var Emitter = require('emitter-component'); var util = require('../util'); var Point3d = require('./Point3d'); var Point2d = require('./Point2d'); var Slider = require('./Slider'); var StepNumber = require('./StepNumber'); var Settings = require('./Settings'); var Validator = require("./../shared/Validator").default; var {printStyle} = require('./../shared/Validator'); var {allOptions} = require('./options.js'); var DataGroup = require('./DataGroup'); /// enumerate the available styles Graph3d.STYLE = Settings.STYLE; /** * Following label is used in the settings to describe values which should be * determined by the code while running, from the current data and graph style. * * Using 'undefined' directly achieves the same thing, but this is more * descriptive by describing the intent. */ var autoByDefault = undefined; /** * Default values for option settings. * * These are the values used when a Graph3d instance is initialized without * custom settings. * * If a field is not in this list, a default value of 'autoByDefault' is assumed, * which is just an alias for 'undefined'. */ Graph3d.DEFAULTS = { width : '400px', height : '400px', filterLabel : 'time', legendLabel : 'value', xLabel : 'x', yLabel : 'y', zLabel : 'z', xValueLabel : function(v) { return v; }, yValueLabel : function(v) { return v; }, zValueLabel : function(v) { return v; }, showXAxis : true, showYAxis : true, showZAxis : true, showGrid : true, showPerspective : true, showShadow : false, keepAspectRatio : true, verticalRatio : 0.5, // 0.1 to 1.0, where 1.0 results in a 'cube' dotSizeRatio : 0.02, // size of the dots as a fraction of the graph width dotSizeMinFraction: 0.5, // size of min-value dot as a fraction of dotSizeRatio dotSizeMaxFraction: 2.5, // size of max-value dot as a fraction of dotSizeRatio showAnimationControls: autoByDefault, animationInterval : 1000, // milliseconds animationPreload : false, animationAutoStart : autoByDefault, axisColor : '#4D4D4D', gridColor : '#D3D3D3', xCenter : '55%', yCenter : '50%', style : Graph3d.STYLE.DOT, tooltip : false, tooltipStyle : { content : { padding : '10px', border : '1px solid #4d4d4d', color : '#1a1a1a', background : 'rgba(255,255,255,0.7)', borderRadius : '2px', boxShadow : '5px 5px 10px rgba(128,128,128,0.5)' }, line : { height : '40px', width : '0', borderLeft : '1px solid #4d4d4d' }, dot : { height : '0', width : '0', border : '5px solid #4d4d4d', borderRadius : '5px' } }, dataColor : { fill : '#7DC1FF', stroke : '#3267D2', strokeWidth: 1 // px }, cameraPosition : { horizontal: 1.0, vertical : 0.5, distance : 1.7 }, /* The following fields are 'auto by default', see above. */ showLegend : autoByDefault, // determined by graph style backgroundColor : autoByDefault, xBarWidth : autoByDefault, yBarWidth : autoByDefault, valueMin : autoByDefault, valueMax : autoByDefault, xMin : autoByDefault, xMax : autoByDefault, xStep : autoByDefault, yMin : autoByDefault, yMax : autoByDefault, yStep : autoByDefault, zMin : autoByDefault, zMax : autoByDefault, zStep : autoByDefault }; // ----------------------------------------------------------------------------- // Class Graph3d // ----------------------------------------------------------------------------- /** * Graph3d displays data in 3d. * * Graph3d is developed in javascript as a Google Visualization Chart. * * @constructor Graph3d * @param {Element} container The DOM element in which the Graph3d will * be created. Normally a div element. * @param {DataSet | DataView | Array} [data] * @param {Object} [options] */ function Graph3d(container, data, options) { if (!(this instanceof Graph3d)) { throw new SyntaxError('Constructor must be called with the new operator'); } // create variables and set default values this.containerElement = container; this.dataGroup = new DataGroup(); this.dataPoints = null; // The table with point objects // create a frame and canvas this.create(); Settings.setDefaults(Graph3d.DEFAULTS, this); // the column indexes this.colX = undefined; this.colY = undefined; this.colZ = undefined; this.colValue = undefined; // TODO: customize axis range // apply options (also when undefined) this.setOptions(options); // apply data this.setData(data); } // Extend Graph3d with an Emitter mixin Emitter(Graph3d.prototype); /** * Calculate the scaling values, dependent on the range in x, y, and z direction */ Graph3d.prototype._setScale = function() { this.scale = new Point3d( 1 / this.xRange.range(), 1 / this.yRange.range(), 1 / this.zRange.range() ); // keep aspect ration between x and y scale if desired if (this.keepAspectRatio) { if (this.scale.x < this.scale.y) { //noinspection JSSuspiciousNameCombination this.scale.y = this.scale.x; } else { //noinspection JSSuspiciousNameCombination this.scale.x = this.scale.y; } } // scale the vertical axis this.scale.z *= this.verticalRatio; // TODO: can this be automated? verticalRatio? // determine scale for (optional) value if (this.valueRange !== undefined) { this.scale.value = 1 / this.valueRange.range(); } // position the camera arm var xCenter = this.xRange.center() * this.scale.x; var yCenter = this.yRange.center() * this.scale.y; var zCenter = this.zRange.center() * this.scale.z; this.camera.setArmLocation(xCenter, yCenter, zCenter); }; /** * Convert a 3D location to a 2D location on screen * Source: ttp://en.wikipedia.org/wiki/3D_projection * * @param {Point3d} point3d A 3D point with parameters x, y, z * @returns {Point2d} point2d A 2D point with parameters x, y */ Graph3d.prototype._convert3Dto2D = function(point3d) { var translation = this._convertPointToTranslation(point3d); return this._convertTranslationToScreen(translation); }; /** * Convert a 3D location its translation seen from the camera * Source: http://en.wikipedia.org/wiki/3D_projection * * @param {Point3d} point3d A 3D point with parameters x, y, z * @returns {Point3d} translation A 3D point with parameters x, y, z This is * the translation of the point, seen from the * camera. */ Graph3d.prototype._convertPointToTranslation = function(point3d) { var cameraLocation = this.camera.getCameraLocation(), cameraRotation = this.camera.getCameraRotation(), ax = point3d.x * this.scale.x, ay = point3d.y * this.scale.y, az = point3d.z * this.scale.z, cx = cameraLocation.x, cy = cameraLocation.y, cz = cameraLocation.z, // calculate angles sinTx = Math.sin(cameraRotation.x), cosTx = Math.cos(cameraRotation.x), sinTy = Math.sin(cameraRotation.y), cosTy = Math.cos(cameraRotation.y), sinTz = Math.sin(cameraRotation.z), cosTz = Math.cos(cameraRotation.z), // calculate translation dx = cosTy * (sinTz * (ay - cy) + cosTz * (ax - cx)) - sinTy * (az - cz), dy = sinTx * (cosTy * (az - cz) + sinTy * (sinTz * (ay - cy) + cosTz * (ax - cx))) + cosTx * (cosTz * (ay - cy) - sinTz * (ax-cx)), dz = cosTx * (cosTy * (az - cz) + sinTy * (sinTz * (ay - cy) + cosTz * (ax - cx))) - sinTx * (cosTz * (ay - cy) - sinTz * (ax-cx)); return new Point3d(dx, dy, dz); }; /** * Convert a translation point to a point on the screen * * @param {Point3d} translation A 3D point with parameters x, y, z This is * the translation of the point, seen from the * camera. * @returns {Point2d} point2d A 2D point with parameters x, y */ Graph3d.prototype._convertTranslationToScreen = function(translation) { var ex = this.eye.x, ey = this.eye.y, ez = this.eye.z, dx = translation.x, dy = translation.y, dz = translation.z; // calculate position on screen from translation var bx; var by; if (this.showPerspective) { bx = (dx - ex) * (ez / dz); by = (dy - ey) * (ez / dz); } else { bx = dx * -(ez / this.camera.getArmLength()); by = dy * -(ez / this.camera.getArmLength()); } // shift and scale the point to the center of the screen // use the width of the graph to scale both horizontally and vertically. return new Point2d( this.currentXCenter + bx * this.frame.canvas.clientWidth, this.currentYCenter - by * this.frame.canvas.clientWidth); }; /** * Calculate the translations and screen positions of all points * * @param {Array.