.color?"uniform vec4 u_color;":"","\n ").concat(e.material.cube?"uniform samplerCube u_texture;":"","\n ").concat(e.material.image?"uniform sampler2D u_sampler;varying vec2 v_textcoord;":"","\n ").concat(e.material.colors?"varying vec4 v_color;":"","\n\n void main(){\n ").concat(e.material.color?"gl_FragColor = u_color;":"","\n ").concat(e.material.cube?"gl_FragColor = textureCube(u_texture,normalize(v_normal));":"","\n ").concat(e.material.image?"gl_FragColor = texture2D(u_sampler,v_textcoord);":"","\n ").concat(e.material.colors?"gl_FragColor=v_color;":"","\n }\n "),n=new c(r).compile(o,a).use();return l[i]=n,n}(t,r,e);if(new n(r).use().write(e.geometry.attributes.position.array).divide(r.getAttribLocation(a.program,"a_position"),e.geometry.attributes.position.itemSize,e.geometry.attributes.position.itemSize,0),r.uniformMatrix4fv(r.getUniformLocation(a.program,"u_matrix_world"),!1,o.matrix),r.uniformMatrix4fv(r.getUniformLocation(a.program,"u_matrix_proporion"),!1,o.proporion),r.uniformMatrix4fv(r.getUniformLocation(a.program,"u_matrix_mesh"),!1,i.matrix),e.geometry.attributes.normal&&new n(r).use().write(e.geometry.attributes.normal.array).divide(r.getAttribLocation(a.program,"a_normal"),e.geometry.attributes.normal.itemSize,e.geometry.attributes.normal.itemSize,0),"color"in e.material&&r.uniform4f(r.getUniformLocation(a.program,"u_color"),e.material.color.r,e.material.color.g,e.material.color.b,e.material.color.alpha),"colors"in e.material)new n(r).use().write(e.material.colors.array).divide(r.getAttribLocation(a.program,"a_color"),e.material.colors.itemSize,e.material.colors.itemSize,0);else if("cube"in e.material){var _=e.material.cube.right.image.value.width;u(t,r,"cube").useCube([e.material.cube.right.image.value,e.material.cube.left.image.value,e.material.cube.top.image.value,e.material.cube.bottom.image.value,e.material.cube.far.image.value,e.material.cube.near.image.value],_,_)}else"image"in e.material&&(r.uniform1i(r.getUniformLocation(a.program,"u_sampler"),0),new n(r).use().write(e.geometry.attributes.uv.array).divide(r.getAttribLocation(a.program,"a_textcoord"),e.geometry.attributes.uv.itemSize,2,0),u(t,r,"2d").useImage(e.material.image.value));e.geometry.index?(new n(r,!0).use().write(e.geometry.index.array),r.drawElements(r[e.geometry.type],e.geometry.index.count,r.UNSIGNED_BYTE,0)):r.drawArrays(r[e.geometry.type],0,e.geometry.attributes.position.count)}var p=!1,g=function(){function t(t,r){this.name="WebGL",this.__getColor=function(t,r){return"rgba(0,0,0,1)"},this.__regionList={},this.__regionAssemble=function(t,r,e,i){for(var o=[],a=0;a<i;a++)o[a]=t;return function(){for(var a=0;a<i;a++){if(o[a]<r){o[a]=+(o[a]+e).toFixed(7);break}a<i-1&&(o[a]=t)}return o}}(0,1,.2,3),this.__regionName="",this.__regionColor=[0,0,0,1],this.__scene={children:[],matrix:new a([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,10])},this.__unique=(new Date).valueOf(),this.painter=e(t,10),this.__regionPainter=e(r,10,{});var i=this.painter.canvas.width/this.painter.canvas.height,o=1,n=1;i>1?o=1/i:n=i;var _=Math.min(o,n);this.__proporion=[o,0,0,0,0,n,0,0,0,0,_,0,0,0,0,1]}return t.prototype.matrix=function(t){return new a(t)},t.prototype.getMatrix=function(){return this.__scene.matrix},t.prototype.getObject3D=function(){return this.__scene.children},t.prototype.review=function(t){void 0===t&&(t=!1),t?(this.__regionPainter.clearColor(1,1,1,1),this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)):(this.painter.clearColor(1,1,1,1),this.painter.clear(this.painter.COLOR_BUFFER_BIT));for(var r=0;r<this.__scene.children.length;r++)this.draw(this.