/** * @constructor Graph3d * The Graph is a visualization Graphs on a time line * * Graph is developed in javascript as a Google Visualization Chart. * * @param {Element} container The DOM element in which the Graph will * be created. Normally a div element. * @param {DataSet | DataView | Array} [data] * @param {Object} [options] */ function Graph3d(container, data, options) { // create variables and set default values this.containerElement = container; this.width = '400px'; this.height = '400px'; this.margin = 10; // px this.defaultXCenter = '55%'; this.defaultYCenter = '50%'; this.xLabel = 'x'; this.yLabel = 'y'; this.zLabel = 'z'; this.filterLabel = 'time'; this.legendLabel = 'value'; this.style = Graph3d.STYLE.DOT; this.showPerspective = true; this.showGrid = true; this.keepAspectRatio = true; this.showShadow = false; this.showGrayBottom = false; // TODO: this does not work correctly this.showTooltip = false; this.verticalRatio = 0.5; // 0.1 to 1.0, where 1.0 results in a 'cube' this.animationInterval = 1000; // milliseconds this.animationPreload = false; this.camera = new Graph3d.Camera(); this.eye = new Point3d(0, 0, -1); // TODO: set eye.z about 3/4 of the width of the window? this.dataTable = null; // The original data table this.dataPoints = null; // The table with point objects // the column indexes this.colX = undefined; this.colY = undefined; this.colZ = undefined; this.colValue = undefined; this.colFilter = undefined; this.xMin = 0; this.xStep = undefined; // auto by default this.xMax = 1; this.yMin = 0; this.yStep = undefined; // auto by default this.yMax = 1; this.zMin = 0; this.zStep = undefined; // auto by default this.zMax = 1; this.valueMin = 0; this.valueMax = 1; this.xBarWidth = 1; this.yBarWidth = 1; // TODO: customize axis range // constants this.colorAxis = '#4D4D4D'; this.colorGrid = '#D3D3D3'; this.colorDot = '#7DC1FF'; this.colorDotBorder = '#3267D2'; // create a frame and canvas this.create(); // apply options (also when undefined) this.setOptions(options); // apply data if (data) { this.setData(data); } } // Extend Graph with an Emitter mixin Emitter(Graph3d.prototype); /** * @class Camera * The camera is mounted on a (virtual) camera arm. The camera arm can rotate * The camera is always looking in the direction of the origin of the arm. * This way, the camera always rotates around one fixed point, the location * of the camera arm. * * Documentation: * http://en.wikipedia.org/wiki/3D_projection */ Graph3d.Camera = function () { this.armLocation = new Point3d(); this.armRotation = {}; this.armRotation.horizontal = 0; this.armRotation.vertical = 0; this.armLength = 1.7; this.cameraLocation = new Point3d(); this.cameraRotation = new Point3d(0.5*Math.PI, 0, 0); this.calculateCameraOrientation(); }; /** * Set the location (origin) of the arm * @param {Number} x Normalized value of x * @param {Number} y Normalized value of y * @param {Number} z Normalized value of z */ Graph3d.Camera.prototype.setArmLocation = function(x, y, z) { this.armLocation.x = x; this.armLocation.y = y; this.armLocation.z = z; this.calculateCameraOrientation(); }; /** * Set the rotation of the camera arm * @param {Number} horizontal The horizontal rotation, between 0 and 2*PI. * Optional, can be left undefined. * @param {Number} 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. */ Graph3d.Camera.prototype.setArmRotation = function(horizontal, vertical) { if (horizontal !== undefined) { this.armRotation.horizontal = horizontal; } if (vertical !== undefined) { this.armRotation.vertical = vertical; if (this.armRotation.vertical < 0) this.armRotation.vertical = 0; if (this.armRotation.vertical > 0.5*Math.PI) this.armRotation.vertical = 0.5*Math.PI; } if (horizontal !== undefined || vertical !== undefined) { this.calculateCameraOrientation(); } }; /** * Retrieve the current arm rotation * @return {object} An object with parameters horizontal and vertical */ Graph3d.Camera.prototype.getArmRotation = function() { var rot = {}; rot.horizontal = this.armRotation.horizontal; rot.vertical = this.armRotation.vertical; return rot; }; /** * Set the (normalized) length of the camera arm. * @param {Number} length A length between 0.71 and 5.0 */ Graph3d.Camera.prototype.setArmLength = function(length) { if (length === undefined) return; this.armLength = length; // Radius must be larger than the corner of the graph, // which has a distance of sqrt(0.5^2+0.5^2) = 0.71 from the center of the // graph if (this.armLength < 0.71) this.armLength = 0.71; if (this.armLength > 5.0) this.armLength = 5.0; this.calculateCameraOrientation(); }; /** * Retrieve the arm length * @return {Number} length */ Graph3d.Camera.prototype.getArmLength = function() { return this.armLength; }; /** * Retrieve the camera location * @return {Point3d} cameraLocation */ Graph3d.Camera.prototype.getCameraLocation = function() { return this.cameraLocation; }; /** * Retrieve the camera rotation * @return {Point3d} cameraRotation */ Graph3d.Camera.prototype.getCameraRotation = function() { return this.cameraRotation; }; /** * Calculate the location and rotation of the camera based on the * position and orientation of the camera arm */ Graph3d.Camera.prototype.calculateCameraOrientation = function() { // calculate location of the camera this.cameraLocation.x = this.armLocation.x - this.armLength * Math.sin(this.armRotation.horizontal) * Math.cos(this.armRotation.vertical); this.cameraLocation.y = this.armLocation.y - this.armLength * Math.cos(this.armRotation.horizontal) * Math.cos(this.armRotation.vertical); this.cameraLocation.z = this.armLocation.z + this.armLength * Math.sin(this.armRotation.vertical); // calculate rotation of the camera this.cameraRotation.x = Math.PI/2 - this.armRotation.vertical; this.cameraRotation.y = 0; this.cameraRotation.z = -this.armRotation.horizontal; }; /** * Calculate the scaling values, dependent on the range in x, y, and z direction */ Graph3d.prototype._setScale = function() { this.scale = new Point3d(1 / (this.xMax - this.xMin), 1 / (this.yMax - this.yMin), 1 / (this.zMax - this.zMin)); // 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 this.scale.value = 1 / (this.valueMax - this.valueMin); // position the camera arm var xCenter = (this.xMax + this.xMin) / 2 * this.scale.x; var yCenter = (this.yMax + this.yMin) / 2 * this.scale.y; var zCenter = (this.zMax + this.zMin) / 2 * this.scale.z; this.camera.setArmLocation(xCenter, yCenter, zCenter); }; /** * Convert a 3D location to a 2D location on screen * http://en.wikipedia.org/wiki/3D_projection * @param {Point3d} point3d A 3D point with parameters x, y, z * @return {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 * http://en.wikipedia.org/wiki/3D_projection * @param {Point3d} point3d A 3D point with parameters x, y, z * @return {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 ax = point3d.x * this.scale.x, ay = point3d.y * this.scale.y, az = point3d.z * this.scale.z, cx = this.camera.getCameraLocation().x, cy = this.camera.getCameraLocation().y, cz = this.camera.getCameraLocation().z, // calculate angles sinTx = Math.sin(this.camera.getCameraRotation().x), cosTx = Math.cos(this.camera.getCameraRotation().x), sinTy = Math.sin(this.camera.getCameraRotation().y), cosTy = Math.cos(this.camera.getCameraRotation().y), sinTz = Math.sin(this.camera.getCameraRotation().z), cosTz = Math.cos(this.camera.getCameraRotation().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 * @return {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.xcenter + bx * this.frame.canvas.clientWidth, this.ycenter - by * this.frame.canvas.clientWidth); }; /** * Set the background styling for the graph * @param {string | {fill: string, stroke: string, strokeWidth: string}} backgroundColor */ Graph3d.prototype._setBackgroundColor = function(backgroundColor) { var fill = 'white'; var stroke = 'gray'; var strokeWidth = 1; if (typeof(backgroundColor) === 'string') { fill = backgroundColor; stroke = 'none'; strokeWidth = 0; } else if (typeof(backgroundColor) === 'object') { if (backgroundColor.fill !== undefined) fill = backgroundColor.fill; if (backgroundColor.stroke !== undefined) stroke = backgroundColor.stroke; if (backgroundColor.strokeWidth !