} points * @private */ Graph3d.prototype._calcTranslations = function(points) { for (var i = 0; i < points.length; i++) { var point = points[i]; point.trans = this._convertPointToTranslation(point.point); point.screen = this._convertTranslationToScreen(point.trans); // calculate the translation of the point at the bottom (needed for sorting) var transBottom = this._convertPointToTranslation(point.bottom); point.dist = this.showPerspective ? transBottom.length() : -transBottom.z; } // sort the points on depth of their (x,y) position (not on z) var sortDepth = function (a, b) { return b.dist - a.dist; }; points.sort(sortDepth); }; /** * Transfer min/max values to the Graph3d instance. */ Graph3d.prototype._initializeRanges = function() { // TODO: later on, all min/maxes of all datagroups will be combined here var dg = this.dataGroup; this.xRange = dg.xRange; this.yRange = dg.yRange; this.zRange = dg.zRange; this.valueRange = dg.valueRange; // Values currently needed but which need to be sorted out for // the multiple graph case. this.xStep = dg.xStep; this.yStep = dg.yStep; this.zStep = dg.zStep; this.xBarWidth = dg.xBarWidth; this.yBarWidth = dg.yBarWidth; this.colX = dg.colX; this.colY = dg.colY; this.colZ = dg.colZ; this.colValue = dg.colValue; // set the scale dependent on the ranges. this._setScale(); }; /** * Return all data values as a list of Point3d objects * * @param {vis.DataSet} data * @returns {Array.} */ Graph3d.prototype.getDataPoints = function(data) { var dataPoints = []; for (var i = 0; i < data.length; i++) { var point = new Point3d(); point.x = data[i][this.colX] || 0; point.y = data[i][this.colY] || 0; point.z = data[i][this.colZ] || 0; point.data = data[i]; if (this.colValue !== undefined) { point.value = data[i][this.colValue] || 0; } var obj = {}; obj.point = point; obj.bottom = new Point3d(point.x, point.y, this.zRange.min); obj.trans = undefined; obj.screen = undefined; dataPoints.push(obj); } return dataPoints; }; /** * Filter the data based on the current filter * * @param {Array} data * @returns {Array} dataPoints Array with point objects which can be drawn on * screen */ Graph3d.prototype._getDataPoints = function (data) { // TODO: store the created matrix dataPoints in the filters instead of // reloading each time. var x, y, i, obj; var dataPoints = []; if (this.style === Graph3d.STYLE.GRID || this.style === Graph3d.STYLE.SURFACE) { // copy all values from the data table to a matrix // the provided values are supposed to form a grid of (x,y) positions // create two lists with all present x and y values var dataX = this.dataGroup.getDistinctValues(this.colX, data); var dataY = this.dataGroup.getDistinctValues(this.colY, data); dataPoints = this.getDataPoints(data); // create a grid, a 2d matrix, with all values. var dataMatrix = []; // temporary data matrix for (i = 0; i < dataPoints.length; i++) { obj = dataPoints[i]; // TODO: implement Array().indexOf() for Internet Explorer var xIndex = dataX.indexOf(obj.point.x); var yIndex = dataY.indexOf(obj.point.y); if (dataMatrix[xIndex] === undefined) { dataMatrix[xIndex] = []; } dataMatrix[xIndex][yIndex] = obj; } // fill in the pointers to the neighbors. for (x = 0; x < dataMatrix.length; x++) { for (y = 0; y < dataMatrix[x].length; y++) { if (dataMatrix[x][y]) { dataMatrix[x][y].pointRight = (x < dataMatrix.length-1) ? dataMatrix[x+1][y] : undefined; dataMatrix[x][y].pointTop = (y < dataMatrix[x].length-1) ? dataMatrix[x][y+1] : undefined; dataMatrix[x][y].pointCross = (x < dataMatrix.length-1 && y < dataMatrix[x].length-1) ? dataMatrix[x+1][y+1] : undefined; } } } } else { // 'dot', 'dot-line', etc. this._checkValueField(data); dataPoints = this.getDataPoints(data); if (this.style === Graph3d.STYLE.LINE) { // Add next member points for line drawing for (i = 0; i < dataPoints.length; i++) { if (i > 0) { dataPoints[i - 1].pointNext = dataPoints[i]; } } } } return dataPoints; }; /** * Create the main frame for the Graph3d. * * This function is executed once when a Graph3d object is created. The frame * contains a canvas, and this canvas contains all objects like the axis and * nodes. */ Graph3d.prototype.create = function () { // remove all elements from the container element. while (this.containerElement.hasChildNodes()) { this.containerElement.removeChild(this.containerElement.firstChild); } this.frame = document.createElement('div'); this.frame.style.position = 'relative'; this.frame.style.overflow = 'hidden'; // create the graph canvas (HTML canvas element) this.frame.canvas = document.createElement( 'canvas' ); this.frame.canvas.style.position = 'relative'; this.frame.appendChild(this.frame.canvas); //if (!this.frame.canvas.getContext) { { var noCanvas = document.createElement( 'DIV' ); noCanvas.style.color = 'red'; noCanvas.style.fontWeight = 'bold' ; noCanvas.style.padding = '10px'; noCanvas.innerHTML = 'Error: your browser does not support HTML canvas'; this.frame.canvas.appendChild(noCanvas); } this.frame.filter = document.createElement( 'div' ); this.frame.filter.style.position = 'absolute'; this.frame.filter.style.bottom = '0px'; this.frame.filter.style.left = '0px'; this.frame.filter.style.width = '100%'; this.frame.appendChild(this.frame.filter); // add event listeners to handle moving and zooming the contents var me = this; var onmousedown = function (event) {me._onMouseDown(event);}; var ontouchstart = function (event) {me._onTouchStart(event);}; var onmousewheel = function (event) {me._onWheel(event);}; var ontooltip = function (event) {me._onTooltip(event);}; var onclick = function(event) {me._onClick(event);}; // TODO: these events are never cleaned up... can give a 'memory leakage' util.addEventListener(this.frame.canvas, 'mousedown', onmousedown); util.addEventListener(this.frame.canvas, 'touchstart', ontouchstart); util.addEventListener(this.frame.canvas, 'mousewheel', onmousewheel); util.addEventListener(this.frame.canvas, 'mousemove', ontooltip); util.addEventListener(this.frame.canvas, 'click', onclick); // add the new graph to the container element this.containerElement.appendChild(this.frame); }; /** * Set a new size for the graph * * @param {number} width * @param {number} height * @private */ Graph3d.prototype._setSize = function(width, height) { this.frame.style.width = width; this.frame.style.height = height; this._resizeCanvas(); }; /** * Resize the canvas to the current size of the frame */ Graph3d.prototype._resizeCanvas = function() { this.frame.canvas.style.width = '100%'; this.frame.canvas.style.height = '100%'; this.frame.canvas.width = this.frame.canvas.clientWidth; this.frame.canvas.height = this.frame.canvas.clientHeight; // adjust with for margin this.frame.filter.style.width = (this.frame.canvas.clientWidth - 2 * 10) + 'px'; }; /** * Start playing the animation, if requested and filter present. Only applicable * when animation data is available. */ Graph3d.prototype.animationStart = function() { // start animation when option is true if (!this.animationAutoStart || !this.dataGroup.dataFilter) return; if (!this.frame.filter || !this.frame.filter.slider) throw new Error('No animation available'); this.frame.filter.slider.play(); }; /** * Stop animation */ Graph3d.prototype.animationStop = function() { if (!this.frame.filter || !this.frame.filter.slider) return; this.frame.filter.slider.stop(); }; /** * Resize the center position based on the current values in this.xCenter * and this.yCenter (which are strings with a percentage