__scene.children[r],t);return this},t.prototype.draw=function(t,r){void 0===r&&(r=!1),r||(p=!0);var e={matrix:t.matrix.value()},o={matrix:this.__scene.matrix.value(),proporion:this.__proporion};this.setRegion(t.region);for(var a=0;a<t.mesh.length;a++)r?(h("painter"+this.__unique,this.__regionPainter,{geometry:t.mesh[a].geometry,material:{color:{r:this.__regionColor[0],g:this.__regionColor[1],b:this.__regionColor[2],alpha:this.__regionColor[3]}}},e,o),this.__getColor=i(this.__regionPainter)):h("region"+this.__unique,this.painter,t.mesh[a],e,o)},t.prototype.render=function(t){"matrix"in t||(t.matrix=new a),"region"in t||(t.region="");for(var r=0;r<t.mesh.length;r++){var e=t.mesh[r];e.geometry.attributes.normal&&Array.isArray(e.geometry.attributes.normal.array)&&(e.geometry.attributes.normal.array=new Float32Array(e.geometry.attributes.normal.array)),e.geometry.attributes.position&&Array.isArray(e.geometry.attributes.position.array)&&(e.geometry.attributes.position.array=new Float32Array(e.geometry.attributes.position.array)),e.geometry.attributes.uv&&Array.isArray(e.geometry.attributes.uv.array)&&(e.geometry.attributes.uv.array=new Float32Array(e.geometry.attributes.uv.array)),e.geometry.index&&Array.isArray(e.geometry.index.array)&&(e.geometry.index.array=new Uint8Array(e.geometry.index.array)),e.material.colors&&Array.isArray(e.material.colors.array)&&(e.material.colors.array=new Float32Array(e.material.colors.array))}this.__scene.children.push(t),this.draw(t)},t.prototype.setRegion=function(t){return this.__regionName=t+"",t?(null==this.__regionList[t]&&(this.__regionList[t]=r(r([],this.__regionAssemble(),!0),[1],!1)),this.__regionColor=this.__regionList[t]):this.__regionColor=[0,0,0,1],this},t.prototype.getRegion=function(t,r){var e=this;return p&&this.review(!0),p=!1,new Promise((function(i,o){var a=e.__getColor(t,r);for(var n in e.__regionList){var _=e.__regionList[n];if("rgba("+255*_[0]+","+255*_[1]+","+255*_[2]+","+255*_[3]+")"==a){i(n);break}}i("")}))},t}();return function(r){function e(t){if(!t)throw new Error("VISLite WebGL:The mount point requires an HTMLElement type but encountered null.");var e,i,o=t.clientWidth,a=t.clientHeight,n=t;n._vislite_canvas_?(e=n._vislite_canvas_[0],i=n._vislite_canvas_[1]):(i=document.createElement("canvas"),t.appendChild(i),i.style.position="absolute",i.style.zIndex="-1",e=document.createElement("canvas"),t.appendChild(e),n._vislite_canvas_=[e,i],t.setAttribute("vislite","WebGL"));for(var _=0,s=[e,i];_<s.length;_++){var u=s[_];u.style.width=o+"px",u.setAttribute("width",o+""),u.style.height=a+"px",u.setAttribute("height",a+"")}return r.call(this,e,i)||this}return function(r,e){if("function"!=typeof e&&null!==e)throw new TypeError("Class extends value "+String(e)+" is not a constructor or null");function i(){this.constructor=r}t(r,e),r.prototype=null===e?Object.create(e):(i.prototype=e.prototype,new i)}(e,r),e}(g)},"object"==typeof exports&&"undefined"!=typeof module?module.exports=r():"function"==typeof define&&define.amd?define(r):(t="undefined"!=typeof globalThis?globalThis:t||self).VISLite_WebGL=r();
@@ -1,16 +1,12 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  (function (global, factory) {
16
12
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