== undefined) strokeWidth = backgroundColor.strokeWidth; } else if (backgroundColor === undefined) { // use use defaults } else { throw 'Unsupported type of backgroundColor'; } this.frame.style.backgroundColor = fill; this.frame.style.borderColor = stroke; this.frame.style.borderWidth = strokeWidth + 'px'; this.frame.style.borderStyle = 'solid'; }; /// enumerate the available styles Graph3d.STYLE = { BAR: 0, BARCOLOR: 1, BARSIZE: 2, DOT : 3, DOTLINE : 4, DOTCOLOR: 5, DOTSIZE: 6, GRID : 7, LINE: 8, SURFACE : 9 }; /** * Retrieve the style index from given styleName * @param {string} styleName Style name such as 'dot', 'grid', 'dot-line' * @return {Number} styleNumber Enumeration value representing the style, or -1 * when not found */ Graph3d.prototype._getStyleNumber = function(styleName) { switch (styleName) { case 'dot': return Graph3d.STYLE.DOT; case 'dot-line': return Graph3d.STYLE.DOTLINE; case 'dot-color': return Graph3d.STYLE.DOTCOLOR; case 'dot-size': return Graph3d.STYLE.DOTSIZE; case 'line': return Graph3d.STYLE.LINE; case 'grid': return Graph3d.STYLE.GRID; case 'surface': return Graph3d.STYLE.SURFACE; case 'bar': return Graph3d.STYLE.BAR; case 'bar-color': return Graph3d.STYLE.BARCOLOR; case 'bar-size': return Graph3d.STYLE.BARSIZE; } return -1; }; /** * Determine the indexes of the data columns, based on the given style and data * @param {DataSet} data * @param {Number} style */ Graph3d.prototype._determineColumnIndexes = function(data, style) { if (this.style === Graph3d.STYLE.DOT || this.style === Graph3d.STYLE.DOTLINE || this.style === Graph3d.STYLE.LINE || this.style === Graph3d.STYLE.GRID || this.style === Graph3d.STYLE.SURFACE || this.style === Graph3d.STYLE.BAR) { // 3 columns expected, and optionally a 4th with filter values this.colX = 0; this.colY = 1; this.colZ = 2; this.colValue = undefined; if (data.getNumberOfColumns() > 3) { this.colFilter = 3; } } else if (this.style === Graph3d.STYLE.DOTCOLOR || this.style === Graph3d.STYLE.DOTSIZE || this.style === Graph3d.STYLE.BARCOLOR || this.style === Graph3d.STYLE.BARSIZE) { // 4 columns expected, and optionally a 5th with filter values this.colX = 0; this.colY = 1; this.colZ = 2; this.colValue = 3; if (data.getNumberOfColumns() > 4) { this.colFilter = 4; } } else { throw 'Unknown style "' + this.style + '"'; } }; Graph3d.prototype.getNumberOfRows = function(data) { return data.length; } Graph3d.prototype.getNumberOfColumns = function(data) { var counter = 0; for (var column in data[0]) { if (data[0].hasOwnProperty(column)) { counter++; } } return counter; } Graph3d.prototype.getDistinctValues = function(data, column) { var distinctValues = []; for (var i = 0; i < data.length; i++) { if (distinctValues.indexOf(data[i][column]) == -1) { distinctValues.push(data[i][column]); } } return distinctValues; } Graph3d.prototype.getColumnRange = function(data,column) { var minMax = {min:data[0][column],max:data[0][column]}; for (var i = 0; i < data.length; i++) { if (minMax.min > data[i][column]) { minMax.min = data[i][column]; } if (minMax.max < data[i][column]) { minMax.max = data[i][column]; } } return minMax; }; /** * Initialize the data from the data table. Calculate minimum and maximum values * and column index values * @param {Array | DataSet | DataView} rawData The data containing the items for the Graph. * @param {Number} style Style Number */ Graph3d.prototype._dataInitialize = function (rawData, style) { var me = this; // unsubscribe from the dataTable if (this.dataSet) { this.dataSet.off('*', this._onChange); } if (rawData === undefined) return; if (Array.isArray(rawData)) { rawData = new DataSet(rawData); } var data; if (rawData instanceof DataSet || rawData instanceof DataView) { data = rawData.get(); } else { throw new Error('Array, DataSet, or DataView expected'); } if (data.length == 0) return; this.dataSet = rawData; this.dataTable = data; // subscribe to changes in the dataset this._onChange = function () { me.setData(me.dataSet); }; this.dataSet.on('*', this._onChange); // _determineColumnIndexes // getNumberOfRows (points) // getNumberOfColumns (x,y,z,v,t,t1,t2...) // getDistinctValues (unique values?) // getColumnRange // determine the location of x,y,z,value,filter columns this.colX = 'x'; this.colY = 'y'; this.colZ = 'z'; this.colValue = 'style'; this.colFilter = 'filter'; // check if a filter column is provided if (data[0].hasOwnProperty('filter')) { if (this.dataFilter === undefined) { this.dataFilter = new Filter(rawData, this.colFilter, this); this.dataFilter.setOnLoadCallback(function() {me.redraw();}); } } var withBars = this.style == Graph3d.STYLE.BAR || this.style == Graph3d.STYLE.BARCOLOR || this.style == Graph3d.STYLE.BARSIZE; // determine barWidth from data if (withBars) { if (this.defaultXBarWidth !== undefined) { this.xBarWidth = this.defaultXBarWidth; } else { var dataX = this.getDistinctValues(data,this.colX); this.xBarWidth = (dataX[1] - dataX[0]) || 1; } if (this.defaultYBarWidth !== undefined) { this.yBarWidth = this.defaultYBarWidth; } else { var dataY = this.getDistinctValues(data,this.colY); this.yBarWidth = (dataY[1] - dataY[0]) || 1; } } // calculate minimums and maximums var xRange = this.getColumnRange(data,this.colX); if (withBars) { xRange.min -= this.xBarWidth / 2; xRange.max += this.xBarWidth / 2; } this.xMin = (this.defaultXMin !== undefined) ? this.defaultXMin : xRange.min; this.xMax = (this.defaultXMax !== undefined) ? this.defaultXMax : xRange.max; if (this.xMax <= this.xMin) this.xMax = this.xMin + 1; this.xStep = (this.defaultXStep !== undefined) ? this.defaultXStep : (this.xMax-this.xMin)/5; var yRange = this.getColumnRange(data,this.colY); if (withBars) { yRange.min -= this.yBarWidth / 2; yRange.max += this.yBarWidth / 2; } this.yMin = (this.defaultYMin !== undefined) ? this.defaultYMin : yRange.min; this.yMax = (this.defaultYMax !== undefined) ? this.defaultYMax : yRange.max; if (this.yMax <= this.yMin) this.yMax = this.yMin + 1; this.yStep = (this.defaultYStep !== undefined) ? this.defaultYStep : (this.yMax-this.yMin)/5; var zRange = this.getColumnRange(data,this.colZ); this.zMin = (this.defaultZMin !== undefined) ? this.defaultZMin : zRange.min; this.zMax = (this.defaultZMax !== undefined) ? this.defaultZMax : zRange.max; if (this.zMax <= this.zMin) this.zMax = this.zMin + 1; this.zStep = (this.defaultZStep !== undefined) ? this.defaultZStep : (this.zMax-this.zMin)/5; if (this.colValue !== undefined) { var valueRange = this.getColumnRange(data,this.colValue); this.valueMin = (this.defaultValueMin !== undefined) ? this.defaultValueMin : valueRange.min; this.valueMax = (this.defaultValueMax !== undefined) ? this.defaultValueMax : valueRange.max; if (this.valueMax <= this.valueMin) this.valueMax = this.valueMin + 1; } // set the scale dependent on the ranges. this._setScale(); }; /** * Filter the data based on the current filter * @param {Array} data * @return {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, z, obj, point; var dataPoints = []; if (this.style === Graph3d.STYLE.GRID || this.style === Graph3d.STYLE.SURFACE) { // copy all values from the google 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 = []; var dataY = []; for (i = 0; i < this.getNumberOfRows(data); i++) { x = data[i][this.colX] || 0; y = data[i][this.colY] || 0; if (dataX.indexOf(x) === -1) { dataX.push(x); } if (dataY.indexOf(y) === -1) { dataY.push(y); } } function sortNumber(a, b) { return a - b; } dataX.sort(sortNumber); dataY.sort(sortNumber); // create a grid, a 2d matrix, with all values. var dataMatrix = []; // temporary data matrix for (i = 0; i < data.length; i++) { x = data[i][this.colX] || 0; y = data[i][this.colY] || 0; z = data[i][this.colZ] || 0; var xIndex = dataX.indexOf(x); // TODO: implement Array().indexOf() for Internet Explorer var yIndex = dataY.indexOf(y); if (dataMatrix[xIndex] === undefined) { dataMatrix[xIndex] = []; } var point3d = new Point3d(); point3d.x = x; point3d.y = y; point3d.z = z; obj = {}; obj.point = point3d; obj.trans = undefined; obj.screen = undefined; obj.bottom = new Point3d(x, y, this.zMin); dataMatrix[xIndex][yIndex] = obj; dataPoints.push(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. // copy all values from the google data table to a list with Point3d objects for (i = 0; i < data.length; i++) { point = new Point3d(); point.x = data[i][this.colX] || 0; point.y = data[i][this.colY] || 0; point.z = data[i][this.colZ] || 0; if (this.colValue !