or a value * in pixels). The center positions are the variables this.currentXCenter * and this.currentYCenter */ Graph3d.prototype._resizeCenter = function() { // calculate the horizontal center position if (this.xCenter.charAt(this.xCenter.length-1) === '%') { this.currentXCenter = parseFloat(this.xCenter) / 100 * this.frame.canvas.clientWidth; } else { this.currentXCenter = parseFloat(this.xCenter); // supposed to be in px } // calculate the vertical center position if (this.yCenter.charAt(this.yCenter.length-1) === '%') { this.currentYCenter = parseFloat(this.yCenter) / 100 * (this.frame.canvas.clientHeight - this.frame.filter.clientHeight); } else { this.currentYCenter = parseFloat(this.yCenter); // supposed to be in px } }; /** * Retrieve the current camera rotation * * @returns {object} An object with parameters horizontal, vertical, and * distance */ Graph3d.prototype.getCameraPosition = function() { var pos = this.camera.getArmRotation(); pos.distance = this.camera.getArmLength(); return pos; }; /** * Load data into the 3D Graph * * @param {vis.DataSet} data * @private */ Graph3d.prototype._readData = function(data) { // read the data this.dataPoints = this.dataGroup.initializeData(this, data, this.style); this._initializeRanges(); this._redrawFilter(); }; /** * Replace the dataset of the Graph3d * * @param {Array | DataSet | DataView} data */ Graph3d.prototype.setData = function (data) { if (data === undefined || data === null) return; this._readData(data); this.redraw(); this.animationStart(); }; /** * Update the options. Options will be merged with current options * * @param {Object} options */ Graph3d.prototype.setOptions = function (options) { if (options === undefined) return; let errorFound = Validator.validate(options, allOptions); if (errorFound === true) { console.log('%cErrors have been found in the supplied options object.', printStyle); } this.animationStop(); Settings.setOptions(options, this); this.setPointDrawingMethod(); this._setSize(this.width, this.height); this.setData(this.dataGroup.getDataTable()); this.animationStart(); }; /** * Determine which point drawing method to use for the current graph style. */ Graph3d.prototype.setPointDrawingMethod = function() { var method = undefined; switch (this.style) { case Graph3d.STYLE.BAR: method = Graph3d.prototype._redrawBarGraphPoint; break; case Graph3d.STYLE.BARCOLOR: method = Graph3d.prototype._redrawBarColorGraphPoint; break; case Graph3d.STYLE.BARSIZE: method = Graph3d.prototype._redrawBarSizeGraphPoint; break; case Graph3d.STYLE.DOT: method = Graph3d.prototype._redrawDotGraphPoint; break; case Graph3d.STYLE.DOTLINE: method = Graph3d.prototype._redrawDotLineGraphPoint; break; case Graph3d.STYLE.DOTCOLOR: method = Graph3d.prototype._redrawDotColorGraphPoint; break; case Graph3d.STYLE.DOTSIZE: method = Graph3d.prototype._redrawDotSizeGraphPoint; break; case Graph3d.STYLE.SURFACE: method = Graph3d.prototype._redrawSurfaceGraphPoint; break; case Graph3d.STYLE.GRID: method = Graph3d.prototype._redrawGridGraphPoint; break; case Graph3d.STYLE.LINE: method = Graph3d.prototype._redrawLineGraphPoint; break; default: throw new Error('Can not determine point drawing method ' + 'for graph style \'' + this.style + '\''); } this._pointDrawingMethod = method; }; /** * Redraw the Graph. */ Graph3d.prototype.redraw = function() { if (this.dataPoints === undefined) { throw new Error('Graph data not initialized'); } this._resizeCanvas(); this._resizeCenter(); this._redrawSlider(); this._redrawClear(); this._redrawAxis(); this._redrawDataGraph(); this._redrawInfo(); this._redrawLegend(); }; /** * Get drawing context without exposing canvas * * @returns {CanvasRenderingContext2D} * @private */ Graph3d.prototype._getContext = function() { var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); ctx.lineJoin = 'round'; ctx.lineCap = 'round'; return ctx; }; /** * Clear the canvas before redrawing */ Graph3d.prototype._redrawClear = function() { var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, canvas.width, canvas.height); }; Graph3d.prototype._dotSize = function() { return this.frame.clientWidth * this.dotSizeRatio; }; /** * Get legend width * * @returns {*} * @private */ Graph3d.prototype._getLegendWidth = function() { var width; if (this.style === Graph3d.STYLE.DOTSIZE) { var dotSize = this._dotSize(); //width = dotSize / 2 + dotSize * 2; width = dotSize * this.dotSizeMaxFraction; } else if (this.style === Graph3d.STYLE.BARSIZE) { width = this.xBarWidth ; } else { width = 20; } return width; }; /** * Redraw the legend based on size, dot color, or surface height */ Graph3d.prototype._redrawLegend = function() { //Return without drawing anything, if no legend is specified if (this.showLegend !== true) { return; } // Do not draw legend when graph style does not support if (this.style === Graph3d.STYLE.LINE || this.style === Graph3d.STYLE.BARSIZE //TODO add legend support for BARSIZE ){ return; } // Legend types - size and color. Determine if size legend. var isSizeLegend = (this.style === Graph3d.STYLE.BARSIZE || this.style === Graph3d.STYLE.DOTSIZE) ; // Legend is either tracking z values or style values. This flag if false means use z values. var isValueLegend = (this.style === Graph3d.STYLE.DOTSIZE || this.style === Graph3d.STYLE.DOTCOLOR || this.style === Graph3d.STYLE.BARCOLOR); var height = Math.max(this.frame.clientHeight * 0.25, 100); var top = this.margin; var width = this._getLegendWidth() ; // px - overwritten by size legend var right = this.frame.clientWidth - this.margin; var left = right - width; var bottom = top + height; var ctx = this._getContext(); ctx.lineWidth = 1; ctx.font = '14px arial'; // TODO: put in options if (isSizeLegend === false) { // draw the color bar var ymin = 0; var ymax = height; // Todo: make height customizable var y; for (y = ymin; y < ymax; y++) { var f = (y - ymin) / (ymax - ymin); var hue = f * 240; var color = this._hsv2rgb(hue, 1, 1); ctx.strokeStyle = color; ctx.beginPath(); ctx.moveTo(left, top + y); ctx.lineTo(right, top + y); ctx.stroke(); } ctx.strokeStyle = this.axisColor; ctx.strokeRect(left, top, width, height); } else { // draw the size legend box var widthMin; if (this.style === Graph3d.STYLE.DOTSIZE) { // Get the proportion to max and min right widthMin = width * (this.dotSizeMinFraction / this.dotSizeMaxFraction); } else if (this.style === Graph3d.STYLE.BARSIZE) { //widthMin = this.xBarWidth * 0.2 this is wrong - barwidth measures in terms of xvalues } ctx.strokeStyle = this.axisColor; ctx.fillStyle = this.dataColor.fill; ctx.beginPath(); ctx.moveTo(left, top); ctx.lineTo(right, top); ctx.lineTo(left + widthMin, bottom); ctx.lineTo(left, bottom); ctx.closePath(); ctx.fill(); ctx.stroke(); } // print value text along the legend edge var gridLineLen = 5; // px var legendMin = isValueLegend ? this.valueRange.min : this.zRange.min; var legendMax = isValueLegend ? this.valueRange.max : this.zRange.max; var step = new StepNumber(legendMin, legendMax, (legendMax-legendMin)/5, true); step.start(true); var from; var to; while (!step.end()) { y = bottom - (step.getCurrent() - legendMin) / (legendMax - legendMin) * height; from = new Point2d(left - gridLineLen, y); to = new Point2d(left, y); this._line(ctx, from, to); ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; ctx.fillStyle = this.axisColor; ctx.fillText(step.getCurrent(), left - 2 * gridLineLen, y); step.next(); } ctx.textAlign = 'right'; ctx.textBaseline = 'top'; var label = this.legendLabel; ctx.fillText(label, right, bottom + this.margin); }; /** * Redraw the filter */ Graph3d.prototype._redrawFilter = function() { var dataFilter = this.dataGroup.dataFilter; var filter = this.frame.filter; filter.innerHTML = ''; if (!dataFilter) { filter.slider = undefined; return; } var options = { 'visible': this.showAnimationControls }; var slider = new Slider(filter, options); filter.slider = slider; // TODO: css here is not nice here... filter.style.padding = '10px'; //this.frame.filter.style.backgroundColor = '#EFEFEF'; slider.setValues(dataFilter.values); slider.setPlayInterval(this.animationInterval); // create an event handler var me = this; var onchange = function () { var dataFilter = me.dataGroup.dataFilter; var index = slider.getIndex(); dataFilter.selectValue(index); me.dataPoints = dataFilter._getDataPoints(); me.redraw(); }; slider.setOnChangeCallback(onchange); }; /** * Redraw the slider */ Graph3d.prototype._redrawSlider = function() { if ( this.frame.filter.slider !