@protomaze/time 1.4.3

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Files changed (152) hide show
  1. package/README.md +1 -0
  2. package/TimeSliderDemo.d.ts +1 -0
  3. package/TimeSliderDemo.js +1 -0
  4. package/common/CaptureConsole.d.ts +5 -0
  5. package/common/CaptureConsole.js +1 -0
  6. package/common/Clamper.d.ts +6 -0
  7. package/common/Clamper.js +1 -0
  8. package/common/Disposables.d.ts +7 -0
  9. package/common/Disposables.js +1 -0
  10. package/common/Easing.d.ts +1 -0
  11. package/common/Easing.js +1 -0
  12. package/common/Expand.d.ts +3 -0
  13. package/common/Expand.js +1 -0
  14. package/common/GlslTools.d.ts +4 -0
  15. package/common/GlslTools.js +1 -0
  16. package/common/TimeTools.d.ts +42 -0
  17. package/common/TimeTools.js +1 -0
  18. package/data/CompositeTimeSliderModel.d.ts +13 -0
  19. package/data/CompositeTimeSliderModel.js +1 -0
  20. package/data/IntervalLaneManager.d.ts +24 -0
  21. package/data/IntervalLaneManager.js +1 -0
  22. package/data/TimeSliderBush.d.ts +23 -0
  23. package/data/TimeSliderBush.js +1 -0
  24. package/data/TimeSliderElement.d.ts +21 -0
  25. package/data/TimeSliderElement.js +1 -0
  26. package/data/TimeSliderIntervalsModel.d.ts +6 -0
  27. package/data/TimeSliderIntervalsModel.js +1 -0
  28. package/data/TimeSliderLanesModel.d.ts +11 -0
  29. package/data/TimeSliderLanesModel.js +1 -0
  30. package/data/TimeSliderModel.d.ts +45 -0
  31. package/data/TimeSliderModel.js +1 -0
  32. package/data/TimeSliderPointsModel.d.ts +6 -0
  33. package/data/TimeSliderPointsModel.js +1 -0
  34. package/data/TimeSliderRange.d.ts +30 -0
  35. package/data/TimeSliderRange.js +1 -0
  36. package/data/histogram/TimeSliderDynamicHistogram.d.ts +21 -0
  37. package/data/histogram/TimeSliderDynamicHistogram.js +1 -0
  38. package/data/histogram/TimeSliderFixedHistogram.d.ts +52 -0
  39. package/data/histogram/TimeSliderFixedHistogram.js +1 -0
  40. package/data/histogram/TimeSliderHistogram.d.ts +68 -0
  41. package/data/histogram/TimeSliderHistogram.js +1 -0
  42. package/data/histogram/TimeSliderSplittingFixedHistogram.d.ts +45 -0
  43. package/data/histogram/TimeSliderSplittingFixedHistogram.js +1 -0
  44. package/demo/Common.d.ts +21 -0
  45. package/demo/Common.js +1 -0
  46. package/demo/Metrics.d.ts +2 -0
  47. package/demo/Metrics.js +1 -0
  48. package/demo/Nasdaq.d.ts +3 -0
  49. package/demo/Nasdaq.js +1 -0
  50. package/demo/Quakes.d.ts +3 -0
  51. package/demo/Quakes.js +1 -0
  52. package/demo/QuakesFilters.d.ts +3 -0
  53. package/demo/QuakesFilters.js +1 -0
  54. package/demo/Random.d.ts +49 -0
  55. package/demo/Random.js +1 -0
  56. package/demo/Test.d.ts +5 -0
  57. package/demo/Test.js +1 -0
  58. package/demo/Wars.d.ts +2 -0
  59. package/demo/Wars.js +1 -0
  60. package/engine/HorizontalPinchZoom.d.ts +3 -0
  61. package/engine/HorizontalPinchZoom.js +1 -0
  62. package/engine/PinchZoom.d.ts +17 -0
  63. package/engine/PinchZoom.js +1 -0
  64. package/engine/TimeSlider.d.ts +225 -0
  65. package/engine/TimeSlider.js +1 -0
  66. package/engine/TimeSliderEngine.d.ts +42 -0
  67. package/engine/TimeSliderEngine.js +1 -0
  68. package/event/TypedEventEmitter.d.ts +13 -0
  69. package/event/TypedEventEmitter.js +1 -0
  70. package/index.d.ts +1 -0
  71. package/index.js +1 -0
  72. package/layer/TimeSliderHistogramLayer.d.ts +27 -0
  73. package/layer/TimeSliderHistogramLayer.js +1 -0
  74. package/layer/TimeSliderHistogramLayerOld.d.ts +20 -0
  75. package/layer/TimeSliderHistogramLayerOld.js +1 -0
  76. package/layer/TimeSliderIntervalsLayer.d.ts +7 -0
  77. package/layer/TimeSliderIntervalsLayer.js +1 -0
  78. package/layer/TimeSliderLayer.d.ts +66 -0
  79. package/layer/TimeSliderLayer.js +1 -0
  80. package/layer/TimeSliderLayerLoader.d.ts +8 -0
  81. package/layer/TimeSliderLayerLoader.js +1 -0
  82. package/layer/TimeSliderPointsLayer.d.ts +7 -0
  83. package/layer/TimeSliderPointsLayer.js +1 -0
  84. package/package.json +58 -0
  85. package/react/ColoredSlider.d.ts +58 -0
  86. package/react/ColoredSlider.js +1 -0
  87. package/react/ColoredSliderExtendsInput.d.ts +31 -0
  88. package/react/ColoredSliderExtendsInput.js +1 -0
  89. package/react/DateLabelWithPicker.d.ts +6 -0
  90. package/react/DateLabelWithPicker.js +1 -0
  91. package/react/DateRangeLabelWithPicker.d.ts +7 -0
  92. package/react/DateRangeLabelWithPicker.js +1 -0
  93. package/react/DeepMemoHook.d.ts +1 -0
  94. package/react/DeepMemoHook.js +1 -0
  95. package/react/FullscreenButton.d.ts +1 -0
  96. package/react/FullscreenButton.js +1 -0
  97. package/react/MaterialIconButton.d.ts +7 -0
  98. package/react/MaterialIconButton.js +1 -0
  99. package/react/MaterialTextButton.d.ts +8 -0
  100. package/react/MaterialTextButton.js +1 -0
  101. package/react/PinchZoomHook.d.ts +10 -0
  102. package/react/PinchZoomHook.js +1 -0
  103. package/react/PointerClick.d.ts +1 -0
  104. package/react/PointerClick.js +1 -0
  105. package/react/ReactTimeSlider.d.ts +52 -0
  106. package/react/ReactTimeSlider.js +1 -0
  107. package/react/TimeLabelWithPicker.d.ts +8 -0
  108. package/react/TimeLabelWithPicker.js +1 -0
  109. package/react/YearScroller.d.ts +13 -0
  110. package/react/YearScroller.js +1 -0
  111. package/style/TimeSliderColors.d.ts +6 -0
  112. package/style/TimeSliderColors.js +1 -0
  113. package/style/TimeSliderHistogramStyle.d.ts +3 -0
  114. package/style/TimeSliderHistogramStyle.js +1 -0
  115. package/style/TimeSliderIntervalsStyle.d.ts +13 -0
  116. package/style/TimeSliderIntervalsStyle.js +1 -0
  117. package/style/TimeSliderLabeler.d.ts +2 -0
  118. package/style/TimeSliderLabeler.js +1 -0
  119. package/style/TimeSliderPointsStyle.d.ts +38 -0
  120. package/style/TimeSliderPointsStyle.js +1 -0
  121. package/style/TimeSliderStyle.d.ts +1 -0
  122. package/style/TimeSliderStyle.js +1 -0
  123. package/style/TimeSliderStyler.d.ts +3 -0
  124. package/style/TimeSliderStyler.js +1 -0
  125. package/three/Three3DTimeSliderEngine.d.ts +27 -0
  126. package/three/Three3DTimeSliderEngine.js +1 -0
  127. package/three/ThreeTimeSlider.d.ts +4 -0
  128. package/three/ThreeTimeSlider.js +1 -0
  129. package/three/ThreeTimeSliderEngine.d.ts +20 -0
  130. package/three/ThreeTimeSliderEngine.js +1 -0
  131. package/three/layer/GrowingBufferGeometry.d.ts +26 -0
  132. package/three/layer/GrowingBufferGeometry.js +1 -0
  133. package/three/layer/GrowingInstanceMatrix.d.ts +43 -0
  134. package/three/layer/GrowingInstanceMatrix.js +1 -0
  135. package/three/layer/Three3DIntervalsTimeLayerLoader.d.ts +11 -0
  136. package/three/layer/Three3DIntervalsTimeLayerLoader.js +1 -0
  137. package/three/layer/Three3DPointsTimeLayerLoader.d.ts +10 -0
  138. package/three/layer/Three3DPointsTimeLayerLoader.js +1 -0
  139. package/three/layer/ThreeIntervalsTimeLayerLoader.d.ts +10 -0
  140. package/three/layer/ThreeIntervalsTimeLayerLoader.js +1 -0
  141. package/three/layer/ThreePointsTimeLayerLoader.d.ts +9 -0
  142. package/three/layer/ThreePointsTimeLayerLoader.js +1 -0
  143. package/three/layer/ThreeTimeLayerLoader.d.ts +10 -0
  144. package/three/layer/ThreeTimeLayerLoader.js +1 -0
  145. package/three/react/ReactThreeTimeSlider.d.ts +2 -0
  146. package/three/react/ReactThreeTimeSlider.js +1 -0
  147. package/ticks/TimeSliderConstants.d.ts +15 -0
  148. package/ticks/TimeSliderConstants.js +1 -0
  149. package/ticks/TimeTicksBar.d.ts +46 -0
  150. package/ticks/TimeTicksBar.js +1 -0
  151. package/ticks/YAxisTicks.d.ts +31 -0
  152. package/ticks/YAxisTicks.js +1 -0
@@ -0,0 +1,38 @@
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+ import { TimeSliderStyle } from "./TimeSliderStyle";
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+ export type TimeSliderPointStyle = {
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+ size?: number;
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+ color?: string;
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+ opacity?: number;
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+ border?: {
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+ color?: string;
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+ opacity?: number;
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+ width?: number;
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+ };
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+ core?: {
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+ color?: string;
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+ opacity?: number;
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+ size?: number;
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+ };
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+ multipass?: boolean;
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+ };
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+ export type TimeSliderLineStyle = {
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+ color?: string;
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+ opacity?: number;
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+ width?: number;
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+ border?: {
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+ color?: string;
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+ opacity?: number;
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+ width?: number;
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+ };
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+ };
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+ export type TimeSliderAreaStyle = {
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+ color?: string;
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+ opacity?: number;
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+ height?: number;
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+ base?: boolean;
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+ };
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+ export type TimeSliderPointsStyle = TimeSliderStyle & {
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+ point?: TimeSliderPointStyle;
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+ line?: TimeSliderLineStyle;
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+ area?: TimeSliderAreaStyle;
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+ };
@@ -0,0 +1 @@
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+ export{};
@@ -0,0 +1 @@
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+ export type TimeSliderStyle = {};
@@ -0,0 +1 @@
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+ export{};
@@ -0,0 +1,3 @@
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+ import { TimeSliderElement } from "../data/TimeSliderElement";
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+ import { TimeSliderStyle } from "./TimeSliderStyle";
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+ export type TimeSliderStyler<E extends TimeSliderElement = TimeSliderElement, S extends TimeSliderStyle = TimeSliderStyle> = (element: E) => S | undefined | null;
@@ -0,0 +1 @@
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+ export{};
@@ -0,0 +1,27 @@
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+ import { PerspectiveCamera, Scene, WebGLRenderer } from "three";
2
+ import { TimeSliderTimeRangeWithDuration, TimeSliderValueRange } from "../data/TimeSliderRange";
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+ import { TimeSliderEngine } from "../engine/TimeSliderEngine";
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+ export declare class Three3DTimeSliderEngine extends TimeSliderEngine<Scene> {
5
+ camera: PerspectiveCamera;
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+ renderer?: WebGLRenderer;
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+ private container?;
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+ constructor();
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+ private statsDom?;
10
+ private stats?;
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+ private disposables?;
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+ private onThemeChange?;
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+ showStats(showingStats: boolean): void;
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+ setTheme(theme: "dark" | "light"): void;
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+ init(container: HTMLElement): Promise<void>;
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+ protected updateTimeRange(newRange: TimeSliderTimeRangeWithDuration): void;
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+ protected updateValueRange(newRange: TimeSliderValueRange): void;
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+ protected updateSize(width: number, height: number): void;
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+ destroy(): void;
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+ /**
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+ * Applies a horizontal compression to the camera's view.