== undefined) { point.value = data[i][this.colValue] || 0; } obj = {}; obj.point = point; obj.bottom = new Point3d(point.x, point.y, this.zMin); obj.trans = undefined; obj.screen = undefined; dataPoints.push(obj); } } return dataPoints; }; /** * Append suffix 'px' to provided value x * @param {int} x An integer value * @return {string} the string value of x, followed by the suffix 'px' */ Graph3d.px = function(x) { return x + 'px'; }; /** * 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);}; // TODO: these events are never cleaned up... can give a 'memory leakage' G3DaddEventListener(this.frame.canvas, 'keydown', onkeydown); G3DaddEventListener(this.frame.canvas, 'mousedown', onmousedown); G3DaddEventListener(this.frame.canvas, 'touchstart', ontouchstart); G3DaddEventListener(this.frame.canvas, 'mousewheel', onmousewheel); G3DaddEventListener(this.frame.canvas, 'mousemove', ontooltip); // add the new graph to the container element this.containerElement.appendChild(this.frame); }; /** * 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.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 animation */ Graph3d.prototype.animationStart = function() { if (!this.frame.filter || !this.frame.filter.slider) throw '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.defaultXCenter * and this.defaultYCenter (which are strings with a percentage or a value * in pixels). The center positions are the variables this.xCenter * and this.yCenter */ Graph3d.prototype._resizeCenter = function() { // calculate the horizontal center position if (this.defaultXCenter.charAt(this.defaultXCenter.length-1) === '%') { this.xcenter = parseFloat(this.defaultXCenter) / 100 * this.frame.canvas.clientWidth; } else { this.xcenter = parseFloat(this.defaultXCenter); // supposed to be in px } // calculate the vertical center position if (this.defaultYCenter.charAt(this.defaultYCenter.length-1) === '%') { this.ycenter = parseFloat(this.defaultYCenter) / 100 * (this.frame.canvas.clientHeight - this.frame.filter.clientHeight); } else { this.ycenter = parseFloat(this.defaultYCenter); // supposed to be in px } }; /** * Set the rotation and distance of the camera * @param {Object} pos An object with the camera position. The object * contains three parameters: * - horizontal {Number} * The horizontal rotation, between 0 and 2*PI. * Optional, can be left undefined. * - vertical {Number} * 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. * - distance {Number} * 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) { if (pos === undefined) { return; } if (pos.horizontal !== undefined && pos.vertical !== undefined) { this.camera.setArmRotation(pos.horizontal, pos.vertical); } if (pos.distance !== undefined) { this.camera.setArmLength(pos.distance); } this.redraw(); }; /** * Retrieve the current camera rotation * @return {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 */ Graph3d.prototype._readData = function(data) { // read the data this._dataInitialize(data, this.style); if (this.dataFilter) { // apply filtering this.dataPoints = this.dataFilter._getDataPoints(); } else { // no filtering. load all data this.dataPoints = this._getDataPoints(this.dataTable); } // draw the filter this._redrawFilter(); }; /** * Replace the dataset of the Graph3d * @param {Array | DataSet | DataView} data */ Graph3d.prototype.setData = function (data) { this._readData(data); this.redraw(); // start animation when option is true if (this.animationAutoStart && this.dataFilter) { this.animationStart(); } }; /** * Update the options. Options will be merged with current options * @param {Object} options */ Graph3d.prototype.setOptions = function (options) { var cameraPosition = undefined; this.animationStop(); if (options !== undefined) { // retrieve parameter values if (options.width !== undefined) this.width = options.width; if (options.height !== undefined) this.height = options.height; if (options.xCenter !== undefined) this.defaultXCenter = options.xCenter; if (options.yCenter !== undefined) this.defaultYCenter = options.yCenter; if (options.filterLabel !== undefined) this.filterLabel = options.filterLabel; if (options.legendLabel !== undefined) this.legendLabel = options.legendLabel; if (options.xLabel !== undefined) this.xLabel = options.xLabel; if (options.yLabel !== undefined) this.yLabel = options.yLabel; if (options.zLabel !== undefined) this.zLabel = options.zLabel; if (options.style !== undefined) { var styleNumber = this._getStyleNumber(options.style); if (styleNumber !== -1) { this.style = styleNumber; } } if (options.showGrid !== undefined) this.showGrid = options.showGrid; if (options.showPerspective !== undefined) this.showPerspective = options.showPerspective; if (options.showShadow !== undefined) this.showShadow = options.showShadow; if (options.tooltip !== undefined) this.showTooltip = options.tooltip; if (options.showAnimationControls !== undefined) this.showAnimationControls = options.showAnimationControls; if (options.keepAspectRatio !== undefined) this.keepAspectRatio = options.keepAspectRatio; if (options.verticalRatio !== undefined) this.verticalRatio = options.verticalRatio; if (options.animationInterval !== undefined) this.animationInterval = options.animationInterval; if (options.animationPreload !== undefined) this.animationPreload = options.animationPreload; if (options.animationAutoStart !== undefined)this.animationAutoStart = options.animationAutoStart; if (options.xBarWidth !== undefined) this.defaultXBarWidth = options.xBarWidth; if (options.yBarWidth !== undefined) this.defaultYBarWidth = options.yBarWidth; if (options.xMin !== undefined) this.defaultXMin = options.xMin; if (options.xStep !== undefined) this.defaultXStep = options.xStep; if (options.xMax !== undefined) this.defaultXMax = options.xMax; if (options.yMin !== undefined) this.defaultYMin = options.yMin; if (options.yStep !== undefined) this.defaultYStep = options.yStep; if (options.yMax !== undefined) this.defaultYMax = options.yMax; if (options.zMin !== undefined) this.defaultZMin = options.zMin; if (options.zStep !== undefined) this.defaultZStep = options.zStep; if (options.zMax !== undefined) this.defaultZMax = options.zMax; if (options.valueMin !== undefined) this.defaultValueMin = options.valueMin; if (options.valueMax !== undefined) this.defaultValueMax = options.valueMax; if (options.cameraPosition !== undefined) cameraPosition = options.cameraPosition; if (cameraPosition !== undefined) { this.camera.setArmRotation(cameraPosition.horizontal, cameraPosition.vertical); this.camera.setArmLength(cameraPosition.distance); } else { this.camera.setArmRotation(1.0, 0.5); this.camera.setArmLength(1.7); } } this._setBackgroundColor(options && options.backgroundColor); this.setSize(this.width, this.height); // re-load the data if (this.dataTable) { this.setData(this.dataTable); } // start animation when option is true if (this.animationAutoStart && this.dataFilter) { this.animationStart(); } }; /** * Redraw the Graph. */ Graph3d.prototype.redraw = function() { if (this.dataPoints === undefined) { throw 'Error: graph data not initialized'; } this._resizeCanvas(); this._resizeCenter(); this._redrawSlider(); this._redrawClear(); this._redrawAxis(); if (this.style === Graph3d.STYLE.GRID || this.style === Graph3d.STYLE.SURFACE) { this._redrawDataGrid(); } else if (this.style === Graph3d.STYLE.LINE) { this._redrawDataLine(); } else if (this.style === Graph3d.STYLE.BAR || this.style === Graph3d.STYLE.BARCOLOR || this.style === Graph3d.STYLE.BARSIZE) { this._redrawDataBar(); } else { // style is DOT, DOTLINE, DOTCOLOR, DOTSIZE this._redrawDataDot(); } this._redrawInfo(); this._redrawLegend(); }; /** * 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); }; /** * Redraw the legend showing the colors */ Graph3d.prototype._redrawLegend = function() { var y; if (this.style === Graph3d.STYLE.DOTCOLOR || this.style === Graph3d.STYLE.DOTSIZE) { var dotSize = this.frame.clientWidth * 0.02; var widthMin, widthMax; if (this.style === Graph3d.STYLE.DOTSIZE) { widthMin = dotSize / 2; // px widthMax = dotSize / 2 + dotSize * 2; // Todo: put this in one function } else { widthMin = 20; // px widthMax = 20; // px } var height = Math.max(this.frame.clientHeight * 0.25, 100); var top = this.margin; var right = this.frame.clientWidth - this.margin; var left = right - widthMax; var bottom = top + height; } var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); ctx.lineWidth = 1; ctx.font = '14px arial'; // TODO: put in options if (this.style === Graph3d.STYLE.DOTCOLOR) { // draw the color bar var ymin = 0; var ymax = height; // Todo: make height customizable for (y = ymin; y < ymax; y++) { var f = (y - ymin) / (ymax - ymin); //var width = (dotSize / 2 + (1-f) * dotSize * 2); // Todo: put this in one function 