== undefined) { this.frame.filter.slider.redraw(); } }; /** * Redraw common information */ Graph3d.prototype._redrawInfo = function() { var info = this.dataGroup.getInfo(); if (info === undefined) return; var ctx = this._getContext(); ctx.font = '14px arial'; // TODO: put in options ctx.lineStyle = 'gray'; ctx.fillStyle = 'gray'; ctx.textAlign = 'left'; ctx.textBaseline = 'top'; var x = this.margin; var y = this.margin; ctx.fillText(info, x, y); }; /** * Draw a line between 2d points 'from' and 'to'. * * If stroke style specified, set that as well. * * @param {CanvasRenderingContext2D} ctx * @param {vis.Point2d} from * @param {vis.Point2d} to * @param {string} [strokeStyle] * @private */ Graph3d.prototype._line = function(ctx, from, to, strokeStyle) { if (strokeStyle !== undefined) { ctx.strokeStyle = strokeStyle; } ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x , to.y ); ctx.stroke(); }; /** * * @param {CanvasRenderingContext2D} ctx * @param {vis.Point3d} point3d * @param {string} text * @param {number} armAngle * @param {number} [yMargin=0] */ Graph3d.prototype.drawAxisLabelX = function(ctx, point3d, text, armAngle, yMargin) { if (yMargin === undefined) { yMargin = 0; } var point2d = this._convert3Dto2D(point3d); if (Math.cos(armAngle * 2) > 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; point2d.y += yMargin; } else if (Math.sin(armAngle * 2) < 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.axisColor; ctx.fillText(text, point2d.x, point2d.y); }; /** * * @param {CanvasRenderingContext2D} ctx * @param {vis.Point3d} point3d * @param {string} text * @param {number} armAngle * @param {number} [yMargin=0] */ Graph3d.prototype.drawAxisLabelY = function(ctx, point3d, text, armAngle, yMargin) { if (yMargin === undefined) { yMargin = 0; } var point2d = this._convert3Dto2D(point3d); if (Math.cos(armAngle * 2) < 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; point2d.y += yMargin; } else if (Math.sin(armAngle * 2) > 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.axisColor; ctx.fillText(text, point2d.x, point2d.y); }; /** * * @param {CanvasRenderingContext2D} ctx * @param {vis.Point3d} point3d * @param {string} text * @param {number} [offset=0] */ Graph3d.prototype.drawAxisLabelZ = function(ctx, point3d, text, offset) { if (offset === undefined) { offset = 0; } var point2d = this._convert3Dto2D(point3d); ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; ctx.fillStyle = this.axisColor; ctx.fillText(text, point2d.x - offset, point2d.y); }; /** /** * Draw a line between 2d points 'from' and 'to'. * * If stroke style specified, set that as well. * * @param {CanvasRenderingContext2D} ctx * @param {vis.Point2d} from * @param {vis.Point2d} to * @param {string} [strokeStyle] * @private */ Graph3d.prototype._line3d = function(ctx, from, to, strokeStyle) { var from2d = this._convert3Dto2D(from); var to2d = this._convert3Dto2D(to); this._line(ctx, from2d, to2d, strokeStyle); }; /** * Redraw the axis */ Graph3d.prototype._redrawAxis = function() { var ctx = this._getContext(), from, to, step, prettyStep, text, xText, yText, zText, offset, xOffset, yOffset; // TODO: get the actual rendered style of the containerElement //ctx.font = this.containerElement.style.font; ctx.font = 24 / this.camera.getArmLength() + 'px arial'; // calculate the length for the short grid lines var gridLenX = 0.025 / this.scale.x; var gridLenY = 0.025 / this.scale.y; var textMargin = 5 / this.camera.getArmLength(); // px var armAngle = this.camera.getArmRotation().horizontal; var armVector = new Point2d(Math.cos(armAngle), Math.sin(armAngle)); var xRange = this.xRange; var yRange = this.yRange; var zRange = this.zRange; var point3d; // draw x-grid lines ctx.lineWidth = 1; prettyStep = (this.defaultXStep === undefined); step = new StepNumber(xRange.min, xRange.max, this.xStep, prettyStep); step.start(true); while (!step.end()) { var x = step.getCurrent(); if (this.showGrid) { from = new Point3d(x, yRange.min, zRange.min); to = new Point3d(x, yRange.max, zRange.min); this._line3d(ctx, from, to, this.gridColor); } else if (this.showXAxis) { from = new Point3d(x, yRange.min, zRange.min); to = new Point3d(x, yRange.min+gridLenX, zRange.min); this._line3d(ctx, from, to, this.axisColor); from = new Point3d(x, yRange.max, zRange.min); to = new Point3d(x, yRange.max-gridLenX, zRange.min); this._line3d(ctx, from, to, this.axisColor); } if (this.showXAxis) { yText = (armVector.x > 0) ? yRange.min : yRange.max; point3d = new Point3d(x, yText, zRange.min); let msg = ' ' + this.xValueLabel(x) + ' '; this.drawAxisLabelX(ctx, point3d, msg, armAngle, textMargin); } step.next(); } // draw y-grid lines ctx.lineWidth = 1; prettyStep = (this.defaultYStep === undefined); step = new StepNumber(yRange.min, yRange.max, this.yStep, prettyStep); step.start(true); while (!step.end()) { var y = step.getCurrent(); if (this.showGrid) { from = new Point3d(xRange.min, y, zRange.min); to = new Point3d(xRange.max, y, zRange.min); this._line3d(ctx, from, to, this.gridColor); } else if (this.showYAxis){ from = new Point3d(xRange.min, y, zRange.min); to = new Point3d(xRange.min+gridLenY, y, zRange.min); this._line3d(ctx, from, to, this.axisColor); from = new Point3d(xRange.max, y, zRange.min); to = new Point3d(xRange.max-gridLenY, y, zRange.min); this._line3d(ctx, from, to, this.axisColor); } if (this.showYAxis) { xText = (armVector.y > 0) ? xRange.min : xRange.max; point3d = new Point3d(xText, y, zRange.min); let msg = ' ' + this.yValueLabel(y) + ' '; this.drawAxisLabelY(ctx, point3d, msg, armAngle, textMargin); } step.next(); } // draw z-grid lines and axis if (this.showZAxis) { ctx.lineWidth = 1; prettyStep = (this.defaultZStep === undefined); step = new StepNumber(zRange.min, zRange.max, this.zStep, prettyStep); step.start(true); xText = (armVector.x > 0) ? xRange.min : xRange.max; yText = (armVector.y < 0) ? yRange.min : yRange.max; while (!step.end()) { var z = step.getCurrent(); // TODO: make z-grid lines really 3d? var from3d = new Point3d(xText, yText, z); var from2d = this._convert3Dto2D(from3d); to = new Point2d(from2d.x - textMargin, from2d.y); this._line(ctx, from2d, to, this.axisColor); let msg = this.zValueLabel(z) + ' '; this.drawAxisLabelZ(ctx, from3d, msg, 5); step.next(); } ctx.lineWidth = 1; from = new Point3d(xText, yText, zRange.min); to = new Point3d(xText, yText, zRange.max); this._line3d(ctx, from, to, this.axisColor); } // draw x-axis if (this.showXAxis) { var xMin2d; var xMax2d; ctx.lineWidth = 1; // line at yMin xMin2d = new Point3d(xRange.min, yRange.min, zRange.min); xMax2d = new Point3d(xRange.max, yRange.min, zRange.min); this._line3d(ctx, xMin2d, xMax2d, this.axisColor); // line at ymax xMin2d = new Point3d(xRange.min, yRange.max, zRange.min); xMax2d = new Point3d(xRange.max, yRange.max, zRange.min); this._line3d(ctx, xMin2d, xMax2d, this.axisColor); } // draw y-axis if (this.showYAxis) { ctx.lineWidth = 1; // line at xMin from = new