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+ * @param {THREE.PerspectiveCamera} cam - The camera to modify.
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+ * @param {THREE.WebGLRenderer} rend - The renderer, used to get canvas dimensions.
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+ * @param {number} factor - The compression factor. 2 means 2x compression. 1 means no compression.
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+ */
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+ setHorizontalCompression(factor: number): void;
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+ }
@@ -0,0 +1 @@
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+ import{BufferGeometry as e,GridHelper as t,Group as s,Line as i,LineBasicMaterial as o,Mesh as a,MeshBasicMaterial as n,PerspectiveCamera as r,PlaneGeometry as d,Scene as h,Vector2 as l,Vector3 as m,WebGLRenderer as c}from"three";import p from"three/examples/jsm/libs/stats.module.js";import{Disposables as w}from"../common/Disposables";import{getStartOfWeek as u}from"../common/TimeTools";import{TimeSliderEngine as f}from"../engine/TimeSliderEngine";import{ONE_MONTH as x,ONE_SECOND as b,ONE_WEEK as v}from"../ticks/TimeSliderConstants";import{TimeTicksBar as g}from"../ticks/TimeTicksBar";export class Three3DTimeSliderEngine extends f{constructor(){super(new h),this.camera=new r}showStats(e){if(this.container)if(e){this.stats=new p;const e=this.stats.dom;e.style.position="absolute",e.style.top="auto",e.style.bottom="32px",e.style.left="8px",this.container.appendChild(e),this.statsDom=e}else this.statsDom&&(this.container.removeChild(this.statsDom),this.statsDom=void 0,this.stats=void 0)}setTheme(e){super.setTheme(e),this.onThemeChange?.(e)}async init(r){const h=new c({antialias:!0});this.renderer=h,this.disposables=new w,this.container=r,this.renderer.setClearColor("#111"),r.appendChild(h.domElement),this.disposables.add(()=>r.removeChild(h.domElement)),this.camera.position.z=2.073,this.container.addEventListener("keydown",e=>{const t=1/this.camera.scale.x;"KeyQ"===e.code&&(e.preventDefault(),this.camera.rotateY(t)),"KeyE"===e.code&&(e.preventDefault(),this.camera.rotateY(-t))});const l=new s,p=new s;l.scale.x=b,l.position.z=.9,this.scene.add(l);const f=new d(100,1),y=new n({color:"#444"}),T=new a(f,y);T.position.z=.5,T.position.y=-.001,T.rotateX(-.5*Math.PI),l.add(T);const z=new a(f,y);z.position.z=.5,z.position.y=-.001,z.rotateX(-.5*Math.PI),p.add(z);const C=new o({color:"#444"}),D=(new e).setFromPoints([new m(0,0,0),new m(0,1,0),new m(0,1,1)]),S=(new e).setFromPoints([new m(-1,0,0),new m(1,0,0)]),V=new i(S,C),k=new i(S,C);k.position.y=1,p.add(V),p.add(k),p.position.z=.9,this.scene.add(p);const P=[],E=new o({color:"#000"}),M=(new e).setFromPoints([new m(0,0,1),new m(0,0,-1e3)]),j=new s;p.add(j);const F=[];let R,I,X,K;const O=()=>{Date.now();const e=this.getSize().width,{startTime:t,duration:s,endTime:o}=this.getTimeRange(),a=s,[n]=g.getSpacing(e,a),r=.5*(o+t);if(n<x){p.visible=!1,l.scale.x=n;let e=r%n;n>=v&&(e=r-u(r)),l.position.x=-e,l.visible=!0}else{l.visible=!1;let e=0,a=0;g.generateTicks(n,t-3*s,o+3*s,(n,r)=>{t-s<=n&&n<=o+s&&(P[e]||(P[e]=new i(D,C),p.add(P[e])),P[e].position.x=n,P[e].visible=!0,e++),F[a]||(F[a]=new i(M,E),p.add(F[a])),F[a].position.x=n,F[a].visible=!0,a++});for(let e=a;e<F.length;e++)F[e].visible=!1;for(let t=e;t<P.length;t++)P[t].visible=!1;K&&(K.scale.x=1e3*s),z.scale.x=s,z.position.x=r,K&&(K.position.x=-500*s),V.scale.x=1e3*s,k.scale.x=1e3*s,p.position.x=-r,p.visible=!0}};this.onThemeChange=e=>{const s="dark"===e?"#000":"#fff",i="dark"===e?"#444":"#bbb";this.renderer?.setClearColor("dark"===e?"#111":"#eee"),R&&l.remove(R),R?.dispose(),R=new t(1e3,1e3,s,s),l.add(R),X&&l.remove(X),X?.dispose(),X=new t(1e3,1e3,i,i),X.position.z=500,X.position.y=1,l.add(X),I&&l.remove(I),I?.dispose(),I=new t(1e3,1e3,i,i),I.position.y=-499,I.rotateX(-.5*Math.PI),l.add(I),K&&p.remove(K),K?.dispose(),K=new t(200,200,s,s),K.position.z=-101,p.add(K),y.color.set(i),C.color.set(i),E.color.set(s),O()},this.onThemeChange(this.theme),this.disposables.add(this.on("time",O)),this.disposables.add(this.on("size",O)),this.updateValueRange({minValue:0,maxValue:1});let Y=!0;this.disposables.add(()=>Y=!1),this.disposables.add(()=>this.scene.clear()),this.disposables.add(()=>h.dispose());const q=()=>{Y&&(h.render(this.scene,this.camera),this.stats&&this.stats.update(),requestAnimationFrame(q))};q()}updateTimeRange(e){const t=this.camera.scale.x,{duration:s}=e;this.camera.scale.x=s,t!==s&&(this.camera.rotation.y=this.camera.rotation.y*t/s),this.camera.updateProjectionMatrix()}updateValueRange(e){const t=e.maxValue-e.minValue;this.camera.scale.y=t,this.camera.position.y=e.minValue+.5*t,this.camera.updateProjectionMatrix()}updateSize(e,t){this.renderer?.setSize(e,t,!0)}destroy(){this.disposables?.dispose()}setHorizontalCompression(e){if(!this.renderer)return;if(e<=1)return void this.camera.clearViewOffset();const{width:t,height:s}=this.renderer.getSize(new l),i=t*e,o=s,a=(i-t)/2,n=t,r=s;this.camera.setViewOffset(i,o,a,0,n,r)}}
@@ -0,0 +1,4 @@
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+ import { TimeSlider, TimeSliderOptions } from "../engine/TimeSlider";
2
+ export declare class ThreeTimeSlider extends TimeSlider {
3
+ constructor(options?: TimeSliderOptions);
4
+ }
@@ -0,0 +1 @@
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+ import{TimeSlider as e}from"../engine/TimeSlider";import{ThreeTimeSliderEngine as r}from"./ThreeTimeSliderEngine";export class ThreeTimeSlider extends e{constructor(e){super(e),this.setEngine(new r)}}
@@ -0,0 +1,20 @@
1
+ import { OrthographicCamera, Scene, WebGLRenderer } from "three";
2
+ import { TimeSliderTimeRangeWithDuration, TimeSliderValueRange } from "../data/TimeSliderRange";
3
+ import { TimeSliderEngine } from "../engine/TimeSliderEngine";
4
+ export declare class ThreeTimeSliderEngine extends TimeSliderEngine<Scene> {
5
+ camera: OrthographicCamera;
6
+ renderer?: WebGLRenderer;
7
+ private container?;
8
+ constructor();
9
+ private statsDom?;
10
+ private stats?;
11
+ private disposables?;
12
+ private onThemeChange?;
13
+ showStats(showingStats: boolean): void;
14
+ setTheme(theme: "dark" | "light"): void;
15
+ init(container: HTMLElement): Promise<void>;
16
+ destroy(): void;
17
+ protected updateTimeRange(newRange: TimeSliderTimeRangeWithDuration): void;
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+ protected updateValueRange(newRange: TimeSliderValueRange): void;
19
+ protected updateSize(width: number, height: number): void;
20
+ }
@@ -0,0 +1 @@
1
+ import{BufferGeometry as e,GridHelper as t,Group as s,Line as i,LineBasicMaterial as o,OrthographicCamera as a,Scene as n,Vector3 as r,WebGLRenderer as h}from"three";import m from"three/examples/jsm/libs/stats.module.js";import{Disposables as d}from"../common/Disposables";import{TimeSliderEngine as l}from"../engine/TimeSliderEngine";import{TimeTicksBar as c}from"../ticks/TimeTicksBar";import{getStartOfWeek as p}from"../common/TimeTools";import{ONE_MONTH as b,ONE_SECOND as T,ONE_WEEK as u}from"../ticks/TimeSliderConstants";export class ThreeTimeSliderEngine extends l{constructor(){super(new n),this.camera=new a(0,1,1,0)}showStats(e){if(this.container)if(e){this.stats=new m;const e=this.stats.dom;e.style.position="absolute",e.style.top="auto",e.style.bottom="32px",e.style.left="8px",this.container.appendChild(e),this.statsDom=e}else this.statsDom&&(this.container.removeChild(this.statsDom),this.statsDom=void 0,this.stats=void 0)}setTheme(e){super.setTheme(e),this.onThemeChange?.(e)}async init(a){const n="dark"===this.theme;this.container=a;const m=new h({antialias:!0});this.renderer=m,this.disposables=new d,this.renderer.setClearColor(n?"#111":"#eee"),a.appendChild(this.renderer.domElement),this.disposables.add(()=>a.removeChild(m.domElement)),this.camera.position.z=10;const l=new s,g=new s;l.scale.x=T,this.scene.add(l);const w=new o({color:n?"#444":"#bbb"}),f=(new e).setFromPoints([new r(0,0,0),new r(0,1,0),new r(0,1,1)]);this.scene.add(g);const x=[];let C;const v=()=>{const e=this.getSize().width,{startTime:t,duration:s,endTime:o}=this.getTimeRange(),a=s,[n]=c.getSpacing(e,a),r=.5*(o+t);if(n<b){g.visible=!1,l.scale.x=n;let e=r%n;n>=u&&(e=r-p(r)),l.position.x=-e,l.visible=!0}else{l.visible=!1;let e=0;c.generateTicks(n,t-3*s,o+3*s,(a,n)=>{t-s<=a&&a<=o+s&&(x[e]||(x[e]=new i(f,w),g.add(x[e])),x[e].position.x=a,x[e].visible=!0,e++)});for(let t=e;t<x.length;t++)x[t].visible=!1;g.position.x=-r,g.visible=!0}};this.onThemeChange=e=>{const s="dark"===e?"#444":"#bbb";this.renderer?.setClearColor("dark"===e?"#111":"#eee"),C&&l.remove(C),C=new t(1e3,1e3,s,s),C.position.y=-499,C.rotateX(-.5*Math.PI),l.add(C),w.color.set(s),v()},this.onThemeChange(this.theme),this.disposables.add(this.on("time",v)),this.disposables.add(this.on("size",v));let S=!0;this.disposables.add(()=>S=!1),this.disposables.add(()=>this.scene.clear()),this.disposables.add(()=>m.dispose());const k=()=>{S&&(m.render(this.scene,this.camera),this.stats&&this.stats.update(),requestAnimationFrame(k))};k()}destroy(){this.disposables?.dispose()}updateTimeRange(e){const{startTime:t,duration:s}=e;this.camera.left=-.5*s,this.camera.right=.5*s,this.camera.updateProjectionMatrix()}updateValueRange(e){this.camera.top=e.maxValue,this.camera.bottom=e.minValue,this.camera.updateProjectionMatrix()}updateSize(e,t){this.renderer?.setSize(e,t)}}