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.colorAxis; ctx.strokeRect(left, top, widthMax, height); } if (this.style === Graph3d.STYLE.DOTSIZE) { // draw border around color bar ctx.strokeStyle = this.colorAxis; ctx.fillStyle = this.colorDot; ctx.beginPath(); ctx.moveTo(left, top); ctx.lineTo(right, top); ctx.lineTo(right - widthMax + widthMin, bottom); ctx.lineTo(left, bottom); ctx.closePath(); ctx.fill(); ctx.stroke(); } if (this.style === Graph3d.STYLE.DOTCOLOR || this.style === Graph3d.STYLE.DOTSIZE) { // print values along the color bar var gridLineLen = 5; // px var step = new StepNumber(this.valueMin, this.valueMax, (this.valueMax-this.valueMin)/5, true); step.start(); if (step.getCurrent() < this.valueMin) { step.next(); } while (!step.end()) { y = bottom - (step.getCurrent() - this.valueMin) / (this.valueMax - this.valueMin) * height; ctx.beginPath(); ctx.moveTo(left - gridLineLen, y); ctx.lineTo(left, y); ctx.stroke(); ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; ctx.fillStyle = this.colorAxis; 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() { this.frame.filter.innerHTML = ''; if (this.dataFilter) { var options = { 'visible': this.showAnimationControls }; var slider = new Slider(this.frame.filter, options); this.frame.filter.slider = slider; // TODO: css here is not nice here... this.frame.filter.style.padding = '10px'; //this.frame.filter.style.backgroundColor = '#EFEFEF'; slider.setValues(this.dataFilter.values); slider.setPlayInterval(this.animationInterval); // create an event handler var me = this; var onchange = function () { var index = slider.getIndex(); me.dataFilter.selectValue(index); me.dataPoints = me.dataFilter._getDataPoints(); me.redraw(); }; slider.setOnChangeCallback(onchange); } else { this.frame.filter.slider = undefined; } }; /** * 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() { if (this.dataFilter) { var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); 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(this.dataFilter.getLabel() + ': ' + this.dataFilter.getSelectedValue(), x, y); } }; /** * Redraw the axis */ Graph3d.prototype._redrawAxis = function() { var canvas = this.frame.canvas, ctx = canvas.getContext('2d'), from, to, step, prettyStep, text, xText, yText, zText, offset, xOffset, yOffset, xMin2d, xMax2d; // 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; // draw x-grid lines ctx.lineWidth = 1; prettyStep = (this.defaultXStep === undefined); step = new StepNumber(this.xMin, this.xMax, this.xStep, prettyStep); step.start(); if (step.getCurrent() < this.xMin) { step.next(); } while (!step.end()) { var x = step.getCurrent(); if (this.showGrid) { from = this._convert3Dto2D(new Point3d(x, this.yMin, this.zMin)); to = this._convert3Dto2D(new Point3d(x, this.yMax, this.zMin)); ctx.strokeStyle = this.colorGrid; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); } else { from = this._convert3Dto2D(new Point3d(x, this.yMin, this.zMin)); to = this._convert3Dto2D(new Point3d(x, this.yMin+gridLenX, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); from = this._convert3Dto2D(new Point3d(x, this.yMax, this.zMin)); to = this._convert3Dto2D(new Point3d(x, this.yMax-gridLenX, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); } yText = (Math.cos(armAngle) > 0) ? this.yMin : this.yMax; text = this._convert3Dto2D(new Point3d(x, yText, this.zMin)); if (Math.cos(armAngle * 2) > 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; text.y += textMargin; } else if (Math.sin(armAngle * 2) < 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.colorAxis; ctx.fillText(' ' + step.getCurrent() + ' ', text.x, text.y); step.next(); } // draw y-grid lines ctx.lineWidth = 1; prettyStep = (this.defaultYStep === undefined); step = new StepNumber(this.yMin, this.yMax, this.yStep, prettyStep); step.start(); if (step.getCurrent() < this.yMin) { step.next(); } while (!step.end()) { if (this.showGrid) { from = this._convert3Dto2D(new Point3d(this.xMin, step.getCurrent(), this.zMin)); to = this._convert3Dto2D(new Point3d(this.xMax, step.getCurrent(), this.zMin)); ctx.strokeStyle = this.colorGrid; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); } else { from = this._convert3Dto2D(new Point3d(this.xMin, step.getCurrent(), this.zMin)); to = this._convert3Dto2D(new Point3d(this.xMin+gridLenY, step.getCurrent(), this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); from = this._convert3Dto2D(new Point3d(this.xMax, step.getCurrent(), this.zMin)); to = this._convert3Dto2D(new Point3d(this.xMax-gridLenY, step.getCurrent(), this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); } xText = (Math.sin(armAngle ) > 0) ? this.xMin : this.xMax; text = this._convert3Dto2D(new Point3d(xText, step.getCurrent(), this.zMin)); if (Math.cos(armAngle * 2) < 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; text.y += textMargin; } else if (Math.sin(armAngle * 2) > 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.colorAxis; ctx.fillText(' ' + step.getCurrent() + ' ', text.x, text.y); step.next(); } // draw z-grid lines and axis ctx.lineWidth = 1; prettyStep = (this.defaultZStep === undefined); step = new StepNumber(this.zMin, this.zMax, this.zStep, prettyStep); step.start(); if (step.getCurrent() < this.zMin) { step.next(); } xText = (Math.cos(armAngle ) > 0) ? this.xMin : this.xMax; yText = (Math.sin(armAngle ) < 0) ? this.yMin : this.yMax; while (!step.end()) { // TODO: make z-grid lines really 3d? from = this._convert3Dto2D(new Point3d(xText, yText, step.getCurrent())); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(from.x - textMargin, from.y); ctx.stroke(); ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; ctx.fillStyle = this.colorAxis; ctx.fillText(step.getCurrent() + ' ', from.x - 5, from.y); step.next(); } ctx.lineWidth = 1; from = this._convert3Dto2D(new Point3d(xText, yText, this.zMin)); to = this._convert3Dto2D(new Point3d(xText, yText, this.zMax)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); // draw x-axis ctx.lineWidth = 1; // line at yMin xMin2d = this._convert3Dto2D(new Point3d(this.xMin, this.yMin, this.zMin)); xMax2d = this._convert3Dto2D(new Point3d(this.xMax, this.yMin, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(xMin2d.x, xMin2d.y); ctx.lineTo(xMax2d.x, xMax2d.y); ctx.stroke(); // line at ymax xMin2d = this._convert3Dto2D(new Point3d(this.xMin, this.yMax, this.zMin)); xMax2d = this._convert3Dto2D(new Point3d(this.xMax, this.yMax, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(xMin2d.x, xMin2d.y); ctx.lineTo(xMax2d.x, xMax2d.y); ctx.stroke(); // draw y-axis ctx.lineWidth = 1; // line at xMin from = this._convert3Dto2D(new Point3d(this.xMin, this.yMin, this.zMin)); to = this._convert3Dto2D(new Point3d(this.xMin, this.yMax, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); // line at xMax from = this._convert3Dto2D(new Point3d(this.xMax, this.yMin, this.zMin)); to = this._convert3Dto2D(new Point3d(this.xMax, this.yMax, this.zMin)); ctx.strokeStyle = this.colorAxis; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(to.x, to.y); ctx.stroke(); // draw x-label var xLabel = this.xLabel; if (xLabel.length > 0) { yOffset = 0.1 / this.scale.y; xText = (this.xMin + this.xMax) / 2; yText = (Math.cos(armAngle) > 0) ? this.yMin - yOffset: this.yMax + yOffset; text = this._convert3Dto2D(new Point3d(xText, yText, this.zMin)); if (Math.cos(armAngle * 2) > 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; } else if (Math.sin(armAngle * 2) < 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.colorAxis; ctx.fillText(xLabel, text.x, text.y); } // draw y-label var yLabel = this.yLabel; if (yLabel.length > 0) { xOffset = 0.1 / this.scale.x; xText = (Math.sin(armAngle ) > 0) ? this.xMin - xOffset : this.xMax + xOffset; yText = (this.yMin + this.yMax) / 2; text = this._convert3Dto2D(new Point3d(xText, yText, this.zMin)); if (Math.cos(armAngle * 2) < 0) { ctx.textAlign = 'center'; ctx.textBaseline = 'top'; } else if (Math.sin(armAngle * 2) > 0){ ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; } else { ctx.textAlign = 'left'; ctx.textBaseline = 'middle'; } ctx.fillStyle = this.colorAxis; ctx.fillText(yLabel, text.x, text.y); } // draw z-label var zLabel = this.zLabel; if (zLabel.length > 0) { offset = 30; // pixels. // TODO: relate to the max width of the values on the z axis? xText = (Math.cos(armAngle ) > 0) ? this.xMin : this.xMax; yText = (Math.sin(armAngle ) < 0) ? this.yMin : this.yMax; zText = (this.zMin + this.zMax) / 2; text = this._convert3Dto2D(new Point3d(xText, yText, zText)); ctx.textAlign = 'right'; ctx.textBaseline = 'middle'; ctx.fillStyle = this.colorAxis; ctx.fillText(zLabel, text.x - offset, text.y); } }; /** * 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 */ 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) + ')'; }; /** * Draw all datapoints as a grid * This function can be used when the style is 'grid' */ Graph3d.prototype._redrawDataGrid = function() { var canvas = this.frame.canvas, ctx = canvas.getContext('2d'), point, right, top, cross, i, topSideVisible, fillStyle, strokeStyle, lineWidth, h, s, v, zAvg; if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception? // calculate the translations and screen position of all points for (i = 0; i < this.dataPoints.length; i++) { var trans = this._convertPointToTranslation(this.dataPoints[i].point); var screen = this._convertTranslationToScreen(trans); this.dataPoints[i].trans = trans; this.dataPoints[i].screen = screen; // calculate the translation of the point at the bottom (needed for sorting) var transBottom = this._convertPointToTranslation(this.dataPoints[i].bottom); this.dataPoints[i].