@@ -1,15 +1,11 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  var e,t;e=this,t=function(){"use strict";var e,t=[];return function(i,n,r){void 0===n&&(n=400),void 0===r&&(r=function(){});var o={timer:function(e,i,n){if(!e)throw new Error("Tick is required!");var r=(new Date).valueOf()+"_"+(1e3*Math.random()).toFixed(0);return t.push({id:r,createTime:new Date,tick:e,duration:i,callback:n}),o.start(),r},start:function(){e||(e=setInterval(o.tick,13))},tick:function(){var e,i,n,r,a,u,f,c=t;for((t=[]).length=0,i=0;i<c.length;i++)e=(a=c[i]).createTime,n=a.tick,u=a.duration,r=a.callback,n(f=(f=(+(new Date).valueOf()-e.valueOf())/u)>1?1:f),f<1&&a.id?t.push(a):r(f);t.length<=0&&o.stop()},stop:function(){e&&(clearInterval(e),e=null)}},a=o.timer((function(e){i(e)}),n,r);return function(){var e;for(e in t)if(t[e].id==a)return void(t[e].id=void 0)}}},"object"==typeof exports&&"undefined"!=typeof module?module.exports=t():"function"==typeof define&&define.amd?define(t):(e="undefined"!=typeof globalThis?globalThis:e||self).VISLite_animation=t();
@@ -1,16 +1,12 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  (function (global, factory) {
16
12
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
@@ -1,15 +1,11 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  var e,t;e=this,t=function(){"use strict";return function(e,t){void 0===t&&(t=1);var r=["rgba(84,112,198,"+t+")","rgba(145,204,117,"+t+")","rgba(250,200,88,"+t+")","rgba(238,102,102,"+t+")","rgba(115,192,222,"+t+")","rgba(59,162,114,"+t+")","rgba(252,132,82,"+t+")","rgba(154,96,180,"+t+")","rgba(234,124,204,"+t+")"],n=[];if(e<=r.length)return r;if(e%r.length==0)for(var o=0;o<e/r.length;o++)n=n.concat(r);else{for(var a=1;a<e/r.length;a++)n=n.concat(r);if(e%r.length==1)n=n.concat(r[4]);else for(var f=0;f<e%r.length;f++)n=n.concat(r[f])}return n}},"object"==typeof exports&&"undefined"!=typeof module?module.exports=t():"function"==typeof define&&define.amd?define(t):(e="undefined"!=typeof globalThis?globalThis:e||self).VISLite_getLoopColors=t();
package/lib/index.umd.js CHANGED
@@ -1,16 +1,12 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  (function (global, factory) {
16
12
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
@@ -71,9 +67,20 @@
71
67
  if (points[flag][0] <= points[flag - 1][0])
72
68
  throw new Error('The point position should be increamented!');
73
69
  this.__HS.x[flag] = points[flag][0];
74
- temp = flag < points.length - 1 ?
75
- (points[flag + 1][1] - points[flag - 1][1]) / (points[flag + 1][0] - points[flag - 1][0]) :
76
- (points[flag][1] - points[flag - 1][1]) / (points[flag][0] - points[flag - 1][0]);
70
+ if (flag < points.length - 1) {
71
+ if ((points[flag + 1][1] > points[flag][1] && points[flag - 1][1] > points[flag][1]) ||
72
+ (points[flag + 1][1] < points[flag][1] && points[flag - 1][1] < points[flag][1]) ||
73
+ points[flag + 1][1] == points[flag][1] ||
74
+ points[flag - 1][1] == points[flag][1]) {
75
+ temp = 0;
76
+ }
77
+ else {
78
+ temp = (points[flag + 1][1] - points[flag - 1][1]) / (points[flag + 1][0] - points[flag - 1][0]);
79
+ }
80
+ }
81
+ else {
82
+ temp = (points[flag][1] - points[flag - 1][1]) / (points[flag][0] - points[flag - 1][0]);
83
+ }
77
84
  this.__HS.h[flag - 1] = new Hermite((1 - this.__t) * 0.5).setP(points[flag - 1][0], points[flag - 1][1], points[flag][0], points[flag][1], slope, temp);
78
85
  slope = temp;
79
86
  }
@@ -1570,11 +1577,12 @@
1570
1577
  (mesh.geometry.attributes.normal ? "1" : "0") +
1571
1578
  (mesh.material.image ? "1" : "0") +
1572
1579
  (mesh.material.color ? "1" : "0") +
1580
+ (mesh.material.colors ? "1" : "0") +
1573
1581
  (mesh.material.cube ? "1" : "0");
1574
1582
  if (shaders[uniqueName])
1575
1583
  return shaders[uniqueName].use();
1576