@@ -0,0 +1,26 @@
1
+ import { BufferGeometry } from "three";
2
+ import { TimeSliderModel } from "../../data/TimeSliderModel";
3
+ type TimeSliderModelElement<T extends TimeSliderModel<any>> = T extends TimeSliderModel<infer U> ? U : never;
4
+ type XYZPointArray = [x: number, y: number, z: number];
5
+ export declare class GrowingBufferGeometry<T extends TimeSliderModel<any>> extends BufferGeometry {
6
+ private bufferSize;
7
+ private positionAttribute;
8
+ private idToIndex;
9
+ constructor(model: T, loader: (element: TimeSliderModelElement<T>) => XYZPointArray | null, bufferSize?: number);
10
+ elementIndex(elementOrId: string | {
11
+ id: string;
12
+ }): number | undefined;
13
+ }
14
+ export declare class GrowingIndexAttribute {
15
+ private geometry;
16
+ private bufferSize;
17
+ private currentIndexCount;
18
+ private indexAttribute;
19
+ private indexArray;
20
+ private creationTime;
21
+ constructor(geometry: BufferGeometry, initial?: number, bufferSize?: number, intialBuffersNeeded?: number);
22
+ showIndex(i: number): void;
23
+ hideIndex(i: number): void;
24
+ private countChanged;
25
+ }
26
+ export {};
@@ -0,0 +1 @@
1
+ import{BufferAttribute as t,BufferGeometry as e,DynamicDrawUsage as i}from"three";import{ONE_MINUTE as n}from"../../ticks/TimeSliderConstants";export class GrowingBufferGeometry extends e{constructor(e,s,r){super(),this.idToIndex=new Map;const d=Date.now();this.bufferSize=r||1e3;const o=Math.ceil(e.data.length/this.bufferSize),h=o*this.bufferSize;this.positionAttribute=new t(new Float32Array(3*h),3),this.positionAttribute.setUsage(i);const a=[],u=new GrowingIndexAttribute(this,e.data.length,this.bufferSize,o),x=e.data,f=x.map(s).filter(t=>null!==t).flat();this.positionAttribute.array.set(f),x.forEach((t,e)=>this.idToIndex.set(t.id,e)),this.positionAttribute.needsUpdate=!0,this.setAttribute("position",this.positionAttribute);const A=()=>{const e=this.idToIndex.size+a.length,s=this.positionAttribute.array.length/3;if(e>s||e<s-this.bufferSize&&Date.now()-d>n){const n=Math.ceil(e/this.bufferSize),s=new Float32Array(n*this.bufferSize*3);s.set(this.positionAttribute.array.slice(0,s.length)),this.positionAttribute=new t(s,3),this.positionAttribute.setUsage(i),this.setAttribute("position",this.positionAttribute)}},c=(t,e,i)=>{this.positionAttribute.array.set(e,3*t),i||this.positionAttribute.addUpdateRange(3*t,3)},b=(t,e,i)=>{if(t)if(this.idToIndex.has(e.id))p(t,e);else{let n=this.idToIndex.size;a.length>0&&(n=a.shift()),u.showIndex(n),this.idToIndex.set(e.id,n),A(),c(n,t,i)}else I(e.id)},p=(t,e)=>{if(t)if(this.idToIndex.has(e.id)){const i=this.idToIndex.get(e.id);c(i,t)}else b(t,e);else I(e.id)},I=t=>{if(this.idToIndex.has(t)){const e=this.idToIndex.get(t);this.idToIndex.delete(t),a.push(e),u.hideIndex(e)}};e.on("added",t=>{b(s(t),t),this.positionAttribute.needsUpdate=!0}),e.on("updated",t=>{p(s(t.updated),t.updated),this.positionAttribute.needsUpdate=!0}),e.on("removed",t=>{I(t),this.positionAttribute.needsUpdate=!0})}elementIndex(t){const e="string"==typeof t?t:t.id;return this.idToIndex.get(e)}}export class GrowingIndexAttribute{constructor(e,i,n,s){this.geometry=e,this.creationTime=Date.now(),this.bufferSize=n||1e3,this.currentIndexCount=i||0;const r=s||1;this.indexArray=new Uint32Array(this.bufferSize*r),this.currentIndexCount&&this.indexArray.set(Array.from({length:this.currentIndexCount},(t,e)=>e)),this.indexAttribute=new t(this.indexArray,1),e.setIndex(this.indexAttribute),e.setDrawRange(0,this.currentIndexCount)}showIndex(t){for(let e=0;e<this.currentIndexCount;e++)if(this.indexArray[e]===t)return;this.countChanged(this.currentIndexCount++),this.indexArray[this.currentIndexCount-1]=t,this.indexAttribute.addUpdateRange(this.currentIndexCount-1,1),this.indexAttribute.needsUpdate=!0}hideIndex(t){for(let e=0;e<this.currentIndexCount;e++)if(this.indexArray[e]===t){this.countChanged(this.currentIndexCount--),this.indexArray[e]=this.indexArray[this.currentIndexCount],this.indexAttribute.addUpdateRange(e,1),this.indexAttribute.needsUpdate=!0;break}}countChanged(e){const i=this.indexAttribute.array.length;if(e>i||e<i-this.bufferSize&&Date.now()-this.creationTime>n){const i=Math.ceil(e/this.bufferSize),n=new Uint32Array(i*this.bufferSize);n.set(this.indexArray.slice(0,n.length)),this.indexArray=n,this.indexAttribute=new t(this.indexArray,1),this.geometry.setIndex(this.indexAttribute)}this.geometry.setDrawRange(0,this.currentIndexCount)}}
@@ -0,0 +1,43 @@
1
+ import { InstancedMesh, Matrix4 } from "three";
2
+ import { TimeSliderModel } from "../../data/TimeSliderModel";
3
+ export type GrowingInstanceMatrixPopulator<T extends TimeSliderModel<any>> = (model: T, require: (length: number) => void, load: (loader: (element: T) => Matrix4) => void) => void;
4
+ type TimeSliderModelElement<T extends TimeSliderModel<any>> = T extends TimeSliderModel<infer U> ? U : never;
5
+ type ColorProvider<T extends TimeSliderModel<any>> = (element: TimeSliderModelElement<T>) => {
6
+ fill?: string;
7
+ stroke?: string;
8
+ } | undefined;
9
+ type SplitProvider<T extends TimeSliderModel<any>> = (element: TimeSliderModelElement<T>) => number[];
10
+ export type GrowingInstanceMatrixOptions<T extends TimeSliderModel<any>> = {
11
+ bufferSize?: number;
12
+ colorProvider?: ColorProvider<T>;
13
+ splitProvider?: SplitProvider<T>;
14
+ maxSplits?: number;
15
+ defaultFill?: string;
16
+ defaultBorder?: string;
17
+ };
18
+ export declare class GrowingInstanceMatrix<T extends TimeSliderModel<any>> {
19
+ private bufferSize;
20
+ private instanceMatrix;
21
+ private instanceColor;
22
+ private borderColor;
23
+ private listeners;
24
+ private countListeners;
25
+ private count;
26
+ private idToIndex;
27
+ private disposables;
28
+ private colorProvider?;
29
+ private splitProvider?;
30
+ private maxSplits;
31
+ private splits;
32
+ constructor(model: T, loader: (element: TimeSliderModelElement<T>) => Matrix4 | null, options?: GrowingInstanceMatrixOptions<T>);
33
+ getIndex(elementOrId: string | {
34
+ id: string;
35
+ }): number | undefined;
36
+ private matrixChanged;
37
+ private onNewMatrix;
38
+ private onCountChange;
39
+ meshes: InstancedMesh[];
40
+ registerMesh(instancedMesh: InstancedMesh): void;
41
+ dispose(): void;
42
+ }
43
+ export {};
@@ -0,0 +1 @@
1