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; }; this.dataPoints.sort(sortDepth); if (this.style === Graph3d.STYLE.SURFACE) { for (i = 0; i < this.dataPoints.length; i++) { point = this.dataPoints[i]; right = this.dataPoints[i].pointRight; top = this.dataPoints[i].pointTop; cross = this.dataPoints[i].pointCross; if (point !== undefined && right !== undefined && top !== undefined && cross !== undefined) { 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); } else { topSideVisible = true; } if (topSideVisible) { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 zAvg = (point.point.z + right.point.z + top.point.z + cross.point.z) / 4; h = (1 - (zAvg - this.zMin) * this.scale.z / this.verticalRatio) * 240; s = 1; // saturation 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.colorAxis; } } else { fillStyle = 'gray'; strokeStyle = this.colorAxis; } lineWidth = 0.5; ctx.lineWidth = lineWidth; ctx.fillStyle = fillStyle; ctx.strokeStyle = strokeStyle; ctx.beginPath(); ctx.moveTo(point.screen.x, point.screen.y); ctx.lineTo(right.screen.x, right.screen.y); ctx.lineTo(cross.screen.x, cross.screen.y); ctx.lineTo(top.screen.x, top.screen.y); ctx.closePath(); ctx.fill(); ctx.stroke(); } } } else { // grid style for (i = 0; i < this.dataPoints.length; i++) { point = this.dataPoints[i]; right = this.dataPoints[i].pointRight; top = this.dataPoints[i].pointTop; if (point !== undefined) { if (this.showPerspective) { lineWidth = 2 / -point.trans.z; } else { lineWidth = 2 * -(this.eye.z / this.camera.getArmLength()); } } if (point !== undefined && right !== undefined) { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 zAvg = (point.point.z + right.point.z) / 2; h = (1 - (zAvg - this.zMin) * this.scale.z / this.verticalRatio) * 240; ctx.lineWidth = lineWidth; ctx.strokeStyle = this._hsv2rgb(h, 1, 1); ctx.beginPath(); ctx.moveTo(point.screen.x, point.screen.y); ctx.lineTo(right.screen.x, right.screen.y); ctx.stroke(); } if (point !== undefined && top !== undefined) { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 zAvg = (point.point.z + top.point.z) / 2; h = (1 - (zAvg - this.zMin) * this.scale.z / this.verticalRatio) * 240; ctx.lineWidth = lineWidth; ctx.strokeStyle = this._hsv2rgb(h, 1, 1); ctx.beginPath(); ctx.moveTo(point.screen.x, point.screen.y); ctx.lineTo(top.screen.x, top.screen.y); ctx.stroke(); } } } }; /** * Draw all datapoints as dots. * This function can be used when the style is 'dot' or 'dot-line' */ Graph3d.prototype._redrawDataDot = function() { var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); var i; if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception? // calculate the translations of all points for (i = 0; i < this.dataPoints.length; i++) { var trans = this._convertPointToTranslation(this.dataPoints[i].point); var screen = this._convertTranslationToScreen(trans); this.dataPoints[i].trans = trans; this.dataPoints[i].screen = screen; // calculate the distance from the point at the bottom to the camera var transBottom = this._convertPointToTranslation(this.dataPoints[i].bottom); this.dataPoints[i].dist = this.showPerspective ? transBottom.length() : -transBottom.z; } // order the translated points by depth var sortDepth = function (a, b) { return b.dist - a.dist; }; this.dataPoints.sort(sortDepth); // draw the datapoints as colored circles var dotSize = this.frame.clientWidth * 0.02; // px for (i = 0; i < this.dataPoints.length; i++) { var point = this.dataPoints[i]; if (this.style === Graph3d.STYLE.DOTLINE) { // draw a vertical line from the bottom to the graph value //var from = this._convert3Dto2D(new Point3d(point.point.x, point.point.y, this.zMin)); var from = this._convert3Dto2D(point.bottom); ctx.lineWidth = 1; ctx.strokeStyle = this.colorGrid; ctx.beginPath(); ctx.moveTo(from.x, from.y); ctx.lineTo(point.screen.x, point.screen.y); ctx.stroke(); } // calculate radius for the circle var size; if (this.style === Graph3d.STYLE.DOTSIZE) { size = dotSize/2 + 2*dotSize * (point.point.value - this.valueMin) / (this.valueMax - this.valueMin); } else { size = 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; } var hue, color, borderColor; if (this.style === Graph3d.STYLE.DOTCOLOR ) { // calculate the color based on the value hue = (1 - (point.point.value - this.valueMin) * this.scale.value) * 240; color = this._hsv2rgb(hue, 1, 1); borderColor = this._hsv2rgb(hue, 1, 0.8); } else if (this.style === Graph3d.STYLE.DOTSIZE) { color = this.colorDot; borderColor = this.colorDotBorder; } else { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 hue = (1 - (point.point.z - this.zMin) * this.scale.z / this.verticalRatio) * 240; color = this._hsv2rgb(hue, 1, 1); borderColor = this._hsv2rgb(hue, 1, 0.8); } // draw the circle ctx.lineWidth = 1.0; 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(); } }; /** * Draw all datapoints as bars. * This function can be used when the style is 'bar', 'bar-color', or 'bar-size' */ Graph3d.prototype._redrawDataBar = function() { var canvas = this.frame.canvas; var ctx = canvas.getContext('2d'); var i, j, surface, corners; if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception? // calculate the translations of all points for (i = 0; i < this.dataPoints.length; i++) { var trans = this._convertPointToTranslation(this.dataPoints[i].point); var screen = this._convertTranslationToScreen(trans); this.dataPoints[i].trans = trans; this.dataPoints[i].screen = screen; // calculate the distance from the point at the bottom to the camera var transBottom = this._convertPointToTranslation(this.dataPoints[i].bottom); this.dataPoints[i].dist = this.showPerspective ? transBottom.length() : -transBottom.z; } // order the translated points by depth var sortDepth = function (a, b) { return b.dist - a.dist; }; this.dataPoints.sort(sortDepth); // draw the datapoints as bars var xWidth = this.xBarWidth / 2; var yWidth = this.yBarWidth / 2; for (i = 0; i < this.dataPoints.length; i++) { var point = this.dataPoints[i]; // determine color var hue, color, borderColor; if (this.style === Graph3d.STYLE.BARCOLOR ) { // calculate the color based on the value hue = (1 - (point.point.value - this.valueMin) * this.scale.value) * 240; color = this._hsv2rgb(hue, 1, 1); borderColor = this._hsv2rgb(hue, 1, 0.8); } else if (this.style === Graph3d.STYLE.BARSIZE) { color = this.colorDot; borderColor = this.colorDotBorder; } else { // calculate Hue from the current value. At zMin the hue is 240, at zMax the hue is 0 hue = (1 - (point.point.z - this.zMin) * this.scale.z / this.verticalRatio) * 240; color = this._hsv2rgb(hue, 1, 1); borderColor = this._hsv2rgb(hue, 1, 0.8); } // calculate size for the bar if (this.style === Graph3d.STYLE.BARSIZE) { xWidth = (this.xBarWidth / 2) * ((point.point.value - this.valueMin) / (this.valueMax - this.valueMin) * 0.8 + 0.2); yWidth = (this.yBarWidth / 2) * ((point.point.value - this.valueMin) / (this.valueMax - this.valueMin) * 0.8 + 0.2); } // calculate all corner points var me = this; var point3d = point.point; 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, this.zMin)}, {point: new Point3d(point3d.x + xWidth, point3d.y - yWidth, this.zMin)}, {point: new Point3d(point3d.x + xWidth, point3d.y + yWidth, this.zMin)}, {point: new Point3d(point3d.x - xWidth, point3d.y + yWidth, this.