Draw logarithmic scale html canvas and javascript no libraries - javascript

I'm really struggling with this project of mine. I need to draw a logarithmic scatter scale and plot data on it.
This is the function that needs to be adjusted to my example ( see fiddle )
for(var i = 0; i < maxHeight; i += axisStep) {
// get normalized value, multiply with canvas height and reverse axis
var y = h - myLog(i, maxHeight) * h;
// show axis mark each 100
ctx.moveTo(0, y);
ctx.lineTo(30, y);
}
ctx.lineWidth=2;
ctx.stroke();
ctx.fillStyle = "red";
The idea is to build something like this and data is taken from: here the scales thus need to be logarithmic to actually view the data. My problem is now is too get the correct axis and plot them from the data
I want to use the 'sumlogp0' and 'sumlogp2' field for the x and y axis to plot the scatter plot. Any ideas or tutorials or snippets that can help me?
This is my fiddle so far link

Related

Convert 2D shape into 3D in d3.js and adjust height according to the value in ANGULAR

I am using d3.js v6 to create a 3D graph of the below 2D chart representation. This circle has multiple squares in it and each square has been assigned a color based on the value. The bigger the value, more darker the square.
Now I want to convert this in 3D shape where only the height of a particular square increases when the value gets high, so the result would be somehow similar to the image below. The base would be circular but the height of each value would go up based on the value
I am trying to achieve this in angular, if anyone could please help me out. Here is the Stackblitz Link
I made the one as you requested.
source code on github
here's working demo: https://stackoverflow-angular-3d-chart.surge.sh/
This involved several intricate steps.
I couldn't go any deeper from this answer because every part that I mentioned here could be hours worth tutorial. These are what I've felt interesting when I was working on it.
Used Stacks
EDIT: the stackblitz code is now outdated. I've used the most recent version for each package.
Three.js r143
D3.js v7.6.1
Angular.js v14
Getting Circle Grid
experiment note on ObservableHQ: https://observablehq.com/#rabelais/circle-inside-grids
First I've experimented on SVG with D3.js to get proper circle grid.
It seemed daunting but turned out very simple. I've slightly modified Midpoint circle algorithm to fill box grids in circular shape. It is little different from filling grids in 3d space; 2d space has top left corner as beginning of everything. In 3d space, everything starts from center.
const midPointX = gridWidth / 2;
const midPointY = gridHeight / 2;
const { midPointX, midPointY, radius } = config;
const getCollision = ({ x, y }) => {
return (midPointX - x) ** 2 + (midPointY - y) ** 2 - radius ** 2 > 0;
}
Calculating Gaps
d3's scale band supports automatic calculation of gaps and content size in responsive environment.
const scaleBandX = d3
.scaleBand()
.domain(d3.range(0, config.gridWidth))
.range([config.margin, config.svgWidth - config.margin * 2])
.paddingInner(0.2);
const scaleBandY = d3
.scaleBand()
.domain(d3.range(0, config.gridHeight))
.range([config.margin, config.svgHeight - config.margin * 2])
.paddingInner(0.2);
scaleBandX.bandwidth(); // width of box in 2d space
scaleBandY.bandwidth(); // height of box in 2d space
scaleBandX(boxIndex); // x position of box in 2d space with gap
scaleBandY(boxIndex); // y position of box in 2d space with gap
as D3 assumes vector calculation as normal, it was pretty easy to apply the very same method in 3D.
Expressing on 3D space
I've used Three.js to express everything in 3D. The app is running on Angular per request but it does not matter which frontend framework is used.
Everything about expressing 2d bar chart on 3d is very trivial. However, the dimension is different from 2d; the positions have to be swapped.
// code to make a single bar mesh
makeBar(d: typeof gridData[0]) {
// length and height is swapped. because camera is looking from 90 degree angle by default.
const geo = new T.BoxGeometry(d.w, d.l, d.h, 32, 32);
const mat = new T.MeshPhysicalMaterial({ color: 'red' });
const mesh = new T.Mesh(geo, mat);
mesh.position.x = d.x;
// z and y is also swapped. because of the same reason.
mesh.position.z = d.y;
mesh.position.y = d.z;
return mesh;
}
then each element is assigned as 3d Group, to make them centered altogether.
EDIT: color scheme was missing. it is now added.