+ import{Color as t,DynamicDrawUsage as e,InstancedBufferAttribute as s,Matrix4 as i,Vector4 as r}from"three";import{Disposables as o}from"../../common/Disposables";import{ONE_MINUTE as n}from"../../ticks/TimeSliderConstants";const a=(new i).makeScale(0,0,0).makeTranslation(-1e3,-1e3,-1e3);export class GrowingInstanceMatrix{constructor(i,h,l){this.listeners=new Set,this.countListeners=new Set,this.idToIndex=new Map,this.disposables=new o,this.splits=[],this.meshes=[];const{bufferSize:c,colorProvider:p,defaultFill:f,defaultBorder:x,splitProvider:g,maxSplits:b}=l||{};this.colorProvider=p,this.splitProvider=g,this.maxSplits=b||4;const u=Date.now(),C=i.data;this.count=C.length;const w=[];this.bufferSize=c||1e3;const m=Math.ceil(i.data.length/this.bufferSize)*this.bufferSize,M=new Float32Array(16*m),U=C.map(t=>({m:h(t),id:t.id})).filter(t=>null!==t.m);if(U.forEach(t=>this.idToIndex.set(t.id,this.idToIndex.size)),U.forEach((t,e)=>t.m.toArray(M,16*e)),this.instanceMatrix=new s(M,16),this.colorProvider){const e=new Float32Array(3*m),i=new Float32Array(3*m);C.forEach((s,r)=>{const o=this.colorProvider(s),n=new t(o?.fill||f||"#df0");e.set([n.r,n.g,n.b],3*r);const a=new t(o?.stroke||x||"#000");i.set([a.r,a.g,a.b],3*r)}),this.instanceColor=new s(e,3),this.borderColor=new s(i,3)}else this.instanceColor=new s(new Float32Array,3),this.borderColor=new s(new Float32Array,3);if(this.splitProvider){const t=[];for(let e=0;e<this.maxSplits;e+=4)t.push(new Float32Array(4*m));C.forEach((e,s)=>{const i=this.splitProvider(e);for(let e=0;e<this.maxSplits;e+=4){const r=i.slice(e,e+4);t[e/4].set(r,4*s)}}),this.splits=t.map(t=>new s(t,4))}const y=new t,v=(new r,()=>{const t=this.idToIndex.size+w.length;if(t!==this.count){this.count=t;const i=this.instanceMatrix.array.length/16;if(t>i||t<i-this.bufferSize&&Date.now()-u>n){const i=Math.ceil(t/this.bufferSize),r=i*this.bufferSize,o=new Float32Array(16*r);if(o.set(this.instanceMatrix.array),this.instanceMatrix=new s(o,16),this.instanceMatrix.setUsage(e),this.instanceMatrix.needsUpdate=!0,this.colorProvider){const t=new Float32Array(i*this.bufferSize*3);t.set(this.instanceColor.array),this.instanceColor=new s(t,3),this.instanceColor.setUsage(e),this.instanceColor.needsUpdate=!0;const r=new Float32Array(i*this.bufferSize*3);r.set(this.borderColor.array),this.borderColor=new s(r,3),this.borderColor.setUsage(e),this.borderColor.needsUpdate=!0}this.splitProvider&&(this.splits=this.splits.map(t=>{const r=new Float32Array(i*this.bufferSize*4);r.set(t.array);const o=new s(r,1);return o.setUsage(e),o.needsUpdate=!0,o})),this.matrixChanged()}this.countListeners.forEach(t=>t(this.count))}}),P=(e,s)=>{if(e)if(this.idToIndex.has(s.id))S(e,s);else{let i=this.idToIndex.size;if(w.length>0&&(i=w.shift()),this.idToIndex.set(s.id,i),v(),e.toArray(this.instanceMatrix.array,16*i),this.instanceMatrix.addUpdateRange(16*i,16),this.colorProvider){const e=this.colorProvider(s),r=new t(e?.fill||f||"#df0");this.instanceColor.setXYZ(i,r.r,r.g,r.b),this.instanceColor.addUpdateRange(3*i,3),this.instanceColor.needsUpdate=!0;const o=new t(e?.stroke||x||"#000");this.borderColor.setXYZ(i,o.r,o.g,o.b),this.borderColor.addUpdateRange(3*i,3),this.borderColor.needsUpdate=!0}if(this.splitProvider){const t=this.splitProvider(s);for(let e=0;e<this.maxSplits;e+=4){const s=e/4,r=this.splits[s],o=t.slice(e,e+4);for(let t=o.length;t<4;t++)o[t]=0;const n=4*i+e;r.set(o,n),r.addUpdateRange(n,4),r.needsUpdate=!0}}}else A(s.id)},S=(t,e)=>{if(t)if(this.idToIndex.has(e.id)){const s=this.idToIndex.get(e.id);t.toArray(this.instanceMatrix.array,16*s),this.instanceMatrix.addUpdateRange(16*s,16)}else P(t,e);else A(e.id)},I=e=>{if(this.idToIndex.has(e.id)){const s=this.idToIndex.get(e.id);if(this.colorProvider){const i=this.colorProvider(e),r=new t(i?.fill||f||"#df0");this.meshes.forEach(t=>t.getColorAt(s,y)),d(r,y)||(this.instanceColor.setXYZ(s,r.r,r.g,r.b),this.instanceColor.addUpdateRange(3*s,3),this.instanceColor.needsUpdate=!0);const o=new t(i?.stroke||x||"#000");y.set(this.borderColor.getX(s),this.borderColor.getY(s),this.borderColor.getZ(s)),d(o,y)||(this.borderColor.setXYZ(s,o.r,o.g,o.b),this.borderColor.addUpdateRange(3*s,3),this.borderColor.needsUpdate=!0)}}else P(h(e),e)},T=t=>{if(this.idToIndex.has(t.id)){const e=this.idToIndex.get(t.id);if(this.splitProvider){const s=this.splitProvider(t);let i=0;for(let t=0;t<this.maxSplits;t+=4){const r=t/4,o=this.splits[r],n=s.slice(t,t+4);for(let t=n.length;t<4;t++)n[t]=0;for(let t=0;t<n.length;t++)i+=n[t];const a=4*e+t;o.set(n,a),o.needsUpdate=!0}}}else P(h(t),t)},A=t=>{if(this.idToIndex.has(t)){const e=this.idToIndex.get(t);this.idToIndex.delete(t),w.push(e),a.toArray(this.instanceMatrix.array,16*e),this.instanceMatrix.addUpdateRange(16*e,16)}};this.disposables.add(i.on("added",t=>{t&&(P(h(t),t),this.instanceMatrix.needsUpdate=!0)})),this.disposables.add(i.on("updated",t=>{const e=t.updated;e&&((t.update.t||t.update.v)&&(S(h(e),e),this.instanceMatrix.needsUpdate=!0),this.colorProvider&&I(e),this.splitProvider&&T(e))})),this.disposables.add(i.on("removed",t=>{A(t),this.instanceMatrix.needsUpdate=!0}))}getIndex(t){const e="string"==typeof t?t:t.id;return this.idToIndex.get(e)}matrixChanged(){this.listeners.forEach(t=>t(this.instanceMatrix))}onNewMatrix(t){return t(this.instanceMatrix),this.listeners.add(t),()=>{this.listeners.delete(t)}}onCountChange(t){return t(this.count),this.countListeners.add(t),()=>{this.countListeners.delete(t)}}registerMesh(t){this.meshes.push(t),this.onNewMatrix(e=>{t.instanceMatrix=e,this.colorProvider&&(t.instanceColor=this.instanceColor,t.geometry.setAttribute("borderColor",this.borderColor)),this.splitProvider&&this.splits.forEach((e,s)=>{t.geometry.setAttribute("split"+s,e)})}),this.onCountChange(e=>t.count=e),t.instanceMatrix.clearUpdateRanges(),t.instanceMatrix.needsUpdate=!0}dispose(){this.disposables.dispose()}}function d(t,e,s=1e-6){return Math.abs(t.r-e.r)<s&&Math.abs(t.g-e.g)<s&&Math.abs(t.b-e.b)<s}
@@ -0,0 +1,11 @@
1
+ import { Scene } from "three";
2
+ import { TimeSlider } from "../../engine/TimeSlider";
3
+ import { TimeSliderIntervalsLayer } from "../../layer/TimeSliderIntervalsLayer";
4
+ import { TimeSliderLayer } from "../../layer/TimeSliderLayer";
5
+ import { TimeSliderLayerLoader } from "../../layer/TimeSliderLayerLoader";
6
+ import { Three3DTimeSliderEngine } from "../Three3DTimeSliderEngine";
7
+ export declare class Three3DIntervalsTimeLayerLoader implements TimeSliderLayerLoader<Three3DTimeSliderEngine> {
8
+ engineClass: typeof Three3DTimeSliderEngine;
9
+ canLoad(layer: TimeSliderLayer): layer is TimeSliderIntervalsLayer<any, any>;
10
+ load(layer: TimeSliderLayer, scene: Scene, engine: Three3DTimeSliderEngine, timeSlider: TimeSlider): () => void;
11
+ }
@@ -0,0 +1 @@
1
+ import{BoxGeometry as e,Color as n,DoubleSide as t,InstancedMesh as o,Object3D as i,ShaderMaterial as l,Vector2 as r}from"three";import{Disposables as a}from"../../common/Disposables";import{toGLSLColor as s,toGLSLFloat as d,toGLSLVec2 as c}from"../../common/GlslTools";import{getTimePartsInHours as m}from"../../common/TimeTools";import{TimeSliderSplittingFixedHistogram as f}from"../../data/histogram/TimeSliderSplittingFixedHistogram";import{TimeSliderHistogramLayer as v}from"../../layer/TimeSliderHistogramLayer";import{TimeSliderIntervalsLayer as g}from"../../layer/TimeSliderIntervalsLayer";import{Three3DTimeSliderEngine as p}from"../Three3DTimeSliderEngine";import{GrowingInstanceMatrix as h}from"./GrowingInstanceMatrix";const u=123456;export class Three3DIntervalsTimeLayerLoader{constructor(){this.engineClass=p}canLoad(e){return e instanceof g}load(g,p,x,y){return this.canLoad(g)?function(g,p,x,y){const b=new a,S=g.model,{material:w,dispose:C}=(g.style,function(e,o,i){const g=void 0!==e.styler,p=function(e){return e instanceof v&&void 0!==e.histogram.classifier&&e.histogram instanceof f}(e),h=new a,x=()=>{const n=e.style,t=n.border?n.border.width||1:0,o="boolean"!=typeof n.border?.centered||n.border?.centered;let i="",l="";if(p){const n=e.maxClassifications||4;for(let e=0;e<n;e+=4)i+=`attribute vec4 split${e/4};`,i+=`flat out vec4 vSplit${e/4};`,l+=`vSplit${e/4} = split${e/4};`;console.log("createVertexShader",{splitAttributes:i,maxSplits:n})}return`\n // precision mediump float;\n // precision highp float;\n \n const vec2 layerRange = ${c(e.min,e.max)};\n const bool borderCentered = ${o};\n const float borderWidth = ${d(t)};\n const float infinityDuration = ${d(u)};\n const float msInHour = 3600000.0;\n\n ${i}\n\n uniform vec2 originTime;\n uniform vec2 nowTime;\n uniform vec2 valueRange;\n uniform int selection;\n uniform vec2 worldPerPixel;\n // uniform float split;\n // attribute float split;\n \n ${g?"attribute vec3 borderColor;":""}\n ${g?"varying vec3 fillColor;":""}\n ${g?"varying vec3 strokeColor;":""}\n varying vec2 vUv;\n\n // flat out float vSplit;\n flat out int vSelected;\n flat out int vTopBottom;\n flat out vec2 vSize;\n flat out vec2 vTransform;\n\n void main() {\n ${g?"fillColor = instanceColor;":""}\n ${g?"strokeColor = borderColor;":""}\n vUv = uv;\n // vSplit = split;\n ${l}\n \n bool selected = gl_InstanceID == selection;\n vSelected = selected ? 