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 (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 = 1; 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 (j = 2; j < surfaces.length; j++) { surface = surfaces[j]; corners = surface.corners; ctx.beginPath(); ctx.moveTo(corners[3].screen.x, corners[3].screen.y); ctx.lineTo(corners[0].screen.x, corners[0].screen.y); ctx.lineTo(corners[1].screen.x, corners[1].screen.y); ctx.lineTo(corners[2].screen.x, corners[2].screen.y); ctx.lineTo(corners[3].screen.x, corners[3].screen.y); ctx.fill(); ctx.stroke(); } } }; /** * Draw a line through all datapoints. * This function can be used when the style is 'line' */ Graph3d.prototype._redrawDataLine = function() { var canvas = this.frame.canvas, ctx = canvas.getContext('2d'), point, i; if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception? // calculate the translations of all points for (i = 0; i < this.dataPoints.length; i++) { var trans = this._convertPointToTranslation(this.dataPoints[i].point); var screen = this._convertTranslationToScreen(trans); this.dataPoints[i].trans = trans; this.dataPoints[i].screen = screen; } // start the line if (this.dataPoints.length > 0) { point = this.dataPoints[0]; ctx.lineWidth = 1; // TODO: make customizable ctx.strokeStyle = 'blue'; // TODO: make customizable ctx.beginPath(); ctx.moveTo(point.screen.x, point.screen.y); } // draw the datapoints as colored circles for (i = 1; i < this.dataPoints.length; i++) { point = this.dataPoints[i]; ctx.lineTo(point.screen.x, point.screen.y); } // finish the line if (this.dataPoints.length > 0) { ctx.stroke(); } }; /** * 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; // get mouse position (different code for IE and all other browsers) this.startMouseX = getMouseX(event); this.startMouseY = getMouseY(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);}; G3DaddEventListener(document, 'mousemove', me.onmousemove); G3DaddEventListener(document, 'mouseup', me.onmouseup); G3DpreventDefault(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) { event = event || window.event; // calculate change in mouse position var diffX = parseFloat(getMouseX(event)) - this.startMouseX; var diffY = parseFloat(getMouseY(event)) - this.startMouseY; 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); G3DpreventDefault(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 G3DremoveEventListener(document, 'mousemove', this.onmousemove); G3DremoveEventListener(document, 'mouseup', this.onmouseup); G3DpreventDefault(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 mouseX = getMouseX(event) - getAbsoluteLeft(this.frame); var mouseY = getMouseY(event) - getAbsoluteTop(this.frame); 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 */ 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);}; G3DaddEventListener(document, 'touchmove', me.ontouchmove); G3DaddEventListener(document, 'touchend', me.ontouchend); this._onMouseDown(event); }; /** * Event handler for touchmove event on mobile devices */ Graph3d.prototype._onTouchMove = function(event) { this._onMouseMove(event); }; /** * Event handler for touchend event on mobile devices */ Graph3d.prototype._onTouchEnd = function(event) { this.touchDown = false; G3DremoveEventListener(document, 'touchmove', this.ontouchmove); G3DremoveEventListener(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.. G3DpreventDefault(event); }; /** * Test whether a point lies inside given 2D triangle * @param {Point2d} point * @param {Point2d[]} triangle * @return {boolean} Returns true if given point lies inside or on the edge of the triangle * @private */ Graph3d.prototype._insideTriangle = function (point, triangle) { var a = triangle[0], b = triangle[1], c = triangle[2]; 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 * @return {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; }; /** * 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'); content.style.position = 'absolute'; content.style.padding = '10px'; content.style.border = '1px solid #4d4d4d'; content.style.color = '#1a1a1a'; content.style.background = 'rgba(255,255,255,0.7)'; content.style.borderRadius = '2px'; content.style.boxShadow = '5px 5px 10px rgba(128,128,128,0.5)'; line = document.createElement('div'); line.style.position = 'absolute'; line.style.height = '40px'; line.style.width = '0'; line.style.borderLeft = '1px solid #4d4d4d'; dot = document.createElement('div'); dot.style.position = 'absolute'; dot.style.height = '0'; dot.style.width = '0'; dot.style.border = '5px solid #4d4d4d'; dot.style.borderRadius = '5px'; 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 = '' + '' + '' + '' + '
x:' + dataPoint.point.x + '
y:' + dataPoint.point.y + '
z:' + 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); } } } } }; /** * Add and event listener. Works for all browsers * @param {Element} element An html element * @param {string} action The action, for example 'click', * without the prefix 'on' * @param {function} listener The callback function to be executed * @param {boolean} useCapture */ G3DaddEventListener = function(element, action, listener, useCapture) { if (element.addEventListener) { if (useCapture === undefined) useCapture = false; if (action === 'mousewheel' && navigator.userAgent.indexOf('Firefox') >= 0) { action = 'DOMMouseScroll'; // For Firefox } element.addEventListener(action, listener, useCapture); } else { element.attachEvent('on' + action, listener); // IE browsers } }; /** * Remove an event listener from an element * @param {Element} element An html dom element * @param {string} action The name of the event, for example 'mousedown' * @param {function} listener The listener function * @param {boolean} useCapture */ G3DremoveEventListener = function(element, action, listener, useCapture) { if (element.removeEventListener) { // non-IE browsers if (useCapture === undefined) useCapture = false; if (action === 'mousewheel' && navigator.userAgent.indexOf('Firefox') >= 0) { action = 'DOMMouseScroll'; // For Firefox } element.removeEventListener(action, listener, useCapture); } else { // IE browsers element.detachEvent('on' + action, listener); } }; /** * Stop event propagation */ G3DstopPropagation = function(event) { if (!event) event = window.event; if (event.stopPropagation) { event.stopPropagation(); // non-IE browsers } else { event.cancelBubble = true; // IE browsers } }; /** * Cancels the event if it is cancelable, without stopping further propagation of the event. */ G3DpreventDefault = function (event) { if (!event) event = window.event; if (event.preventDefault) { event.preventDefault(); // non-IE browsers } else { event.returnValue = false; // IE browsers } }; /** * @prototype Point3d * @param {Number} x * @param {Number} y * @param {Number} z */ function Point3d(x, y, z) { this.x = x !== undefined ? x : 0; this.y = y !== undefined ? y : 0; this.z = z !== undefined ? z : 0; }; /** * Subtract the two provided points, returns a-b * @param {Point3d} a * @param {Point3d} b * @return {Point3d} a-b */ Point3d.subtract = function(a, b) { var sub = new Point3d(); sub.x = a.x - b.x; sub.y = a.y - b.y; sub.z = a.z - b.z; return sub; }; /** * Add the two provided points, returns a+b * @param {Point3d} a * @param {Point3d} b * @return {Point3d} a+b */ Point3d.add = function(a, b) { var sum = new Point3d(); sum.x = a.x + b.x; sum.y = a.y + b.y; sum.z = a.z + b.z; return sum; }; /** * Calculate the average of two 3d points * @param {Point3d} a * @param {Point3d} b * @return {Point3d} The average, (a+b)/2 */ Point3d.avg = function(a, b) { return new Point3d( (a.x + b.x) / 2, (a.y + b.y) / 2, (a.z + b.z) / 2 ); }; /** * Calculate the cross product of the two provided points, returns axb * Documentation: http://en.wikipedia.org/wiki/Cross_product * @param {Point3d} a * @param {Point3d} b * @return {Point3d} cross product axb */ Point3d.crossProduct = function(a, b) { var crossproduct = new Point3d(); crossproduct.x = a.y * b.z - a.z * b.y; crossproduct.y = a.z * b.x - a.x * b.z; crossproduct.z = a.x * b.y - a.y * b.x; return crossproduct; }; /** * Rtrieve the length of the vector (or the distance from this point to the origin * @return {Number} length */ Point3d.prototype.length = function() { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); }; /** * @prototype Point2d */ Point2d = function (x, y) { this.x = x !== undefined ? x : 0; this.y = y !