- var vertexShader = "\n attribute vec4 a_position;\n\n ".concat(mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : '', "\n\n uniform mat4 u_matrix_world;\n uniform mat4 u_matrix_mesh;\n uniform mat4 u_matrix_proporion;\n\n ").concat(mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : '', "\n\n void main(){\n vec4 temp = a_position;\n\n // \u5E94\u7528\u53D8\u6362\u77E9\u9635\uFF1A\u5C4F\u5E55\u6BD4\u8C03\u5E73\u77E9\u9635\u3001\u4E16\u754C\u77E9\u9635\u3001\u7269\u4F53\u77E9\u9635\n temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;\n\n // \u628A\u539F\u751F\u7684WebGL\u4F7F\u7528\u7684\u5DE6\u624B\u5750\u6807\u7CFB\u53D8\u6210\u4E86\u53F3\u624B\u5750\u6807\u7CFB\n temp.z = -1.0 * temp.z;\n\n // \u8868\u793A\u773C\u775B\u8DDD\u79BBvec4(0.0,0.0,1.0)\u7684\u8DDD\u79BB\n float dist = 4.0;\n\n // \u4F7F\u7528\u6295\u5F71\u76F4\u63A5\u8BA1\u7B97\n // \u4E3A\u4FDD\u8BC1\u7EB9\u7406\u548C\u76F8\u5BF9\u4F4D\u7F6E\u6B63\u786E\n // x\u3001y\u3001z\u7684\u6539\u53D8\u6EE1\u8DB3\u7EBF\u6027\u53D8\u6362\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : '', "\n ").concat(mesh.material.image ? 'v_textcoord = a_textcoord;' : '', "\n }\n ");
1577
- var fragmentShader = "\n precision mediump float;\n\n ".concat(mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : '', "\n ").concat(mesh.material.color ? 'uniform vec4 u_color;' : '', "\n ").concat(mesh.material.cube ? 'uniform samplerCube u_texture;' : '', "\n ").concat(mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : '', "\n\n void main(){\n ").concat(mesh.material.color ? 'gl_FragColor = u_color;' : '', "\n ").concat(mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : '', "\n ").concat(mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : '', "\n }\n ");
1584
+ var vertexShader = "\n attribute vec4 a_position;\n\n ".concat(mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : '', "\n\n uniform mat4 u_matrix_world;\n uniform mat4 u_matrix_mesh;\n uniform mat4 u_matrix_proporion;\n\n ").concat(mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : '', "\n\n ").concat(mesh.material.colors ? 'attribute vec4 a_color;varying vec4 v_color;' : '', "\n\n void main(){\n vec4 temp = a_position;\n\n // \u5E94\u7528\u53D8\u6362\u77E9\u9635\uFF1A\u5C4F\u5E55\u6BD4\u8C03\u5E73\u77E9\u9635\u3001\u4E16\u754C\u77E9\u9635\u3001\u7269\u4F53\u77E9\u9635\n temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;\n\n // \u628A\u539F\u751F\u7684WebGL\u4F7F\u7528\u7684\u5DE6\u624B\u5750\u6807\u7CFB\u53D8\u6210\u4E86\u53F3\u624B\u5750\u6807\u7CFB\n temp.z = -1.0 * temp.z;\n\n // \u8868\u793A\u773C\u775B\u8DDD\u79BBvec4(0.0,0.0,1.0)\u7684\u8DDD\u79BB\n float dist = 4.0;\n\n // \u4F7F\u7528\u6295\u5F71\u76F4\u63A5\u8BA1\u7B97\n // \u4E3A\u4FDD\u8BC1\u7EB9\u7406\u548C\u76F8\u5BF9\u4F4D\u7F6E\u6B63\u786E\n // x\u3001y\u3001z\u7684\u6539\u53D8\u6EE1\u8DB3\u7EBF\u6027\u53D8\u6362\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\n\n ").concat(mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : '', "\n ").concat(mesh.material.image ? 'v_textcoord = a_textcoord;' : '', "\n ").concat(mesh.material.colors ? 'v_color=a_color;' : '', "\n }\n ");
1585
+ var fragmentShader = "\n precision mediump float;\n\n ".concat(mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : '', "\n ").concat(mesh.material.color ? 'uniform vec4 u_color;' : '', "\n ").concat(mesh.material.cube ? 'uniform samplerCube u_texture;' : '', "\n ").concat(mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : '', "\n ").concat(mesh.material.colors ? 'varying vec4 v_color;' : '', "\n\n void main(){\n ").concat(mesh.material.color ? 'gl_FragColor = u_color;' : '', "\n ").concat(mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : '', "\n ").concat(mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : '', "\n ").concat(mesh.material.colors ? 'gl_FragColor=v_color;' : '', "\n }\n ");
1578
1586
  var shader = new ShaderObject(painter).compile(vertexShader, fragmentShader).use();
1579
1587