Connecting Two Datasets in Chart.js Into a Single Line

I have two separate datasets in Chart.JS, one represents a selection of historical data, the other the predictions based on that data. Here is what the chart currently looks like. Historical data is black, prediction is blue:
I'd like to maintain the two as separate datasets, but connect them so the chart displays as a single line. In a previous version I accomplished this by adding a datapoint to the prediction dataset that is an exact duplicate of the final datapoint in the historical set, but this creates an inaccurate redundancy I want to avoid.
Unless there's some chart.js setting I've been unable to find I'm worried I might have to register a plugin to do this, which seems like it would become needlessly clunk. Thanks.
Managed to solve the problem, posting to help anyone with a similar problem.
I ended up creating a chart.js plugin that draws a line finds the X and Y coordinates of the last historical point and then draws a line between that and the X and Y coordinate of the first prediction point. After beating my head against it for a while I can't believe it was so simple.
I'm posting the code down below - this is a react application so it may not fit cleanly into every use case. The JSFiddle isn't setup to work, but you can see how to grab the point data which was the hardest part for me!
//Grab the chart meta data and identify the x and y coordinates of the
appropriate points
var meta = chartInstance.getDatasetMeta(0);
var predictionMeta = chartInstance.getDatasetMeta(1);
var chartFirstPointX = meta.data[this.props.actualData.length - 1]._model.x;
var lastActualY = meta.data[this.props.actualData.length - 1]._model.y;
var predictionFirstPointX = predictionMeta.data[0]._model.x;
var predictionFirstPointY = predictionMeta.data[0]._model.y;
Chart.pluginService.register({
id: 'forecastLine',
beforeDraw: function(chartInstance) {
var ctx = chartInstance.chart.ctx,
yTop = chartInstance.chartArea.top,
yBottom = chartInstance.chartArea.bottom,
firstPredictionX = predictionFirstPointX,
firstPredictionY = chartInstance.config.data.datasets[1].data[0].y;
ctx.fillStyle = '#FAFAFA';
ctx.fillRect(0, 0, chartInstance.chart.width, chartInstance.chart.height);
//draw a vertical line separating the two datasets, then draw a line
connecting them
ctx.save();
ctx.beginPath();
ctx.moveTo(chartFirstPointX, yBottom);
ctx.lineTo(chartFirstPointX, yTop);
ctx.moveTo(chartFirstPointX, lastActualY);
ctx.lineTo(predictionFirstPointX, predictionFirstPointY);
ctx.lineWidth = 2;
ctx.strokeStyle = '#68D1FE';
ctx.stroke();
ctx.restore();

canvas pendulum animation - canvas translating

I'm trying to make simple pendulum in HTML5 Canvas but I'm stuck. I want to swing it for 25 degrees to the left and to the right, so I calculated I should translate every frame about -3.5 px in y axis (and 3.5 px when swings to the right). I'm using below code
var rotation = Math.PI/180, //rotate about 1deg
translation = -3.5,
counter = 0; //count rotations
function draw() {
var element = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0,0,element.width,element.height);
ctx.translate(0, translation);
ctx.rotate(rotation);
//function draws all objects
objects(element,ctx);
if (counter == 25) {
rotation *= -1;
translation *= -1;
counter = -25;
}
counter += 1;
window.requestAnimationFrame(draw);
}
Everything looks good but when pendulum is changing direction then everything is translating in also x axis and after few seconds disappears from screen.. What is wrong in this code? Or maybe I was miss something in my calculations? My code here https://jsfiddle.net/qskxjzv9/2/
Thanks in advance for your answers.
The problem is that when there is rotation involved, then translation, the x and y's will be translated in a different direction than what may seem logic.
To get around this we don't actually have to involve translation more than using it for placing pivot (point of rotation) and then use absolute rotation based on a different way of calculating the pendulum movement.
For example, this will take care of both the translation problem as well as smoothing the pendulum movement:
Change the draw method to draw the pendulum with origin (0,0) - it's just a matter of changing the initial coordinates so they evolve around (0,0)
Translate to pivot point of screen - this is where the rotation will take place.
Rotate using sin() as a factor - this will create a smooth animation and look more like a pendulum and it will restrict the movement to angle as range is [-1,1]
Use counter to move sin() instead - this acts as a frequency-ish factor (you can later convert this into an actual frequency to say, have the pendulum move n number of times per minute etc.). To keep it simple I have just used the existing counter variable and reduced its step value.
The main code then:
var maxRot = 25 / 180 * Math.PI, // max 25° in both directions
counter = 0,
// these are better off outside loop
element = document.getElementById('canvas');
ctx = element.getContext('2d');
function draw() {
// reset transform using absolute transformation. Include x translation:
ctx.setTransform(1,0,0,1,element.width*0.5,0);
// clear screen, compensate for initial translate
ctx.clearRect(-element.width*0.5,0,element.width,element.height);
// rotate using sin() with max angle
ctx.rotate(Math.sin(counter) * maxRot);
// draw at new orientation which now is pivot point
objects(element, ctx);
// move sin() using "frequency"-ish value
counter += 0.05;
window.requestAnimationFrame(draw);
}
Fiddle
Additional
Thanks to #Blindman67 for providing additional improvements:
To control frequency in terms of oscillations you could do some minor changes - first define frequency:
var FREQUENCY = 3;
Define a function that will do the conversion:
function sint(time) {
return Math.sin(FREQUENCY * time * Math.PI * 0.002); // 0.002 allow time in ms
}
If you now change the draw() method to take a time parameter instead of the counter:
function draw(time) {
...
}
Then you can call rotation like this:
ctx.rotate(sint(time) * maxRot);
you need to translate the origin to the point you want to rotate around:
ctx.translate(element.width / 2, 0);
Then, the rotation as you suggest:
ctx.rotate(rotation);
And finally, translate back:
ctx.translate(- element.width / 2, 0);
See this commented fork of your fiddle.