== undefined ? y : 0; }; /** * @class Filter * * @param {DataSet} data The google data table * @param {Number} column The index of the column to be filtered * @param {Graph} graph The graph */ function Filter (data, column, graph) { this.data = data; this.column = column; this.graph = graph; // the parent graph this.index = undefined; this.value = undefined; // read all distinct values and select the first one this.values = graph.getDistinctValues(data.get(), this.column); // sort both numeric and string values correctly this.values.sort(function (a, b) { return a > b ? 1 : a < b ? -1 : 0; }); if (this.values.length > 0) { this.selectValue(0); } // create an array with the filtered datapoints. this will be loaded afterwards this.dataPoints = []; this.loaded = false; this.onLoadCallback = undefined; if (graph.animationPreload) { this.loaded = false; this.loadInBackground(); } else { this.loaded = true; } }; /** * Return the label * @return {string} label */ Filter.prototype.isLoaded = function() { return this.loaded; }; /** * Return the loaded progress * @return {Number} percentage between 0 and 100 */ Filter.prototype.getLoadedProgress = function() { var len = this.values.length; var i = 0; while (this.dataPoints[i]) { i++; } return Math.round(i / len * 100); }; /** * Return the label * @return {string} label */ Filter.prototype.getLabel = function() { return this.graph.filterLabel; }; /** * Return the columnIndex of the filter * @return {Number} columnIndex */ Filter.prototype.getColumn = function() { return this.column; }; /** * Return the currently selected value. Returns undefined if there is no selection * @return {*} value */ Filter.prototype.getSelectedValue = function() { if (this.index === undefined) return undefined; return this.values[this.index]; }; /** * Retrieve all values of the filter * @return {Array} values */ Filter.prototype.getValues = function() { return this.values; }; /** * Retrieve one value of the filter * @param {Number} index * @return {*} value */ Filter.prototype.getValue = function(index) { if (index >= this.values.length) throw 'Error: index out of range'; return this.values[index]; }; /** * Retrieve the (filtered) dataPoints for the currently selected filter index * @param {Number} [index] (optional) * @return {Array} dataPoints */ Filter.prototype._getDataPoints = function(index) { if (index === undefined) index = this.index; if (index === undefined) return []; var dataPoints; if (this.dataPoints[index]) { dataPoints = this.dataPoints[index]; } else { var f = {}; f.column = this.column; f.value = this.values[index]; var dataView = new DataView(this.data,{filter: function (item) {return (item[f.column] == f.value);}}).get(); dataPoints = this.graph._getDataPoints(dataView); this.dataPoints[index] = dataPoints; } return dataPoints; }; /** * Set a callback function when the filter is fully loaded. */ Filter.prototype.setOnLoadCallback = function(callback) { this.onLoadCallback = callback; }; /** * Add a value to the list with available values for this filter * No double entries will be created. * @param {Number} index */ Filter.prototype.selectValue = function(index) { if (index >= this.values.length) throw 'Error: index out of range'; this.index = index; this.value = this.values[index]; }; /** * Load all filtered rows in the background one by one * Start this method without providing an index! */ Filter.prototype.loadInBackground = function(index) { if (index === undefined) index = 0; var frame = this.graph.frame; if (index < this.values.length) { var dataPointsTemp = this._getDataPoints(index); //this.graph.redrawInfo(); // TODO: not neat // create a progress box if (frame.progress === undefined) { frame.progress = document.createElement('DIV'); frame.progress.style.position = 'absolute'; frame.progress.style.color = 'gray'; frame.appendChild(frame.progress); } var progress = this.getLoadedProgress(); frame.progress.innerHTML = 'Loading animation... ' + progress + '%'; // TODO: this is no nice solution... frame.progress.style.bottom = Graph3d.px(60); // TODO: use height of slider frame.progress.style.left = Graph3d.px(10); var me = this; setTimeout(function() {me.loadInBackground(index+1);}, 10); this.loaded = false; } else { this.loaded = true; // remove the progress box if (frame.progress !== undefined) { frame.removeChild(frame.progress); frame.progress = undefined; } if (this.onLoadCallback) this.onLoadCallback(); } }; /** * @prototype StepNumber * The class StepNumber is an iterator for Numbers. You provide a start and end * value, and a best step size. StepNumber itself rounds to fixed values and * a finds the step that best fits the provided step. * * If prettyStep is true, the step size is chosen as close as possible to the * provided step, but being a round value like 1, 2, 5, 10, 20, 50, .... * * Example usage: * var step = new StepNumber(0, 10, 2.5, true); * step.start(); * while (!step.end()) { * alert(step.getCurrent()); * step.next(); * } * * Version: 1.0 * * @param {Number} start The start value * @param {Number} end The end value * @param {Number} step Optional. Step size. Must be a positive value. * @param {boolean} prettyStep Optional. If true, the step size is rounded * To a pretty step size (like 1, 2, 5, 10, 20, 50, ...) */ StepNumber = function (start, end, step, prettyStep) { // set default values this._start = 0; this._end = 0; this._step = 1; this.prettyStep = true; this.precision = 5; this._current = 0; this.setRange(start, end, step, prettyStep); }; /** * Set a new range: start, end and step. * * @param {Number} start The start value * @param {Number} end The end value * @param {Number} step Optional. Step size. Must be a positive value. * @param {boolean} prettyStep Optional. If true, the step size is rounded * To a pretty step size (like 1, 2, 5, 10, 20, 50, ...) */ StepNumber.prototype.setRange = function(start, end, step, prettyStep) { this._start = start ? start : 0; this._end = end ? end : 0; this.setStep(step, prettyStep); }; /** * Set a new step size * @param {Number} step New step size. Must be a positive value * @param {boolean} prettyStep Optional. If true, the provided step is rounded * to a pretty step size (like 1, 2, 5, 10, 20, 50, ...) */ StepNumber.prototype.setStep = function(step, prettyStep) { if (step === undefined || step <= 0) return; if (prettyStep !== undefined) this.prettyStep = prettyStep; if (this.prettyStep === true) this._step = StepNumber.calculatePrettyStep(step); else this._step = step; }; /** * Calculate a nice step size, closest to the desired step size. * Returns a value in one of the ranges 1*10^n, 2*10^n, or 5*10^n, where n is an * integer Number. For example 1, 2, 5, 10, 20, 50, etc... * @param {Number} step Desired step size * @return {Number} Nice step size */ StepNumber.calculatePrettyStep = function (step) { var log10 = function (x) {return Math.log(x) / Math.LN10;}; // try three steps (multiple of 1, 2, or 5 var step1 = Math.pow(10, Math.round(log10(step))), step2 = 2 * Math.pow(10, Math.round(log10(step / 2))), step5 = 5 * Math.pow(10, Math.round(log10(step / 5))); // choose the best step (closest to minimum step) var prettyStep = step1; if (Math.abs(step2 - step) <= Math.abs(prettyStep - step)) prettyStep = step2; if (Math.abs(step5 - step) <= Math.abs(prettyStep - step)) prettyStep = step5; // for safety if (prettyStep <= 0) { prettyStep = 1; } return prettyStep; }; /** * returns the current value of the step * @return {Number} current value */ StepNumber.prototype.getCurrent = function () { return parseFloat(this._current.toPrecision(this.precision)); }; /** * returns the current step size * @return {Number} current step size */ StepNumber.prototype.getStep = function () { return this._step; }; /** * Set the current value to the largest value smaller than start, which * is a multiple of the step size */ StepNumber.prototype.start = function() { this._current = this._start - this._start % this._step; }; /** * Do a step, add the step size to the current value */ StepNumber.prototype.next = function () { this._current += this._step; }; /** * Returns true whether the end is reached * @return {boolean} True if the current value has passed the end value. */ StepNumber.prototype.end = function () { return (this._current > this._end); }; /** * @constructor Slider * * An html slider control with start/stop/prev/next buttons * @param {Element} container The element where the slider will be created * @param {Object} options Available options: * {boolean} visible If true (default) the * slider is visible. */ function Slider(container, options) { if (container === undefined) { throw 'Error: No