1 : 0;\n\n float minValue = valueRange.x;\n float valueSize = valueRange.y - minValue;\n\n float width = length(instanceMatrix[0].xyz);\n float height = length(instanceMatrix[1].xyz) / valueSize;\n float depth = length(instanceMatrix[2].xyz);\n\n height *= (layerRange.y - layerRange.x);\n\n if (selected) {\n depth += 0.00001;\n }\n\n vec3 pos = vec3(instanceMatrix[3].xyz);\n\n float deltaHours = pos.x - originTime.x;\n float deltaMs = pos.z - originTime.y;\n float relativeTime = deltaHours * msInHour + deltaMs;\n pos.x = relativeTime;\n \n pos.y = layerRange.x + ((pos.y - minValue) / valueSize) * (layerRange.y - layerRange.x);\n pos.z = 1.0 - 0.5 * depth;\n \n if (selected) {\n pos.z += 0.00001;\n }\n\n if (borderCentered) {\n vec3 borderOffset = borderWidth * vec3(worldPerPixel, 0.0);\n width += borderOffset.x;\n height += borderOffset.y;\n depth += borderOffset.z;\n }\n\n // Analyze the normal to determine the face\n // Use abs() to handle both positive and negative directions\n vec3 absNormal = abs(normal);\n\n if (absNormal.x > 0.99) {\n // Side is on the X-axis (left/right face)\n // The 2D plane is defined by the geometry's Depth and Height\n vSize = vec2(depth, height);\n vTransform = vec2(0.001, worldPerPixel.y);\n vTopBottom = 0;\n } else if (absNormal.y > 0.99) {\n // Side is on the Y-axis (top/bottom face)\n // The 2D plane is defined by the geometry's Width and Depth\n vSize = vec2(width, depth);\n vTransform = vec2(worldPerPixel.x, 0.001);\n vTopBottom = normal.y > 0.99 ? 1 : 2;\n } else {\n // Side is on the Z-axis (front/back face)\n // The 2D plane is defined by the geometry's Width and Height\n vSize = vec2(width, height);\n vTransform = vec2(worldPerPixel);\n vTopBottom = 0;\n }\n\n mat4 adjustedInstanceMatrix = instanceMatrix;\n adjustedInstanceMatrix[0].xyz *= width / length(instanceMatrix[0].xyz);\n adjustedInstanceMatrix[1].xyz *= height / length(instanceMatrix[1].xyz);\n adjustedInstanceMatrix[2].xyz *= depth / length(instanceMatrix[2].xyz);\n adjustedInstanceMatrix[3].xyz = pos;\n \n vec4 localPos = adjustedInstanceMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * modelViewMatrix * localPos;\n }\n `},y=()=>{const t=e.style,o=new n(t.fill?.color||"#df0"),i=t.fill?.opacity||.5,l=new n(t.border?.color||"#000"),r=t.border?t.border.opacity||1:0,a=t.border?t.border.width||1:0;let c="";if(p){const n=e.maxClassifications||4,t=e.classificationColors||[];c+=`const int maxSplits = ${n};`;let o="",i="";for(let e=0;e<t.length;e++)c+=`\n const vec3 splitColor${e} = ${s(t[e]||"#777")};\n `,i+=`\n if (idx == ${e}) return splitColor${e};\n `;for(let e=0;e<n;e+=4)c+=`\n flat in vec4 vSplit${e/4};\n `,o+=`\n if (idx < ${e+4}) return vSplit${e/4}[idx - ${e}];\n `;c+=`\n float getSplit(int idx) {\n ${o}\n return 0.0;\n }\n vec3 getSplitColor(int idx) {\n ${i}\n return fillColor; // Fallback to default fill color\n }\n `,console.log("createFragmentShader",{splitVars:c,maxSplits:n,classificationColors:t})}return`\n // precision mediump float;\n // precision highp float;\n const float fillOpacity = ${d(i)};\n const float borderOpacity = ${d(r)};\n const float borderWidth = ${d(a)};\n\n ${g?"varying vec3 fillColor;":`const vec3 fillColor = vec3(${d(o.r)},${d(o.g)},${d(o.b)});`}\n ${g?"varying vec3 strokeColor;":`const vec3 strokeColor = vec3(${d(l.r)},${d(l.g)},${d(l.b)});`}\n\n varying vec2 vUv;\n flat in int vSelected;\n flat in int vTopBottom;\n flat in vec2 vSize;\n flat in vec2 vTransform;\n\n ${c}\n\n void main() {\n ${p?"\n bool selected = vSelected > 0;\n vec3 finalFillColor = selected ? vec3(1.0 - fillColor) : fillColor;\n vec3 finalBorderColor = selected ? vec3(1.0 - strokeColor) : strokeColor;\n\n vec3 segmentFillColor;\n float segmentStart = 0.0;\n float segmentEnd = 1.0;\n if (vTopBottom < 1) {\n // Determine which segment the current fragment is in\n int segment = 0;\n for (int i = 0; i < maxSplits; i++) {\n float spliti = getSplit(i);\n if (vUv.y <= spliti) {\n segmentEnd = spliti;\n segment = i;\n break;\n }\n else {\n segmentStart = spliti;\n }\n // if (vUv.y <= segmentStart + spliti) {\n // segmentEnd = segmentStart + spliti;\n // segment = i;\n // break;\n // }\n // else {\n // segmentStart += spliti;\n // }\n }\n\n // if (segment == 0 && segmentStart > 0.0) {\n // segmentEnd = 1.0;\n // for (int i = maxSplits - 1; i >= 0; i--) {\n // float spliti = getSplit(i);\n // if (spliti > 0.0) {\n // segmentStart = 1.0 - spliti;\n // segment = i;\n // break;\n // }\n // }\n // }\n \n segmentFillColor = getSplitColor(segment);\n }\n else if (vTopBottom < 2) {\n // Determine the last segment with a value\n int segment = 0;\n for (int i = maxSplits - 1; i >= 0; i--) {\n if (getSplit(i) < 0.99999) {\n segment = i + 1;\n break;\n }\n }\n segmentFillColor = getSplitColor(segment);\n }\n else {\n // Determine the first segment with a value\n int segment = 0;\n for (int i = 0; i < maxSplits; i++) {\n if (getSplit(i) > 0.0) {\n segment = i;\n break;\n }\n }\n segmentFillColor = getSplitColor(segment);\n }\n\n vec3 segmentBorderColor = segmentFillColor;\n float segmentSize = segmentEnd - segmentStart;\n\n // Half border size in world units\n vec2 bwWorld = borderWidth * vTransform;\n // Half border UV width if centered, full if inside-only\n vec2 bw = (bwWorld / vSize) / vec2(1.0, segmentSize);\n float smoothingPixels = 1.0;\n vec2 smoothing = smoothingPixels * vTransform / vSize;\n\n // Adjust UV coordinates for the current segment (y-axis only)\n float uvYAdjusted = (vUv.y - segmentStart) / segmentSize;\n\n // Calculate alpha for borders and fill for the adjusted UV\n float alphaX = smoothstep(bw.x, bw.x + smoothing.x, vUv.x) *\n smoothstep(1.0 - bw.x, 1.0 - bw.x - smoothing.x, vUv.x);\n float alphaY = smoothstep(bw.y, bw.y + smoothing.y, uvYAdjusted) *\n smoothstep(1.0 - bw.y, 1.0 - bw.y - smoothing.y, uvYAdjusted);\n float fillAlpha = alphaX * alphaY;\n\n vec3 color = mix(segmentBorderColor, segmentFillColor, fillAlpha);\n float alpha = mix(borderOpacity, fillOpacity, fillAlpha);\n\n gl_FragColor = vec4(color, alpha);\n ":"\n bool selected = vSelected > 0;\n vec3 finalFillColor = selected ? vec3(1.0 - fillColor) : fillColor;\n vec3 finalBorderColor = selected ? vec3(1.0 - strokeColor) : strokeColor;\n\n // Half border size in world units\n vec2 bwWorld = borderWidth * vTransform;\n\n // Half border UV width if centered, full if inside-only\n vec2 bw = bwWorld / vSize;\n\n float smoothingPixels = 1.0;\n vec2 smoothing = smoothingPixels * vTransform / vSize;\n\n float alphaX = smoothstep(bw.x, bw.x + smoothing.x, vUv.x) *\n smoothstep(1.0 - bw.x, 1.0 - bw.x - smoothing.x, vUv.x);\n float alphaY = smoothstep(bw.y, bw.y + smoothing.y, vUv.y) *\n smoothstep(1.0 - bw.y, 1.0 - bw.y - smoothing.y, vUv.y);\n\n float fillAlpha = alphaX * alphaY;\n\n vec3 color = mix(finalBorderColor, finalFillColor, fillAlpha);\n float alpha = mix(borderOpacity, fillOpacity, fillAlpha);\n\n gl_FragColor = vec4(color, alpha);\n "}\n }\n `},b=new l({transparent:!0,side:t,uniforms:{worldPerPixel:{value:new r(i.camera.scale.x/i.getSize().width,i.camera.scale.y/i.getSize().height)},selection:{value:-1},valueRange:{value:new r(0,1)},originTime:{value:new r(0,0)}},vertexShader:x(),fragmentShader:y()}),S=()=>{b.uniforms.worldPerPixel.value.set(i.camera.scale.x/i.getSize().width,i.camera.scale.y/i.getSize().height)},w=()=>{const e=i.getTimeRange(),n=e.startTime+.5*e.duration,[t,o]=m(n);b.uniforms.originTime.value.set(t,o)},C=()=>{const n=o.valueRanges.get(e.yAxis.group||e.id);if(n){const e=b.uniforms.valueRange.value;e.x===n.min&&e.y===n.max||b.uniforms.valueRange.value.set(n.min,n.max)}},T=()=>{S(),w()};return h.add(o.on("valueRanges",C)),h.add(i.on("time",T)),h.add(i.on("value",S)),h.add(i.on("size",S)),h.add(e.on("loaded",C)),h.add(e.on("visible",C)),w(),C(),h.add(e.on("invalidateAll",()=>{b.vertexShader=x(),b.fragmentShader=y(),b.needsUpdate=!0})),{material:b,dispose:()=>h.dispose()}}(g,x,y));b.add(C);const T=new e(1,1,1),$=new o(T,w,S.data.length);$.frustumCulled=!1,$.receiveShadow=!0,$.castShadow=!0;const z=function(e,n,t){const o=new h(n,e=>{const n=new i,t=.5*(e.t[0]+e.t[1]),[o,l]=m(t),r=e.v[1]-e.v[0],a=e.v[0]+.5*r;n.position.set(o,a,l);const s=e.t[1]-e.t[0];return n.scale.set(s,r,.1),n.updateMatrix(),n.matrix},t);return o.registerMesh(e),o}($,S,{colorProvider:g.styler?e=>{const n=g.styler(e);return n?{fill:n.fill?.color,stroke:n.border?.color}:void 0}:void 0,defaultFill:g.style.fill?.color,defaultBorder:g.style.border?.color,splitProvider:g instanceof v&&g.histogram instanceof f?e=>e.attributes.splits||[1]:void 0,maxSplits:g instanceof v?g.maxClassifications:void 0});b.add(()=>z.dispose()),x.selectionOptions.highlight&&b.add(g.on("selection",e=>{if(e.length>0){const n=z.getIndex(e[0]);w.uniforms.selection.value="number"==typeof n?n:-1}else w.uniforms.selection.value=-1}));return p.add($),b.add(()=>p.remove($)),b.disposeLater()}(g,p,y,x):(console.error("Layer not supported by ThreePointsTimeLayerLoader",{layer:g}),()=>{})}}