  shaders[uniqueName] = shader;
1580
1588
  return shader;
@@ -1584,18 +1592,23 @@
1584
1592
  var shader = getShader(type, painter, mesh);
1585
1593
  new BufferObject(painter).use()
1586
1594
  .write(mesh.geometry.attributes.position.array)
1587
- .divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, 3, 0);
1595
+ .divide(painter.getAttribLocation(shader.program, "a_position"), mesh.geometry.attributes.position.itemSize, mesh.geometry.attributes.position.itemSize, 0);
1588
1596
  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_world"), false, globalWorld.matrix);
1589
1597
  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_proporion"), false, globalWorld.proporion);
1590
1598
  painter.uniformMatrix4fv(painter.getUniformLocation(shader.program, "u_matrix_mesh"), false, meshWorld.matrix);
1591
1599
  if (mesh.geometry.attributes.normal) {
1592
1600
  new BufferObject(painter).use()
1593
1601
  .write(mesh.geometry.attributes.normal.array)
1594
- .divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, 3, 0);
1602
+ .divide(painter.getAttribLocation(shader.program, "a_normal"), mesh.geometry.attributes.normal.itemSize, mesh.geometry.attributes.normal.itemSize, 0);
1595
1603
  }
1596
1604
  if ("color" in mesh.material) {
1597
1605
  painter.uniform4f(painter.getUniformLocation(shader.program, "u_color"), mesh.material.color.r, mesh.material.color.g, mesh.material.color.b, mesh.material.color.alpha);
1598
1606
  }
1607
+ if ("colors" in mesh.material) {
1608
+ new BufferObject(painter).use()
1609
+ .write(mesh.material.colors.array)
1610
+ .divide(painter.getAttribLocation(shader.program, "a_color"), mesh.material.colors.itemSize, mesh.material.colors.itemSize, 0);
1611
+ }
1599
1612
  else if ("cube" in mesh.material) {
1600
1613
  var size = mesh.material.cube.right.image.value.width;
1601
1614
  getTexture(type, painter, 'cube').useCube([
@@ -1738,6 +1751,9 @@
1738
1751
  if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
1739
1752
  mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array);
1740
1753
  }
1754
+ if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
1755
+ mesh.material.colors.array = new Float32Array(mesh.material.colors.array);
1756
+ }
1741
1757
  }
1742
1758
  this.__scene.children.push(object3D);
1743
1759
  this.draw(object3D);
@@ -1,15 +1,11 @@
1
1
  /*!
2
- * VISLite JavaScript Library v0.3.0-alpha.0
2
+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
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1
1
  /*!
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- * VISLite JavaScript Library v0.3.0-alpha.0
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+ * VISLite JavaScript Library v0.3.0-alpha.1
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3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
  (function (global, factory) {
16
12
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
@@ -1,15 +1,11 @@
1
1
  /*!
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- * VISLite JavaScript Library v0.3.0-alpha.0
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+ * VISLite JavaScript Library v0.3.0-alpha.1
3
3
  * git+https://github.com/oi-contrib/VISLite.git
4
4
  *
5
5
  * Copyright zxl20070701
6
6
  * Released under the MIT license
7
7
  * https://zxl20070701.github.io/notebook/home.html
8
8
  *
9
- * 本版本系测试版本,请认真阅读下述说明再使用:
10
- *
11
- *【测试版本细则】
12
- * alpha:内测版本,仅供开发人员提供测试环境而发布,后续的修改可能极具破坏性,非有明确了解前请勿直接用于项目中
13
- * beta:外测版本,正式发布前的确认测试,或者新功能紧急发布,一般可以直接用于实际项目,因为即使后续发现了问题,直接使用正式版即可,不会有破坏性
9
+ * Publish Date: Wed Jun 28 2023 22:51:53 GMT+0800 (中国标准时间)
14
10
  */
15
11
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