container element defined'; } this.container = container; this.visible = (options && options.visible != undefined) ? options.visible : true; if (this.visible) { this.frame = document.createElement('DIV'); //this.frame.style.backgroundColor = '#E5E5E5'; this.frame.style.width = '100%'; this.frame.style.position = 'relative'; this.container.appendChild(this.frame); this.frame.prev = document.createElement('INPUT'); this.frame.prev.type = 'BUTTON'; this.frame.prev.value = 'Prev'; this.frame.appendChild(this.frame.prev); this.frame.play = document.createElement('INPUT'); this.frame.play.type = 'BUTTON'; this.frame.play.value = 'Play'; this.frame.appendChild(this.frame.play); this.frame.next = document.createElement('INPUT'); this.frame.next.type = 'BUTTON'; this.frame.next.value = 'Next'; this.frame.appendChild(this.frame.next); this.frame.bar = document.createElement('INPUT'); this.frame.bar.type = 'BUTTON'; this.frame.bar.style.position = 'absolute'; this.frame.bar.style.border = '1px solid red'; this.frame.bar.style.width = '100px'; this.frame.bar.style.height = '6px'; this.frame.bar.style.borderRadius = '2px'; this.frame.bar.style.MozBorderRadius = '2px'; this.frame.bar.style.border = '1px solid #7F7F7F'; this.frame.bar.style.backgroundColor = '#E5E5E5'; this.frame.appendChild(this.frame.bar); this.frame.slide = document.createElement('INPUT'); this.frame.slide.type = 'BUTTON'; this.frame.slide.style.margin = '0px'; this.frame.slide.value = ' '; this.frame.slide.style.position = 'relative'; this.frame.slide.style.left = '-100px'; this.frame.appendChild(this.frame.slide); // create events var me = this; this.frame.slide.onmousedown = function (event) {me._onMouseDown(event);}; this.frame.prev.onclick = function (event) {me.prev(event);}; this.frame.play.onclick = function (event) {me.togglePlay(event);}; this.frame.next.onclick = function (event) {me.next(event);}; } this.onChangeCallback = undefined; this.values = []; this.index = undefined; this.playTimeout = undefined; this.playInterval = 1000; // milliseconds this.playLoop = true; }; /** * Select the previous index */ Slider.prototype.prev = function() { var index = this.getIndex(); if (index > 0) { index--; this.setIndex(index); } }; /** * Select the next index */ Slider.prototype.next = function() { var index = this.getIndex(); if (index < this.values.length - 1) { index++; this.setIndex(index); } }; /** * Select the next index */ Slider.prototype.playNext = function() { var start = new Date(); var index = this.getIndex(); if (index < this.values.length - 1) { index++; this.setIndex(index); } else if (this.playLoop) { // jump to the start index = 0; this.setIndex(index); } var end = new Date(); var diff = (end - start); // calculate how much time it to to set the index and to execute the callback // function. var interval = Math.max(this.playInterval - diff, 0); // document.title = diff // TODO: cleanup var me = this; this.playTimeout = setTimeout(function() {me.playNext();}, interval); }; /** * Toggle start or stop playing */ Slider.prototype.togglePlay = function() { if (this.playTimeout === undefined) { this.play(); } else { this.stop(); } }; /** * Start playing */ Slider.prototype.play = function() { // Test whether already playing if (this.playTimeout) return; this.playNext(); if (this.frame) { this.frame.play.value = 'Stop'; } }; /** * Stop playing */ Slider.prototype.stop = function() { clearInterval(this.playTimeout); this.playTimeout = undefined; if (this.frame) { this.frame.play.value = 'Play'; } }; /** * Set a callback function which will be triggered when the value of the * slider bar has changed. */ Slider.prototype.setOnChangeCallback = function(callback) { this.onChangeCallback = callback; }; /** * Set the interval for playing the list * @param {Number} interval The interval in milliseconds */ Slider.prototype.setPlayInterval = function(interval) { this.playInterval = interval; }; /** * Retrieve the current play interval * @return {Number} interval The interval in milliseconds */ Slider.prototype.getPlayInterval = function(interval) { return this.playInterval; }; /** * Set looping on or off * @pararm {boolean} doLoop If true, the slider will jump to the start when * the end is passed, and will jump to the end * when the start is passed. */ Slider.prototype.setPlayLoop = function(doLoop) { this.playLoop = doLoop; }; /** * Execute the onchange callback function */ Slider.prototype.onChange = function() { if (this.onChangeCallback !== undefined) { this.onChangeCallback(); } }; /** * redraw the slider on the correct place */ Slider.prototype.redraw = function() { if (this.frame) { // resize the bar this.frame.bar.style.top = (this.frame.clientHeight/2 - this.frame.bar.offsetHeight/2) + 'px'; this.frame.bar.style.width = (this.frame.clientWidth - this.frame.prev.clientWidth - this.frame.play.clientWidth - this.frame.next.clientWidth - 30) + 'px'; // position the slider button var left = this.indexToLeft(this.index); this.frame.slide.style.left = (left) + 'px'; } }; /** * Set the list with values for the slider * @param {Array} values A javascript array with values (any type) */ Slider.prototype.setValues = function(values) { this.values = values; if (this.values.length > 0) this.setIndex(0); else this.index = undefined; }; /** * Select a value by its index * @param {Number} index */ Slider.prototype.setIndex = function(index) { if (index < this.values.length) { this.index = index; this.redraw(); this.onChange(); } else { throw 'Error: index out of range'; } }; /** * retrieve the index of the currently selected vaue * @return {Number} index */ Slider.prototype.getIndex = function() { return this.index; }; /** * retrieve the currently selected value * @return {*} value */ Slider.prototype.get = function() { return this.values[this.index]; }; Slider.prototype._onMouseDown = function(event) { // only react on left mouse button down var leftButtonDown = event.which ? (event.which === 1) : (event.button === 1); if (!leftButtonDown) return; this.startClientX = event.clientX; this.startSlideX = parseFloat(this.frame.slide.style.left); 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);}; G3DaddEventListener(document, 'mousemove', this.onmousemove); G3DaddEventListener(document, 'mouseup', this.onmouseup); G3DpreventDefault(event); }; Slider.prototype.leftToIndex = function (left) { var width = parseFloat(this.frame.bar.style.width) - this.frame.slide.clientWidth - 10; var x = left - 3; var index = Math.round(x / width * (this.values.length-1)); if (index < 0) index = 0; if (index > this.values.length-1) index = this.values.length-1; return index; }; Slider.prototype.indexToLeft = function (index) { var width = parseFloat(this.frame.bar.style.width) - this.frame.slide.clientWidth - 10; var x = index / (this.values.length-1) * width; var left = x + 3; return left; }; Slider.prototype._onMouseMove = function (event) { var diff = event.clientX - this.startClientX; var x = this.startSlideX + diff; var index = this.leftToIndex(x); this.setIndex(index); G3DpreventDefault(); }; Slider.prototype._onMouseUp = function (event) { this.frame.style.cursor = 'auto'; // remove event listeners G3DremoveEventListener(document, 'mousemove', this.onmousemove); G3DremoveEventListener(document, 'mouseup', this.onmouseup); G3DpreventDefault(); }; /**--------------------------------------------------------------------------**/ /** * Retrieve the absolute left value of a DOM element * @param {Element} elem A dom element, for example a div * @return {Number} left The absolute left position of this element * in the browser page. */ getAbsoluteLeft = function(elem) { var left = 0; while( elem !== null ) { left += elem.offsetLeft; left -= elem.scrollLeft; elem = elem.offsetParent; } return left; }; /** * Retrieve the absolute top value of a DOM element * @param {Element} elem A dom element, for example a div * @return {Number} top The absolute top position of this element * in the browser page. */ getAbsoluteTop = function(elem) { var top = 0; while( elem !== null ) { top += elem.offsetTop; top -= elem.scrollTop; elem = elem.offsetParent; } return top; }; /** * Get the horizontal mouse position from a mouse event * @param {Event} event * @return {Number} mouse x */ getMouseX = function(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 * @return {Number} mouse y */ getMouseY = function(event) { if ('clientY' in event) return event.clientY; return event.targetTouches[0] && event.targetTouches[0].clientY || 0; };