@@ -0,0 +1,10 @@
1
+ import { Scene } from "three";
2
+ import { TimeSliderLayer } from "../../layer/TimeSliderLayer";
3
+ import { TimeSliderLayerLoader } from "../../layer/TimeSliderLayerLoader";
4
+ import { TimeSliderPointsLayer } from "../../layer/TimeSliderPointsLayer";
5
+ import { Three3DTimeSliderEngine } from "../Three3DTimeSliderEngine";
6
+ export declare class Three3DPointsTimeLayerLoader implements TimeSliderLayerLoader<Three3DTimeSliderEngine> {
7
+ engineClass: typeof Three3DTimeSliderEngine;
8
+ canLoad(layer: TimeSliderLayer): layer is TimeSliderPointsLayer;
9
+ load(layer: TimeSliderLayer, scene: Scene, engine: Three3DTimeSliderEngine): () => void;
10
+ }
@@ -0,0 +1 @@
1
+ import{BoxGeometry as e,Color as n,DoubleSide as o,InstancedMesh as i,Object3D as t,Points as r,ShaderMaterial as l,Vector2 as a}from"three";import{Disposables as c}from"../../common/Disposables";import{toGLSLColor as s,toGLSLFloat as d}from"../../common/GlslTools";import{getTimePartsInHours as f,SPLIT_TIME_3 as v,SPLIT_TIME_3_POW2 as m}from"../../common/TimeTools";import{TimeSliderPointsLayer as g}from"../../layer/TimeSliderPointsLayer";import{Three3DTimeSliderEngine as p}from"../Three3DTimeSliderEngine";import{GrowingBufferGeometry as h}from"./GrowingBufferGeometry";import{GrowingInstanceMatrix as u}from"./GrowingInstanceMatrix";export class Three3DPointsTimeLayerLoader{constructor(){this.engineClass=p}canLoad(e){return e instanceof g}load(e,n,o){return this.canLoad(e)?function(e,n,o){const i=new c,v=o.getValueRange(),m=v.maxValue-v.minValue,g={offset:v.minValue+(e.min||0)*m,scale:(e.max||1)-(e.min||0)},p=function(e,n){return new h(e,e=>{const o=.01*(n.offset+e.v*n.scale),[i,t]=f(e.t);return[i,o,t]})}(e.model,g),P=function(e,n){return new u(e,o=>{const i=e.getNeightbor(o,-1);if(i){const e=new t,r=.5*(i.t+o.t),l=.01*(n.offset+i.v*n.scale),a=.01*(n.offset+o.v*n.scale),c=.5*(l+a),s=o.t-i.t,d=a-l,[v,m]=f(r);return e.position.set(v,c,m),e.scale.set(s,d,d<0?1:0),e.updateMatrix(),e.matrix}return null})}(e.model,g);e.style.line&&i.add(x(e,n,o,P));e.style.point&&i.add(function(e,n,o,i){const t=new c,v=e.style;if(!v.point)throw"cannot happen";if(v.point.multipass){const r=v.point.color||"#df0",l=v.point.opacity||1,a=v.point.size||12,c=v.point.border?.color||"#000",s=v.point.border?.opacity||1,d=v.point.border?v.point.border?.width||2:0,f=v.point.core?.color||"#f00",m=v.point.core?.opacity||1,g=v.point.core?v.point.core?.size||4:0;v.point.border&&t.add(y(e,n,o,i,c,s,a)),t.add(y(e,n,o,i,r,l,a-2*d)),v.point.core&&t.add(y(e,n,o,i,f,m,g))}else{const c=new l({transparent:!0,uniforms:{selection:{value:-1},originTime:{value:new a(0,0)}}}),v=()=>{const n=e.style.point,o=n.color||"#df0",i=n.opacity||1,t=n.size||12,r=n.border?.color||"#000",l=n.border?.opacity||1,a=n.border?n.border?.width||2:0,f=n.core?.color||"#f00",v=n.core?.opacity||1,m=n.core?n.core?.size||4:0;c.vertexShader=`\n // precision mediump float;\n\n const float iconSize = ${d(t)};\n const float msInHour = 3600000.0;\n\n uniform vec2 originTime;\n uniform int selection;\n \n flat out int vSelected;\n \n void main() {\n // Option 1:\n // const count = geometry.attributes.position.count;\n // const indices = new Float32Array(count);\n // for(let i = 0; i < count; i++) indices[i] = i;\n // geometry.setAttribute('pointIndex', new THREE.BufferAttribute(indices, 1));\n \n // Option 2: Use gl_VertexID (WebGL2 only)\n bool selected = gl_VertexID == selection;\n vSelected = selected ? 1 : 0;\n \n // float day = position.x;\n float hours = position.x;\n float value = position.y;\n float time = position.z;\n \n float deltaHours = hours - originTime.x;\n float deltaMs = time - originTime.y;\n float relativeTime = deltaHours * msInHour + deltaMs;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4(relativeTime, value, 1.0, 1.0);\n \n // gl_PointSize = selected ? 2.0 * iconSize : iconSize;\n gl_PointSize = mix(iconSize, 2.0 * iconSize, float(vSelected));\n\n // gl_PointSize = 1.0;\n }\n `,c.fragmentShader=`\n // precision mediump float;\n \n const vec3 fillColor = ${s(o)};\n const float fillOpacity = ${d(i)};\n const float iconSize = ${d(t)};\n const vec3 borderColor = ${s(r)};\n const float borderOpacity = ${d(l)};\n const float borderWidth = ${d(a)};\n const vec3 coreColor = ${s(f)};\n const float coreOpacity = ${d(v)};\n const float coreSize = ${d(m)};\n \n flat in int vSelected;\n \n void main() {\n vec3 finalFillColor = mix(fillColor, vec3(1.0, 0.0, 1.0), float(vSelected));\n vec3 finalBorderColor = mix(borderColor, vec3(0.0, 1.0, 1.0), float(vSelected));\n \n // bool selected = vSelected > 0;\n // vec3 finalFillColor = selected ? vec3(1.0,0.0,1.0) : fillColor;\n // vec3 finalBorderColor = selected ? vec3(0.0,1.0,1.0) : borderColor;\n \n vec2 uv = gl_PointCoord * 2.0 - 1.0;\n float dist = dot(uv, uv);\n\n // Circle mask\n if (dist > 1.0) discard;\n \n \n // // NO AA\n // if (dist > 1.0) {\n // gl_FragColor = vec4(0.0);\n // return;\n // }\n // if (dist > 2.0 * (borderWidth / iconSize)) {\n // gl_FragColor = vec4(borderColor, borderOpacity);\n // }\n // else {\n // gl_FragColor = vec4(fillColor, fillOpacity);\n // }\n // if (dist > 1.0 - (2.0 * borderWidth / iconSize)) {\n // gl_FragColor = vec4(borderColor, borderOpacity);\n // }\n // else if (dist < (2.0 * coreSize / iconSize)) {\n // gl_FragColor = vec4(innerColor, fillOpacity);\n // }\n // else {\n // gl_FragColor = vec4(fillColor, fillOpacity);\n // }\n \n // Convert thicknesses to radii (in normalized distance)\n float coreRadius = coreSize / iconSize;\n float fillRadius = 1.0 - (2.0 * borderWidth) / iconSize;\n\n // Convert to squared radius\n float coreR2 = coreRadius * coreRadius;\n float fillR2 = fillRadius * fillRadius;\n\n float smoothing = fwidth(dist);\n // float smoothing = 0.0;\n \n // Step 1: Inner to fill\n float edgeInner = smoothstep(coreR2 - smoothing, coreR2 + smoothing, dist);\n vec3 coreFillColor = mix(coreColor, fillColor, edgeInner);\n float coreFillAlpha = mix(coreOpacity, fillOpacity, edgeInner);\n \n // Step 2: Fill to border\n float edgeOuter = smoothstep(fillR2 - smoothing, fillR2 + smoothing, dist);\n vec3 finalColor = mix(coreFillColor, borderColor, edgeOuter);\n float finalAlpha = mix(coreFillAlpha, borderOpacity, edgeOuter);\n \n gl_FragColor = vec4(finalColor, finalAlpha);\n \n \n \n \n // // ORIGINAL (2 colors: fill & border)\n // // Smooth border width in world units (relative to icon size)\n // float borderWorld = 2.0 * borderWidth / iconSize;\n // float smoothing = fwidth(dist) * 1.0; // fwidth = derivative for AA width\n \n // // Blend factor: 0 = inside, 1 = outside (border edge)\n // float edge = smoothstep(1.0 - borderWorld - smoothing, 1.0 - borderWorld + smoothing, dist);\n \n // // Mix border and fill based on smoothed edge\n // vec3 color = mix(finalFillColor, finalBorderColor, edge);\n // float alpha = mix(fillOpacity, borderOpacity, edge);\n \n // gl_FragColor = vec4(color, alpha);\n }\n `,c.needsUpdate=!0};v(),t.add(e.on("invalidate",v));const m=()=>{const e=o.getTimeRange(),n=e.startTime+.5*e.duration,[i,t]=f(n);c.uniforms.originTime.value.set(i,t)};t.add(o.on("time",m)),m();const g=new r(i,c);g.frustumCulled=!1,t.add(e.on("selection",e=>{if(e.length>0){const n=i.elementIndex(e[0]);c.uniforms.selection.value="number"==typeof n?n:-1}else c.uniforms.selection.value=-1})),n.add(g),t.add(()=>n.remove(g))}return t.disposeLater()}(e,n,o,p));return i.disposeLater()}(e,n,o):(console.error("Layer not supported by ThreePointsTimeLayerLoader",{layer:e}),()=>{})}}function x(n,t,r,v,m){const g=new c,p=n.style,h=void 0!