Translating an element with canvas

I'm trying to learn canvas by implementing a pie chart. I've managed to parse my data, draw the slices, and calculate the center of each arc, as noted by the black circles. But now I'm trying to draw one of the slices as though it had been "slid out". Not animate it (yet), just simply draw the slice as though it had been slid out.
I thought the easiest way would be to first calculate the point at which the new corner of the slice should be (free-hand drawn with the red X), translate there, draw my slice, then translate the origin back. I thought I could calculate this easily, since I know the center of the pie chart, and the point of the center of the arc (connected with a free-hand black line on the beige slice). But after asking this question, it seems this will involve solving a system of equations, one of which is second order. That's easy with a pen and paper, dauntingly hard in JavaScript.
Is there a simpler approach? Should I take a step back and realize that doing this is really the same as doing XYZ?
I know I haven't provided any code, but I'm just looking for ideas / pseudocode. (jQuery is tagged in the off chance there's a plugin will somehow help in this endeavor)
Getting the x and y of the translation is easy enough.
// cx and cy are the coordinates of the centre of your pie
// px and py are the coordinates of the black circle on your diagram
// off is the amount (range 0-1) by which to offset the arc
// adjust off as needed.
// rx and ry will be the amount to translate by
var dx = px-cx, dy = py-cy,
angle = Math.atan2(dy,dx),
dist = Math.sqrt(dx*dx+dy*dy);
rx = Math.cos(angle)*off*dist;
ry = Math.sin(angle)*off*dist;
Plug that into the code Simon Sarris gave you and you're done. I'd suggest an off value of 0.25.
Merely translating an element on a canvas is very easy and there shouldn't be any tricky equations here. In the most basic sense it is:
ctx.save();
ctx.translate(x, y);
// Draw the things you want offset by x, y
ctx.restore();
Here's a rudimentary example of a square pie and the same pie with one of the four "slices" translated:
http://jsfiddle.net/XqwY2/
To make the pie piece "slide out" the only thing you need to calculate is how far you want it to be. In my simple example the blue block is slid out 10, -10.
If you are wondering merely how to get the X and Y you want in the first place, well, that's not quite a javascript/canvas question. For points on a line given a distance this question: Finding points on a line with a given distance seems the most clear
Edit, here you are (from comments):
// Center point of pie
var x1 = 100;
var y1 = 100;
// End of pie slice (your black dot)
var x2 = 200;
var y2 = 0;
// The distance you want
var distance = 3;
var vx = x2 - x1; // x vector
var vy = y2 - y1; // y vector
var mag = Math.sqrt(vx*vx + vy*vy); // length
vx = mag/vx;
vy = mag/vy;
// The red X location that you want:
var px = x1 + vx * ( distance);
var py = y1 + vy * ( distance);
This would give you a px,py of (104.24, 95.76) for my made-up inputs.