Point3d(xRange.min, yRange.min, zRange.min); to = new Point3d(xRange.min, yRange.max, zRange.min); this._line3d(ctx, from, to, this.axisColor); // line at xMax from = new Point3d(xRange.max, yRange.min, zRange.min); to = new Point3d(xRange.max, yRange.max, zRange.min); this._line3d(ctx, from, to, this.axisColor); } // draw x-label var xLabel = this.xLabel; if (xLabel.length > 0 && this.showXAxis) { yOffset = 0.1 / this.scale.y; xText = (xRange.max + 3*xRange.min)/4; yText = (armVector.x > 0) ? yRange.min - yOffset: yRange.max + yOffset; text = new Point3d(xText, yText, zRange.min); this.drawAxisLabelX(ctx, text, xLabel, armAngle); } // draw y-label var yLabel = this.yLabel; if (yLabel.length > 0 && this.showYAxis) { xOffset = 0.1 / this.scale.x; xText = (armVector.y > 0) ? xRange.min - xOffset : xRange.max + xOffset; yText = (yRange.max + 3*yRange.min)/4; text = new Point3d(xText, yText, zRange.min); this.drawAxisLabelY(ctx, text, yLabel, armAngle); } // draw z-label var zLabel = this.zLabel; if (zLabel.length > 0 && this.showZAxis) { offset = 30; // pixels. // TODO: relate to the max width of the values on the z axis? xText = (armVector.x > 0) ? xRange.min : xRange.max; yText = (armVector.y < 0) ? yRange.min : yRange.max; zText = (zRange.max + 3*zRange.min)/4; text = new Point3d(xText, yText, zText); this.drawAxisLabelZ(ctx, text, zLabel, offset); } }; /** * Calculate the color based on the given value. * @param {number} H Hue, a value be between 0 and 360 * @param {number} S Saturation, a value between 0 and 1 * @param {number} V Value, a value between 0 and 1 * @returns {string} * @private */ Graph3d.prototype._hsv2rgb = function(H, S, V) { var R, G, B, C, Hi, X; C = V * S; Hi = Math.floor(H/60); // hi = 0,1,2,3,4,5 X = C * (1 - Math.abs(((H/60) % 2) - 1)); switch (Hi) { case 0: R = C; G = X; B = 0; break; case 1: R = X; G = C; B = 0; break; case 2: R = 0; G = C; B = X; break; case 3: R = 0; G = X; B = C; break; case 4: R = X; G = 0; B = C; break; case 5: R = C; G = 0; B = X; break; default: R = 0; G = 0; B = 0; break; } return 'RGB(' + parseInt(R*255) + ',' + parseInt(G*255) + ',' + parseInt(B*255) + ')'; }; /** * * @param {vis.Point3d} point * @returns {*} * @private */ Graph3d.prototype._getStrokeWidth = function(point) { if (point !== undefined) { if (this.showPerspective) { return 1 / -point.trans.z * this.dataColor.strokeWidth; } else { return -(this.eye.z / this.camera.getArmLength()) * this.dataColor.strokeWidth; } } return this.dataColor.strokeWidth; }; // ----------------------------------------------------------------------------- // Drawing primitives for the graphs // ----------------------------------------------------------------------------- /** * Draw a bar element in the view with the given properties. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @param {number} xWidth * @param {number} yWidth * @param {string} color * @param {string} borderColor * @private */ Graph3d.prototype._redrawBar = function(ctx, point, xWidth, yWidth, color, borderColor) { var surface; // calculate all corner points var me = this; var point3d = point.point; var zMin = this.zRange.min; var top = [ {point: new Point3d(point3d.x - xWidth, point3d.y - yWidth, point3d.z)}, {point: new Point3d(point3d.x + xWidth, point3d.y - yWidth, point3d.z)}, {point: new Point3d(point3d.x + xWidth, point3d.y + yWidth, point3d.z)}, {point: new Point3d(point3d.x - xWidth, point3d.y + yWidth, point3d.z)} ]; var bottom = [ {point: new Point3d(point3d.x - xWidth, point3d.y - yWidth, zMin)}, {point: new Point3d(point3d.x + xWidth, point3d.y - yWidth, zMin)}, {point: new Point3d(point3d.x + xWidth, point3d.y + yWidth, zMin)}, {point: new Point3d(point3d.x - xWidth, point3d.y + yWidth, zMin)} ]; // calculate screen location of the points top.forEach(function (obj) { obj.screen = me._convert3Dto2D(obj.point); }); bottom.forEach(function (obj) { obj.screen = me._convert3Dto2D(obj.point); }); // create five sides, calculate both corner points and center points var surfaces = [ {corners: top, center: Point3d.avg(bottom[0].point, bottom[2].point)}, {corners: [top[0], top[1], bottom[1], bottom[0]], center: Point3d.avg(bottom[1].point, bottom[0].point)}, {corners: [top[1], top[2], bottom[2], bottom[1]], center: Point3d.avg(bottom[2].point, bottom[1].point)}, {corners: [top[2], top[3], bottom[3], bottom[2]], center: Point3d.avg(bottom[3].point, bottom[2].point)}, {corners: [top[3], top[0], bottom[0], bottom[3]], center: Point3d.avg(bottom[0].point, bottom[3].point)} ]; point.surfaces = surfaces; // calculate the distance of each of the surface centers to the camera for (let j = 0; j < surfaces.length; j++) { surface = surfaces[j]; var transCenter = this._convertPointToTranslation(surface.center); surface.dist = this.showPerspective ? transCenter.length() : -transCenter.z; // TODO: this dept calculation doesn't work 100% of the cases due to perspective, // but the current solution is fast/simple and works in 99.9% of all cases // the issue is visible in example 14, with graph.setCameraPosition({horizontal: 2.97, vertical: 0.5, distance: 0.9}) } // order the surfaces by their (translated) depth surfaces.sort(function (a, b) { var diff = b.dist - a.dist; if (diff) return diff; // if equal depth, sort the top surface last if (a.corners === top) return 1; if (b.corners === top) return -1; // both are equal return 0; }); // draw the ordered surfaces ctx.lineWidth = this._getStrokeWidth(point); ctx.strokeStyle = borderColor; ctx.fillStyle = color; // NOTE: we start at j=2 instead of j=0 as we don't need to draw the two surfaces at the backside for (let j = 2; j < surfaces.length; j++) { surface = surfaces[j]; this._polygon(ctx, surface.corners); } }; /** * Draw a polygon using the passed points and fill it with the passed style and stroke. * * @param {CanvasRenderingContext2D} ctx * @param {Array.} points an array of points. * @param {string} [fillStyle] the fill style to set * @param {string} [strokeStyle] the stroke style to set */ Graph3d.prototype._polygon = function(ctx, points, fillStyle, strokeStyle) { if (points.length < 2) { return; } if (fillStyle !== undefined) { ctx.fillStyle = fillStyle; } if (strokeStyle !== undefined) { ctx.strokeStyle = strokeStyle; } ctx.beginPath(); ctx.moveTo(points[0].screen.x, points[0].screen.y); for (var i = 1; i < points.length; ++i) { var point = points[i]; ctx.lineTo(point.screen.x, point.screen.y); } ctx.closePath(); ctx.fill(); ctx.stroke(); // TODO: only draw stroke when strokeWidth > 0 }; /** * @param {CanvasRenderingContext2D} ctx * @param {object} point * @param {string} color * @param {string} borderColor * @param {number} [size=this._dotSize()] * @private */ Graph3d.prototype._drawCircle = function(ctx, point, color, borderColor, size) { var radius = this._calcRadius(point, size); ctx.lineWidth = this._getStrokeWidth(point); ctx.strokeStyle = borderColor; ctx.fillStyle = color; ctx.beginPath(); ctx.arc(point.screen.x, point.screen.y, radius, 0, Math.PI*2, true); ctx.fill(); ctx.stroke(); }; /** * Determine the colors for the 'regular' graph styles. * * @param {object} point * @returns {{fill, border}} * @private */ Graph3d.prototype._getColorsRegular = function(point) { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 var hue = (1 - (point.point.z - this.zRange.min) * this.scale.z / this.verticalRatio) * 240; var color = this._hsv2rgb(hue, 1, 1); var borderColor = this._hsv2rgb(hue, 1, 0.8); return { fill : color, border: borderColor }; }; /** * Get the colors for the 'color' graph styles. * These styles are currently: 'bar-color' and 'dot-color' * Color may be set as a string representation of HTML color, like #ff00ff, * or calculated from a number, for example, distance from this point * The