==p.line?.border;!m&&h&&g.add(x(n,t,r,v,!0));const u=new l({transparent:!0,side:o,uniforms:{worldPerPixel:{value:new a(r.camera.scale.x/r.getSize().width,r.camera.scale.y/r.getSize().height)},originTime:{value:new a}}}),y=()=>{const e=p.line?.color||"#df0",n=p.line?.border?.color||"#000",o=p.line?.width||4,i=p.line?.border?.width||1,t=p.line?.opacity||1,r=p.line?.border?.opacity||1,l=h&&m?n:e,a=h&&m?r:t,c=h?o-(m?0:2*i):o,f=void 0!==p.area&&(m||!h),v=p.area?.color||"#df0",g=p.area?.opacity||1;u.vertexShader=`\n // precision mediump float;\n \n const float lineWidth = ${d(c)};\n uniform vec2 originTime;\n uniform vec2 worldPerPixel;\n\n varying vec2 vUv;\n varying float vLength;\n varying float vHeight;\n \n varying float vAspect;\n varying float vBackArea;\n\n void main() {\n vUv = uv;\n vBackArea = position.z;\n\n vec2 size = vec2(length(instanceMatrix[0].xyz), length(instanceMatrix[1].xyz));\n\n vLength = size.x;\n vHeight = size.y;\n\n vAspect = (size.x / worldPerPixel.x) / (size.y / worldPerPixel.y);\n\n // TODO may be better to use attributes... Check later when implementing raycasting\n if (length(instanceMatrix[2].xyz) > 0.0) {\n size.y *= -1.0;\n }\n\n // Reconstruct time\n vec3 pos = vec3(instanceMatrix[3].xyz);\n\n // vMsHour = pos.z / 3600000.0;\n // vMsHour = mod(pos.z, 60000.0) / 60000.0;\n\n float deltaDay = pos.x - originTime.x;\n float deltaMs = pos.z - originTime.y;\n float relativeTime = deltaDay * 3600000.0 + deltaMs;\n pos.x = relativeTime;\n pos.z = 0.95;\n\n // Step 1: direction in screen space\n vec2 dirScreen = size / worldPerPixel;\n\n // Step 2: perpendicular direction in screen space\n vec2 perpScreen = normalize(vec2(-dirScreen.y, dirScreen.x)); // 90° rotation\n\n // Step 3: offset in screen space (lineWidth = pixels)\n vec2 offsetScreen = perpScreen * 0.5 * lineWidth;\n\n // Step 4: convert offset back to world space\n vec2 offsetWorld = offsetScreen * worldPerPixel;\n \n // vec2 rotScaleOffset = position.x * size + 2.0 * position.y * offsetWorld;\n \n vec2 cornerScreen = normalize(dirScreen) * 0.5 * lineWidth;\n vec2 cornerWorld = cornerScreen * worldPerPixel;\n vec2 rotScaleOffset = position.x * size + 2.0 * position.y * offsetWorld + 2.0 * position.x * cornerWorld;\n\n vec3 totalPos = pos + vec3(rotScaleOffset.xy, 0.0999 * position.z);\n gl_Position = projectionMatrix * modelViewMatrix * vec4(totalPos, 1.0);\n }\n `,u.fragmentShader=`\n // precision mediump float;\n // precision highp float;\n\n const float lineWidth = ${d(c)};\n const vec3 fillColor = ${s(l)};\n const vec3 areaColor = ${s(v)};\n const float areaOpacity = ${d(g)};\n const float fillOpacity = ${d(a)};\n const bool showArea = ${f};\n uniform vec2 worldPerPixel;\n \n varying float vAspect;\n varying vec2 vUv;\n varying float vLength;\n varying float vHeight;\n varying float vBackArea;\n\n void main() {\n if (vBackArea < 0.48) {\n if (showArea) {\n float backRatio = 2.0 * vBackArea;\n if (vBackArea < 0.0) {\n backRatio = 0.0;\n }\n float alpha = mix(0.0, 1.0, backRatio);\n gl_FragColor = vec4(areaColor, alpha);\n }\n else {\n discard;\n }\n }\n else {\n // vec3 color = mix(vec3(0.0,1.0,0.0),vec3(1.0,0.0,0.0), vUv.x);\n // gl_FragColor = vec4(color,1.0);\n\n float lengthPx = vLength / worldPerPixel.x;\n float heightPx = vHeight / worldPerPixel.y;\n float distPx = sqrt(pow(lengthPx, 2.0) + pow(heightPx, 2.0));\n\n // vec2 sizePx = vec2(lineWidth + vLength / worldPerPixel.x, lineWidth);\n vec2 sizePx = vec2(lineWidth + distPx, lineWidth);\n // vec2 sizePx = vec2(lineWidth + vLength / worldPerPixel.x, lineWidth);\n\n // float lengthPx = lineWidth + vLength / worldPerPixel.x;\n // float heightPx = lineWidth;\n float radiusPx = 0.5 * sizePx.y;\n // vec2 uvPx = vec2(vUv.x * lengthPx, vUv.y * heightPx);\n vec2 uvPx = vUv * sizePx;\n\n \n // vec3 invertedColor = vec3(1.0 - fillColor.r, 1.0 - fillColor.g, 1.0 - fillColor.b);\n // vec3 minuteColor = mix(fillColor, invertedColor, vMsHour);\n\n // Left end circle\n if (uvPx.x < radiusPx) {\n vec2 center = vec2(radiusPx, radiusPx); // center of left circle\n float dist = distance(uvPx, center);\n if (dist > radiusPx) discard;\n\n gl_FragColor = vec4(fillColor, fillOpacity);\n // gl_FragColor = vec4(0.0,1.0,1.0,1.0);\n\n\n // gl_FragColor = vec4(minuteColor, fillOpacity);\n\n // if (dist > radiusPx - borderWidth) {\n // gl_FragColor = vec4(borderColor, borderOpacity);\n // }\n // else {\n // gl_FragColor = vec4(fillColor, fillOpacity);\n // }\n // gl_FragColor = vec4(0.0,1.0,1.0,1.0);\n }\n\n // Right end circle\n else if (uvPx.x > sizePx.x - radiusPx) {\n discard;\n vec2 center = vec2(sizePx.x - radiusPx, radiusPx); // center of right circle\n float dist = distance(uvPx, center);\n if (dist > radiusPx) discard;\n // gl_FragColor = vec4(1.0,0.0,1.0,1.0);\n \n gl_FragColor = vec4(fillColor, fillOpacity);\n }\n\n else {\n \n gl_FragColor = vec4(fillColor, fillOpacity);\n // gl_FragColor = vec4(minuteColor, fillOpacity);\n \n\n // // float radiusX = (vHeight * worldPerPixel.y) / (vLength * worldPerPixel.x);\n \n // // float radius = 0.5; // Half of the full height\n\n // // // Left end circle\n // // if (vUv.x < radius) {\n // // vec2 center = vec2(radius, 0.5); // center of left circle\n // // float dist = distance(vUv, center);\n // // if (dist > radius) discard;\n // // }\n\n // // // Right end circle\n // // else if (vUv.x > 1.0 - radius) {\n // // vec2 center = vec2(1.0 - radius, 0.5); // center of right circle\n // // float dist = distance(vUv, center);\n // // if (dist > radius) discard;\n // // }\n\n // // vec2 sizePx = vec2(vLength / worldPerPixel.x, lineWidth);\n // // vec2 size = vec2(vLength, lineWidth * worldPerPixel.y);\n // // vec2 bw = borderWidth * worldPerPixel / size;\n // // vec2 bw = borderWidth * sizePx;\n\n // float bwy = borderWidth / sizePx.y;\n\n // float smoothingPixels = 1.5;\n // // vec2 smoothing = smoothingPixels * worldPerPixel / size;\n // // vec2 smoothing = smoothingPixels * sizePx;\n // float smoothingY = smoothingPixels / sizePx.y;\n\n // float alphaX = 1.0;\n // float alphaY = smoothstep(bwy, bwy + smoothingY, vUv.y) *\n // smoothstep(1.0 - bwy, 1.0 - bwy - smoothingY, vUv.y);\n // // float alphaY = smoothstep(bw.y, bw.y + smoothing.y, vUv.y) *\n // // smoothstep(1.0 - bw.y, 1.0 - bw.y - smoothing.y, vUv.y);\n \n // float fillAlpha = alphaX * alphaY;\n // float borderAlpha = 1.0 - fillAlpha;\n\n // vec3 color = mix(borderColor, fillColor, fillAlpha);\n\n // // vec3 color = mix(vec3(0.0,1.0,0.0),vec3(1.0,0.0,0.0), vUv.x);\n // // vec3 color = mix(vec3(0.0,1.0,0.0),vec3(1.0,0.0,0.0), uvPx.x / sizePx.x);\n // float alpha = mix(borderOpacity, fillOpacity, fillAlpha);\n\n // gl_FragColor = vec4(color, alpha);\n }\n }\n }\n `};y(),g.add(n.on("invalidate",y));const P=()=>{u.uniforms.worldPerPixel.value.set(r.camera.scale.x/r.getSize().width,r.camera.scale.y/r.getSize().height)},b=()=>{P();const e=r.getTimeRange(),n=e.startTime+.5*e.duration,[o,i]=f(n);u.uniforms.originTime.value.set(o,i)};g.add(r.on("time",b)),g.add(r.on("value",P)),g.add(r.on("size",P)),b();const w=new e(1,1,1),C=new i(w,u,n.model.data.length);return v.registerMesh(C),C.frustumCulled=!1,t.add(C),g.add(()=>t.remove(C)),g.disposeLater()}function y(e,n,o,i,t,g,p){const h=new c;if(!e.style.point)throw"cannot happen";const u=new l({transparent:!0,uniforms:{selection:{value:-1},origin:{value:new a(0,0)}}}),x=()=>{u.vertexShader=`\n precision highp float;\n\n const float iconSize = ${d(p)};\n \n uniform vec3 origin;\n uniform int selection;\n \n flat out int vSelected;\n \n // const float SPLIT_PART = ${v}.0;\n // const float SPLIT_PART_X2 = ${m}.0;\n const float msInHour = 3600000.0;\n\n void main() {\n // Option 2: Use gl_VertexID (WebGL2 only)\n bool selected = gl_VertexID == selection;\n vSelected = selected ? 1 : 0;\n\n // float value = 0.5;\n // vec3 delta = position - origin;\n // float relativeTime = delta.x * SPLIT_PART_X2 + delta.y * SPLIT_PART + delta.z;\n\n float hours = position.x;\n float value = position.y;\n float ms = position.z;\n\n float deltaHours = hours - origin.x;\n float deltaMs = ms - origin.y;\n float relativeTime = deltaHours * msInHour + deltaMs;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4(relativeTime, value, 1.0, 1.0);\n gl_PointSize = mix(iconSize, 2.0 * iconSize, float(vSelected));\n }\n `,u.fragmentShader=`\n precision highp float;\n\n const vec3 color = ${s(t)};\n const float opacity = ${d(g)};\n \n flat in int vSelected;\n\n void main() { \n // Convert point coords from [0,1] to [-1,1]\n vec2 uv = gl_PointCoord * 2.0 - 1.0;\n\n // Compute squared distance from center\n float dist = dot(uv, uv);\n \n if (dist > 1.0) discard; // circle mask\n\n // Edge smoothing (anti-aliasing)\n float smoothing = fwidth(dist); // Automatic smoothing width\n float alpha = smoothstep(1.0, 1.0 - smoothing, dist); // Inverted for solid center\n\n gl_FragColor = vec4(color, alpha * opacity);\n }\n `,u.needsUpdate=!0};x(),h.add(e.on("invalidate",x));const y=()=>{const e=o.getTimeRange(),n=e.startTime+.5*e.duration,[i,t]=f(n);u.uniforms.origin.value.set(i,t)};h.add(o.on("time",y)),y();const P=new r(i,u);return P.frustumCulled=!1,h.add(e.on("selection",e=>{if(e.length>0){const n=i.elementIndex(e[0]);u.uniforms.selection.value="number"==typeof n?n:-1}else u.uniforms.selection.value=-1})),n.add(P),h.add(()=>n.remove(P)),h.disposeLater()}