Scale a dot's X Y on HTML5 canvas by percentage

I'm working on my first canvas project, and it requires a partial map of the US, with a zoom and center on a state when clicked.
I was able to find X Y arrays of points to draw the country, with each state being its own array. I needed the states to be drawn out larger then these dimensions, so I introduced a scale varaible to multiply each point by.
My next challenge was that the client only wanted 13 states drawn out, but not placed to scale against each other. (Example, put Ohio and Illinois next to each other on the canvas and ignore Indiana). My solution to that was to introduce a fixed X, Y "constant" for each state, that after the scaling happens, add the X Y value for that state and make that the spot to draw on.
for ( var j = 0; j < state.myPolygons.length; ++j) {
context.beginPath();
context.lineWidth = lineWidth;
context.strokeStyle = stateStroke;
context.fillStyle = stateFill;
for ( var k = 0; k < state.myPolygons[j].myXVals.length; ++k ) {
var x = parseFloat(state.myPolygons[j].myXVals[k]*state.scale)+state.posX;
var y = parseFloat(state.myPolygons[j].myYVals[k]*state.scale)+state.posY;
y = canvas.height - y;
if ( k == 0 )
context.moveTo(x,y);
else
context.lineTo(x,y);
}
context.closePath();
context.fill();
context.stroke();
}
The effect of clicking on a state, and growing it and centering on the canvas was accomplished by defining a target scale and number of steps. I get the difference between the target scale and current scale, and divide that by number of steps to figure out how much to add to the scale of the state at each "frame".
Example: Ohio's initial scale is 1.97 of the found coords. My target for Ohio scale is 3.75%. I get the difference (1.78), and divide that by 45 (the defined set of steps) to draw. This gives me 0.039 as an incrementer to my scale at each frame. I then loop through while my states current scale is less than the target scale. Again however, since I need to manipulate the X Y of the rendering, I have then a zoomx and zoomy constant for each state that gets added to the calculated X Y so it can "slide" to the center of the canvas.
All of this works perfectly and I have California zoom/sliding from left to right, Ohio sliding right to left, etc. --- Here is my problem.
I have a series of dots to indicate client loctions in the state. These are simple X Ys that I draw a circle on. The initial rendering of the map includes a loop to run through each states set of locations. I'm applying the same scale factor, and posX,posY variables to adjust final placement of the dot in relation to final rendering of the state
for (var loc in state.Locations) {
var locx = parseFloat(state.Locations[loc].x*state.scale)+state.posX
var locy =parseFloat(state.Locations[loc].y*state.scale)+state.posY;
var txt=state.Locations[loc].text;
var lnk=state.Locations[loc].link;
context.beginPath();
context.arc(locx,locy,locationSize,0,Math.PI*2,true);
context.fillStyle = locationFill;
context.closePath();
context.fill();
context.stroke();
}
When the state is zooming however, the scaling logic for the dots fails. The state scale for a given frame applies
x = parseFloat(activeState.myPolygons[j].myXVals[k]*activeState.scale)+activeState.posX;
y = parseFloat(activeState.myPolygons[j].myYVals[k]*activeState.scale)+activeState.posY;
When I apply this to a given location in the state with
locx = parseFloat(activeState.Locations[loc].x*activeState.scale)+activeState.posX;
locy = parseFloat(activeState.Locations[loc].y*activeState.scale)+activeState.posY;
I end up with X following pretty closely, but in Ohio's example, the Y is somewhere near Florida. Other states like California are even worse with their dots starting more "stacked" on top of each other and end up more "spread out" beside each other.
I'm trying to figure out the trig functions needed to grow and shrink the position of the X Y on a location in relation to the current scale of the state, and keep it on the same path the state is traveling on through the animation (both zooming in and zooming out).
My final attempt before coming here was to get the inital X Y of the location, and compare its distance to the LAST X Y of the state array. I was trying to then find the angle of the line connecting those 2 points, and then use all this to scale. I still feel that I may be onto something with this approach, I just can't make it happen.
Thank you everyone for taking the time to read this, I appriciate any help you can offer
You could just look at the paper I put on your desk, the one with the equation on it. However, SVGs would be more optimal for the project, as you could easily group things together using the g tag and then could just scale the entire group.
However, since you're forced to use canvas at this point: You would have to scale up and down director, using trig given the angle of the start point to location dot and the DIFFERENCE of left or right travelled from the original distance. I will explain in more detail, with actual equations, when you allow me to give me that paper back. However, the only line you really need to modify at this point is:
locy = parseFloat(activeState.Locations[loc].y*activeState.scale)+activeState.posY;

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