first option is useful when we have some pre-given legend, to which we have to adjust ourselves * The second option is useful when we are interested in automatically setting the color, from some value, * using some color scale * @param {object} point * @returns {{fill: *, border: *}} * @private */ Graph3d.prototype._getColorsColor = function(point) { // calculate the color based on the value var color, borderColor; if (typeof point.point.value === "string") { color = point.point.value; borderColor = point.point.value; } else { var hue = (1 - (point.point.value - this.valueRange.min) * this.scale.value) * 240; color = this._hsv2rgb(hue, 1, 1); borderColor = this._hsv2rgb(hue, 1, 0.8); } return { fill : color, border : borderColor }; }; /** * Get the colors for the 'size' graph styles. * These styles are currently: 'bar-size' and 'dot-size' * * @returns {{fill: *, border: (string|colorOptions.stroke|{string, undefined}|string|colorOptions.stroke|{string}|*)}} * @private */ Graph3d.prototype._getColorsSize = function() { return { fill : this.dataColor.fill, border : this.dataColor.stroke }; }; /** * Determine the size of a point on-screen, as determined by the * distance to the camera. * * @param {Object} point * @param {number} [size=this._dotSize()] the size that needs to be translated to screen coordinates. * optional; if not passed, use the default point size. * @returns {number} * @private */ Graph3d.prototype._calcRadius = function(point, size) { if (size === undefined) { size = this._dotSize(); } var radius; if (this.showPerspective) { radius = size / -point.trans.z; } else { radius = size * -(this.eye.z / this.camera.getArmLength()); } if (radius < 0) { radius = 0; } return radius; }; // ----------------------------------------------------------------------------- // Methods for drawing points per graph style. // ----------------------------------------------------------------------------- /** * Draw single datapoint for graph style 'bar'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawBarGraphPoint = function(ctx, point) { var xWidth = this.xBarWidth / 2; var yWidth = this.yBarWidth / 2; var colors = this._getColorsRegular(point); this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border); }; /** * Draw single datapoint for graph style 'bar-color'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawBarColorGraphPoint = function(ctx, point) { var xWidth = this.xBarWidth / 2; var yWidth = this.yBarWidth / 2; var colors = this._getColorsColor(point); this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border); }; /** * Draw single datapoint for graph style 'bar-size'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawBarSizeGraphPoint = function(ctx, point) { // calculate size for the bar var fraction = (point.point.value - this.valueRange.min) / this.valueRange.range(); var xWidth = (this.xBarWidth / 2) * (fraction * 0.8 + 0.2); var yWidth = (this.yBarWidth / 2) * (fraction * 0.8 + 0.2); var colors = this._getColorsSize(); this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border); }; /** * Draw single datapoint for graph style 'dot'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawDotGraphPoint = function(ctx, point) { var colors = this._getColorsRegular(point); this._drawCircle(ctx, point, colors.fill, colors.border); }; /** * Draw single datapoint for graph style 'dot-line'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawDotLineGraphPoint = function(ctx, point) { // draw a vertical line from the XY-plane to the graph value var from = this._convert3Dto2D(point.bottom); ctx.lineWidth = 1; this._line(ctx, from, point.screen, this.gridColor); this._redrawDotGraphPoint(ctx, point); }; /** * Draw single datapoint for graph style 'dot-color'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawDotColorGraphPoint = function(ctx, point) { var colors = this._getColorsColor(point); this._drawCircle(ctx, point, colors.fill, colors.border); }; /** * Draw single datapoint for graph style 'dot-size'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawDotSizeGraphPoint = function(ctx, point) { var dotSize = this._dotSize(); var fraction = (point.point.value - this.valueRange.min) / this.valueRange.range(); var sizeMin = dotSize*this.dotSizeMinFraction; var sizeRange = dotSize*this.dotSizeMaxFraction - sizeMin; var size = sizeMin + sizeRange*fraction; var colors = this._getColorsSize(); this._drawCircle(ctx, point, colors.fill, colors.border, size); }; /** * Draw single datapoint for graph style 'surface'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawSurfaceGraphPoint = function(ctx, point) { var right = point.pointRight; var top = point.pointTop; var cross = point.pointCross; if (point === undefined || right === undefined || top === undefined || cross === undefined) { return; } var topSideVisible = true; var fillStyle; var strokeStyle; if (this.showGrayBottom || this.showShadow) { // calculate the cross product of the two vectors from center // to left and right, in order to know whether we are looking at the // bottom or at the top side. We can also use the cross product // for calculating light intensity var aDiff = Point3d.subtract(cross.trans, point.trans); var bDiff = Point3d.subtract(top.trans, right.trans); var crossproduct = Point3d.crossProduct(aDiff, bDiff); var len = crossproduct.length(); // FIXME: there is a bug with determining the surface side (shadow or colored) topSideVisible = (crossproduct.z > 0); } if (topSideVisible) { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 var zAvg = (point.point.z + right.point.z + top.point.z + cross.point.z) / 4; var h = (1 - (zAvg - this.zRange.min) * this.scale.z / this.verticalRatio) * 240; var s = 1; // saturation var v; if (this.showShadow) { v = Math.min(1 + (crossproduct.x / len) / 2, 1); // value. TODO: scale fillStyle = this._hsv2rgb(h, s, v); strokeStyle = fillStyle; } else { v = 1; fillStyle = this._hsv2rgb(h, s, v); strokeStyle = this.axisColor; // TODO: should be customizable } } else { fillStyle = 'gray'; strokeStyle = this.axisColor; } ctx.lineWidth = this._getStrokeWidth(point); // TODO: only draw stroke when strokeWidth > 0 var points = [point, right, cross, top]; this._polygon(ctx, points, fillStyle, strokeStyle); }; /** * Helper method for _redrawGridGraphPoint() * * @param {CanvasRenderingContext2D} ctx * @param {Object} from * @param {Object} to * @private */ Graph3d.prototype._drawGridLine = function(ctx, from, to) { if (from === undefined || to === undefined) { return; } // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 var zAvg = (from.point.z + to.point.z) / 2; var h = (1 - (zAvg - this.zRange.min) * this.scale.z / this.verticalRatio) * 240; ctx.lineWidth = this._getStrokeWidth(from) * 2; ctx.strokeStyle = this._hsv2rgb(h, 1, 1); this._line(ctx, from.screen, to.screen); }; /** * Draw single datapoint for graph style 'Grid'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawGridGraphPoint = function(ctx, point) { this._drawGridLine(ctx, point, point.pointRight); this._drawGridLine(ctx, point, point.pointTop); }; /** * Draw single datapoint for graph style 'line'. * * @param {CanvasRenderingContext2D} ctx * @param {Object} point * @private */ Graph3d.prototype._redrawLineGraphPoint = function(ctx, point) { if (point.pointNext === undefined) { return; } ctx.lineWidth = this._getStrokeWidth(point); ctx.strokeStyle = this.dataColor.stroke; this._line(ctx, point.screen, point.pointNext.screen); }; /** * Draw all datapoints for currently selected graph style. * */ Graph3d.prototype._redrawDataGraph = function() { var ctx = this._getContext(); var i; if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception? this._calcTranslations(this.dataPoints); for (i = 0; i < this.dataPoints.length; i++) { var point = this.dataPoints[i]; // Using call() ensures that the correct context is used this._pointDrawingMethod.call(this, ctx, point); } }; // ----------------------------------------------------------------------------- // End methods for drawing points per graph style. // ----------------------------------------------------------------------------- /** * Store startX, startY and startOffset for mouse operations * * @param {Event} event The event that occurred */ Graph3d.prototype._storeMousePosition = function(event) { // get mouse position (different code for IE and all other browsers) this.startMouseX = getMouseX(event); this.startMouseY = getMouseY(event); this._startCameraOffset = this.camera.getOffset(); }; /** * Start a moving operation inside the provided parent element * @param {Event} event The event that occurred (required for * retrieving the mouse position) */ Graph3d.prototype._onMouseDown = function(event) { event = event || window.event; // check if mouse is still down (may be up when focus is lost for example // in an iframe) if (this.leftButtonDown) { this._onMouseUp(event); } // only react on left mouse button down this.leftButtonDown = event.which ? (event.which === 1) : (event.button === 1); if (!this.leftButtonDown && !this.touchDown) return; this._storeMousePosition(event); this.startStart = new Date(this.start); this.startEnd = new Date(this.end); this.startArmRotation = this.camera.getArmRotation(); this.frame.style.cursor = 'move'; // add event listeners to handle moving the contents // we store the function onmousemove and onmouseup in the graph, so we can // remove the eventlisteners lateron in the function mouseUp() var me = this; this.onmousemove = function (event) {me._onMouseMove(event);}; this.onmouseup = function (event) {me._onMouseUp(event);}; util.addEventListener(document, 'mousemove', me.onmousemove); util.addEventListener(document, 'mouseup', me.onmouseup); util.preventDefault(event); }; /** * Perform moving operating. * This function activated from within the funcion Graph.mouseDown(). * @param {Event} event Well, eehh, the event */ Graph3d.prototype._onMouseMove = function (event) { this.moving = true; event = event || window.event; // calculate change in mouse position var diffX = parseFloat(getMouseX(event)) - this.startMouseX; var diffY = parseFloat(getMouseY(event)) - this.startMouseY; // move with ctrl or rotate by other if (event && event.ctrlKey === true) { // calculate change in mouse position var scaleX = this.frame.clientWidth * 0.5; var scaleY = this.frame.clientHeight * 0.5; var offXNew = (this._startCameraOffset.x || 0) - ((diffX / scaleX) * this.camera.armLength) * 0.8; var offYNew = (this._startCameraOffset.y || 0) + ((diffY / scaleY) * this.camera.armLength) * 0.8; this.camera.setOffset(offXNew, offYNew); this._storeMousePosition(event); } else { var horizontalNew = this.startArmRotation.horizontal + diffX / 200; var verticalNew = this.startArmRotation.vertical + diffY / 200; var snapAngle = 4; // degrees var snapValue = Math.sin(snapAngle / 360 * 2 * Math.PI); // snap horizontally to nice angles at 0pi, 0.5pi, 1pi, 1.5pi, etc... // the -0.001 is to take care that the vertical axis is always drawn at the left front corner if (Math.abs(Math.sin(horizontalNew)) < snapValue) { horizontalNew = Math.round(horizontalNew / Math.PI) * Math.PI - 0.001; } if (Math.abs(Math.cos(horizontalNew)) < snapValue) { horizontalNew = (Math.round(horizontalNew / Math.PI - 0.5) + 0.5) * Math.PI - 0.001; } // snap vertically to nice angles if (Math.abs(Math.sin(verticalNew)) < snapValue) { verticalNew = Math.round(verticalNew / Math.PI) * Math.PI; } if (Math.abs(Math.cos(verticalNew)) < snapValue) { verticalNew = (Math.round(verticalNew / Math.PI - 0.5) + 0.5) * Math.PI; } this.camera.setArmRotation(horizontalNew, verticalNew); } this.redraw(); // fire a cameraPositionChange event var parameters = this.getCameraPosition(); this.emit('cameraPositionChange', parameters); util.preventDefault(event); }; /** * Stop moving operating. * This function activated from within the funcion Graph.mouseDown(). * @param {Event} event The event */ Graph3d.prototype._onMouseUp = function (event) { this.frame.style.cursor = 'auto'; this.leftButtonDown = false; // remove event listeners here util.removeEventListener(document, 'mousemove', this.onmousemove); util.removeEventListener(document, 'mouseup', this.onmouseup); util.preventDefault(event); }; /** * @param {Event} event The event */ Graph3d.prototype._onClick = function (event) { if (!this.onclick_callback) return; if (!this.moving) { var boundingRect = this.frame.getBoundingClientRect(); var mouseX = getMouseX(event) - boundingRect.left; var mouseY = getMouseY(event) - boundingRect.top; var dataPoint = this._dataPointFromXY(mouseX, mouseY); if (dataPoint) this.onclick_callback(dataPoint.point.data); } else { // disable onclick callback, if it came immediately after rotate/pan this.moving = false; } util.preventDefault(event); }; /** * After having moved the mouse, a tooltip should pop up when the mouse is resting on a data point * @param {Event} event A mouse move event */ Graph3d.prototype._onTooltip = function (event) { var delay = 300; // ms var boundingRect = this.frame.getBoundingClientRect(); var mouseX = getMouseX(event) - boundingRect.left; var mouseY = getMouseY(event) - boundingRect.top; if (!this.showTooltip) { return; } if (this.tooltipTimeout) { clearTimeout(this.tooltipTimeout); } // (delayed) display of a tooltip only if no mouse button is down if (this.leftButtonDown) { this._hideTooltip(); return; } if (this.tooltip && this.tooltip.dataPoint) { // tooltip is currently visible var dataPoint = this._dataPointFromXY(mouseX, mouseY); if (dataPoint !== this.tooltip.dataPoint) { // datapoint changed if (dataPoint) { this._showTooltip(dataPoint); } else { this._hideTooltip(); } } } else { // tooltip is currently not visible var me = this; this.tooltipTimeout = setTimeout(function () { me.tooltipTimeout = null; // show a tooltip if we have a data point var dataPoint = me._dataPointFromXY(mouseX, mouseY); if (dataPoint) { me._showTooltip(dataPoint); } }, delay); } }; /** * Event handler for touchstart event on mobile devices * @param {Event} event The event */ Graph3d.prototype._onTouchStart = function(event) { this.touchDown = true; var me = this; this.ontouchmove = function (event) {me._onTouchMove(event);}; this.ontouchend = function (event) {me._onTouchEnd(event);}; util.addEventListener(document, 'touchmove', me.ontouchmove); util.addEventListener(document, 'touchend', me.ontouchend); this._onMouseDown(event); }; /** * Event handler for touchmove event on mobile devices * @param {Event} event The event */ Graph3d.prototype._onTouchMove = function(event) { this._onMouseMove(event); }; /** * Event handler for touchend event on mobile devices * @param {Event} event The event */ Graph3d.prototype._onTouchEnd = function(event) { this.touchDown = false; util.removeEventListener(document, 'touchmove', this.ontouchmove); util.removeEventListener(document, 'touchend', this.ontouchend); this._onMouseUp(event); }; /** * Event handler for mouse wheel event, used to zoom the graph * Code from http://adomas.org/javascript-mouse-wheel/ * @param {Event} event The event */ Graph3d.prototype._onWheel = function(event) { if (!event) /* For IE. */ event = window.event; // retrieve delta var delta = 0; if (event.wheelDelta) { /* IE/Opera. */ delta = event.wheelDelta/120; } else if (event.detail) { /* Mozilla case. */ // In Mozilla, sign of delta is different than in IE. // Also, delta is multiple of 3. delta = -event.detail/3; } // If delta is nonzero, handle it. // Basically, delta is now positive if wheel was scrolled up, // and negative, if wheel was scrolled down. if (delta) { var oldLength = this.camera.getArmLength(); var newLength = oldLength * (1 - delta / 10); this.camera.setArmLength(newLength); this.redraw(); this._hideTooltip(); } // fire a cameraPositionChange event var parameters = this.getCameraPosition(); this.emit('cameraPositionChange', parameters); // Prevent default actions caused by mouse wheel. // That might be ugly, but we handle scrolls somehow // anyway, so don't bother here.. util.preventDefault(event); }; /** * Test whether a point lies inside given 2D triangle * * @param {vis.Point2d} point * @param {vis.Point2d[]} triangle * @returns {boolean} true if given point lies inside or on the edge of the * triangle, false otherwise * @private */ Graph3d.prototype._insideTriangle = function (point, triangle) { var a = triangle[0], b = triangle[1], c = triangle[2]; /** * * @param {number} x * @returns {number} */ function sign (x) { return x > 0 ? 1 : x < 0 ? -1 : 0; } var as = sign((b.x - a.x) * (point.y - a.y) - (b.y - a.y) * (point.x - a.x)); var bs = sign((c.x - b.x) * (point.y - b.y) - (c.y - b.y) * (point.x - b.x)); var cs = sign((a.x - c.x) * (point.y - c.y) - (a.y - c.y) * (point.x - c.x)); // each of the three signs must be either equal to each other or zero return (as == 0 || bs == 0 || as == bs) && (bs == 0 || cs == 0 || bs == cs) && (as == 0 || cs == 0 || as == cs); }; /** * Find a data point close to given screen position (x, y) * * @param {number} x * @param {number} y * @returns {Object | null} The closest data point or null if not close to any * data point * @private */ Graph3d.prototype._dataPointFromXY = function (x, y) { var i, distMax = 100, // px dataPoint = null, closestDataPoint = null, closestDist = null, center = new Point2d(x, y); if (this.style === Graph3d.STYLE.BAR || this.style === Graph3d.STYLE.BARCOLOR || this.style === Graph3d.STYLE.BARSIZE) { // the data points are ordered from far away to closest for (i = this.dataPoints.length - 1; i >= 0; i--) { dataPoint = this.dataPoints[i]; var surfaces = dataPoint.surfaces; if (surfaces) { for (var s = surfaces.length - 1; s >= 0; s--) { // split each surface in two triangles, and see if the center point is inside one of these var surface = surfaces[s]; var corners = surface.corners; var triangle1 = [corners[0].screen, corners[1].screen, corners[2].screen]; var triangle2 = [corners[2].screen, corners[3].screen, corners[0].screen]; if (this._insideTriangle(center, triangle1) || this._insideTriangle(center, triangle2)) { // return immediately at the first hit return dataPoint; } } } } } else { // find the closest data point, using distance to the center of the point on 2d screen for (i = 0; i < this.dataPoints.length; i++) { dataPoint = this.dataPoints[i]; var point = dataPoint.screen; if (point) { var distX = Math.abs(x - point.x); var distY = Math.abs(y - point.y); var dist = Math.sqrt(distX * distX + distY * distY); if ((closestDist === null || dist < closestDist) && dist < distMax) { closestDist = dist; closestDataPoint = dataPoint; } } } } return closestDataPoint; }; /** * Determine if the given style has bars * * @param {number} style the style to check * @returns {boolean} true if bar style, false otherwise */ Graph3d.prototype.hasBars = function(style) { return style == Graph3d.STYLE.BAR || style == Graph3d.STYLE.BARCOLOR || style == Graph3d.STYLE.BARSIZE; }; /** * Display a tooltip for given data point * @param {Object} dataPoint * @private */ Graph3d.prototype._showTooltip = function (dataPoint) { var content, line, dot; if (!this.tooltip) { content = document.createElement('div'); Object.assign(content.style, {}, this.tooltipStyle.content); content.style.position = 'absolute'; line = document.createElement('div'); Object.assign(line.style, {}, this.tooltipStyle.line); line.style.position = 'absolute'; dot = document.createElement('div'); Object.assign(dot.style, {}, this.tooltipStyle.dot); dot.style.position = 'absolute'; this.tooltip = { dataPoint: null, dom: { content: content, line: line, dot: dot } }; } else { content = this.tooltip.dom.content; line = this.tooltip.dom.line; dot = this.tooltip.dom.dot; } this._hideTooltip(); this.tooltip.dataPoint = dataPoint; if (typeof this.showTooltip === 'function') { content.innerHTML = this.showTooltip(dataPoint.point); } else { content.innerHTML = '' + '' + '' + '' + '
' + this.xLabel + ':' + dataPoint.point.x + '
' + this.yLabel + ':' + dataPoint.point.y + '
' + this.zLabel + ':' + dataPoint.point.z + '
'; } content.style.left = '0'; content.style.top = '0'; this.frame.appendChild(content); this.frame.appendChild(line); this.frame.appendChild(dot); // calculate sizes var contentWidth = content.offsetWidth; var contentHeight = content.offsetHeight; var lineHeight = line.offsetHeight; var dotWidth = dot.offsetWidth; var dotHeight = dot.offsetHeight; var left = dataPoint.screen.x - contentWidth / 2; left = Math.min(Math.max(left, 10), this.frame.clientWidth - 10 - contentWidth); line.style.left = dataPoint.screen.x + 'px'; line.style.top = (dataPoint.screen.y - lineHeight) + 'px'; content.style.left = left + 'px'; content.style.top = (dataPoint.screen.y - lineHeight - contentHeight) + 'px'; dot.style.left = (dataPoint.screen.x - dotWidth / 2) + 'px'; dot.style.top = (dataPoint.screen.y - dotHeight / 2) + 'px'; }; /** * Hide the tooltip when displayed * @private */ Graph3d.prototype._hideTooltip = function () { if (this.tooltip) { this.tooltip.dataPoint = null; for (var prop in this.tooltip.dom) { if (this.tooltip.dom.hasOwnProperty(prop)) { var elem = this.tooltip.dom[prop]; if (elem && elem.parentNode) { elem.parentNode.removeChild(elem); } } } } }; /**--------------------------------------------------------------------------**/ /** * Get the horizontal mouse position from a mouse event * * @param {Event} event * @returns {number} mouse x */ function getMouseX (event) { if ('clientX' in event) return event.clientX; return event.targetTouches[0] && event.targetTouches[0].clientX || 0; } /** * Get the vertical mouse position from a mouse event * * @param {Event} event * @returns {number} mouse y */ function getMouseY (event) { if ('clientY' in event) return event.clientY; return event.targetTouches[0] && event.targetTouches[0].clientY || 0; } // ----------------------------------------------------------------------------- // Public methods for specific settings // ----------------------------------------------------------------------------- /** * Set the rotation and distance of the camera * * @param {Object} pos An object with the camera position * @param {number} [pos.horizontal] The horizontal rotation, between 0 and 2*PI. * Optional, can be left undefined. * @param {number} [pos.vertical] The vertical rotation, between 0 and 0.5*PI. * if vertical=0.5*PI, the graph is shown from * the top. Optional, can be left undefined. * @param {number} [pos.distance] The (normalized) distance of the camera to the * center of the graph, a value between 0.71 and * 5.0. Optional, can be left undefined. */ Graph3d.prototype.setCameraPosition = function(pos) { Settings.setCameraPosition(pos, this); this.redraw(); }; /** * Set a new size for the graph * * @param {string} width Width in pixels or percentage (for example '800px' * or '50%') * @param {string} height Height in pixels or percentage (for example '400px' * or '30%') */ Graph3d.prototype.setSize = function(width, height) { this._setSize(width, height); this.redraw(); }; // ----------------------------------------------------------------------------- // End public methods for specific settings // ----------------------------------------------------------------------------- module.exports = Graph3d;