@@ -0,0 +1,10 @@
1
+ import { Scene } from "three";
2
+ import { TimeSliderIntervalsLayer } from "../../layer/TimeSliderIntervalsLayer";
3
+ import { TimeSliderLayer } from "../../layer/TimeSliderLayer";
4
+ import { ThreeTimeSliderEngine } from "../ThreeTimeSliderEngine";
5
+ import { ThreeTimeLayerLoader } from "./ThreeTimeLayerLoader";
6
+ import { TimeSlider } from "../../engine/TimeSlider";
7
+ export declare class ThreeIntervalsTimeLayerLoader extends ThreeTimeLayerLoader {
8
+ canLoad(layer: TimeSliderLayer): layer is TimeSliderIntervalsLayer<any, any>;
9
+ load(layer: TimeSliderLayer, scene: Scene, engine: ThreeTimeSliderEngine, timeSlider: TimeSlider): () => void;
10
+ }
@@ -0,0 +1 @@
1
+ import{Color as e,InstancedMesh as n,Object3D as o,PlaneGeometry as r,ShaderMaterial as t,Vector2 as i}from"three";import{Disposables as l}from"../../common/Disposables";import{toGLSLFloat as a,toGLSLVec2 as s}from"../../common/GlslTools";import{getTimePartsInHours as d}from"../../common/TimeTools";import{TimeSliderIntervalsLayer as c}from"../../layer/TimeSliderIntervalsLayer";import{GrowingInstanceMatrix as v}from"./GrowingInstanceMatrix";import{ThreeTimeLayerLoader as m}from"./ThreeTimeLayerLoader";const f=123456;export class ThreeIntervalsTimeLayerLoader extends m{canLoad(e){return e instanceof c}load(c,m,u,g){return this.canLoad(c)?function(c,m,u,g){const p=new l,y=c.model,{material:x,dispose:h}=function(n,o,r){const c=void 0!==n.styler,v=new l,m=()=>{const e=n.style,o=e.border?e.border.width||1:0;return`\n // precision mediump float;\n // precision highp float;\n \n const bool borderCentered = ${"boolean"!=typeof e.border?.centered||e.border?.centered};\n const float borderWidth = ${a(o)};\n const vec2 layerRange = ${s(n.min,n.max)};\n const float infinityDuration = ${a(f)};\n const float msInHour = 3600000.0;\n\n uniform vec2 originTime;\n uniform vec2 valueRange;\n uniform int selection;\n uniform vec2 worldPerPixel;\n \n ${c?"attribute vec3 borderColor;":""}\n ${c?"varying vec3 fillColor;":""}\n ${c?"varying vec3 strokeColor;":""}\n \n varying vec2 vUv;\n flat out int vSelected;\n flat out vec2 vSize;\n\n void main() {\n ${c?"fillColor = instanceColor;":""}\n ${c?"strokeColor = borderColor;":""}\n vUv = uv;\n \n bool selected = gl_InstanceID == selection;\n vSelected = selected ? 1 : 0;\n\n float minValue = valueRange.x;\n float valueSize = valueRange.y - minValue;\n \n vSize.x = length(instanceMatrix[0].xyz);\n vSize.y = length(instanceMatrix[1].xyz) / valueSize;\n\n vSize.y *= (layerRange.y - layerRange.x);\n \n vec3 pos = vec3(instanceMatrix[3].xyz);\n float deltaHours = pos.x - originTime.x;\n float deltaMs = pos.z - originTime.y;\n float relativeTime = deltaHours * 3600000.0 + deltaMs;\n pos.x = relativeTime;\n pos.y = layerRange.x + ((pos.y - minValue) / valueSize) * (layerRange.y - layerRange.x);\n pos.z = 0.0;\n \n if (selected) {\n pos.z += 0.0001;\n }\n\n if (borderCentered) {\n vec3 borderOffset = borderWidth * vec3(worldPerPixel, 0.0);\n vSize += borderOffset.xy;\n }\n \n mat4 adjustedInstanceMatrix = instanceMatrix;\n adjustedInstanceMatrix[0].xyz *= vSize.x / length(instanceMatrix[0].xyz);\n adjustedInstanceMatrix[1].xyz *= vSize.y / length(instanceMatrix[1].xyz);\n adjustedInstanceMatrix[3].xyz = pos;\n \n vec4 localPos = adjustedInstanceMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * modelViewMatrix * localPos;\n }\n `},u=()=>{const o=n.style,r=new e(o.fill?.color||"#df0"),t=o.fill?.opacity||.5,i=new e(o.border?.color||"#000"),l=o.border?o.border.opacity||1:0,s=o.border?o.border.width||1:0;return`\n // precision mediump float;\n // precision highp float;\n\n const float fillOpacity = ${a(t)};\n const float borderOpacity = ${a(l)};\n const float borderWidth = ${a(s)};\n \n ${c?"varying vec3 fillColor;":`const vec3 fillColor = vec3(${a(r.r)},${a(r.g)},${a(r.b)});`}\n ${c?"varying vec3 strokeColor;":`const vec3 strokeColor = vec3(${a(i.r)},${a(i.g)},${a(i.b)});`}\n \n uniform vec2 worldPerPixel;\n \n varying vec2 vUv;\n flat in int vSelected;\n flat in vec2 vSize;\n\n void main() {\n bool selected = vSelected > 0;\n vec3 finalFillColor = selected ? vec3(1.0 - fillColor) : fillColor;\n vec3 finalBorderColor = selected ? vec3(1.0 - strokeColor) : strokeColor;\n\n // Half border size in world units\n vec2 bwWorld = borderWidth * worldPerPixel;\n\n // Half border UV width if centered, full if inside-only\n vec2 bw = bwWorld / vSize;\n\n float smoothingPixels = 1.5;\n vec2 smoothing = smoothingPixels * worldPerPixel / vSize;\n\n float alphaX = smoothstep(bw.x, bw.x + smoothing.x, vUv.x) *\n smoothstep(1.0 - bw.x, 1.0 - bw.x - smoothing.x, vUv.x);\n float alphaY = smoothstep(bw.y, bw.y + smoothing.y, vUv.y) *\n smoothstep(1.0 - bw.y, 1.0 - bw.y - smoothing.y, vUv.y);\n\n float fillAlpha = alphaX * alphaY;\n float borderAlpha = 1.0 - fillAlpha;\n\n vec3 color = mix(finalBorderColor, finalFillColor, fillAlpha);\n float alpha = mix(borderOpacity, fillOpacity, fillAlpha);\n\n gl_FragColor = vec4(color, alpha);\n }\n `},g=new t({transparent:!0,uniforms:{worldPerPixel:{value:new i((o.camera.right-o.camera.left)/o.getSize().width,(o.camera.top-o.camera.bottom)/o.getSize().height)},selection:{value:-1},valueRange:{value:new i(0,1)},originTime:{value:new i(0,0)}},vertexShader:m(),fragmentShader:u()}),p=()=>{g.uniforms.worldPerPixel.value.set((o.camera.right-o.camera.left)/o.getSize().width,(o.camera.top-o.camera.bottom)/o.getSize().height)},y=()=>{const e=o.getTimeRange(),n=e.startTime+.5*e.duration,[r,t]=d(n);g.uniforms.originTime.value.set(r,t)},x=()=>{const e=r.valueRanges.get(n.yAxis.group||n.id);if(e){const n=g.uniforms.valueRange.value;n.x===e.min&&n.y===e.max||g.uniforms.valueRange.value.set(e.min,e.max)}},h=()=>{p(),y(),x()};return v.add(r.on("valueRanges",x)),v.add(o.on("time",h)),v.add(o.on("value",p)),v.add(o.on("size",p)),v.add(n.on("loaded",x)),v.add(n.on("visible",x)),y(),x(),v.add(n.on("invalidate",()=>{g.vertexShader=m(),g.fragmentShader=u(),g.needsUpdate=!0})),{material:g,dispose:()=>v.dispose()}}(c,m,g);p.add(h);const b=new r(1,1),w=new n(b,x,y.data.length);w.frustumCulled=!1;const z=function(e,n,r,t,i){const l=new v(n,e=>{const n=new o,r=e.v[1]-e.v[0],t=e.v[0]+.5*r,i=.5*(e.t[0]+e.t[1]),[l,a]=d(i);n.position.set(l,t,a);const s=e.t[1]-e.t[0];return n.scale.set(s,r,.1),n.updateMatrix(),n.matrix},i);return l.registerMesh(e),l}(w,y,c.min,c.max,{colorProvider:c.styler?e=>{const n=c.styler(e);return n?{fill:n.fill?.color,stroke:n.border?.color}:void 0}:void 0,defaultFill:c.style.fill?.color,defaultBorder:c.style.border?.color});g.selectionOptions.highlight&&p.add(c.on("selection",e=>{if(e.length>0){const n=z.getIndex(e[0]);x.uniforms.selection.value="number"==typeof n?n:-1}else x.uniforms.selection.value=-1}));return u.add(w),p.add(()=>u.remove(w)),p.disposeLater()}(c,u,m,g):(console.error("Layer not supported by ThreePointsTimeLayerLoader",{layer:c}),()=>{})}}
@@ -0,0 +1,9 @@
1
+ import { Scene } from "three";
2
+ import { TimeSliderLayer } from "../../layer/TimeSliderLayer";
3
+ import { TimeSliderPointsLayer } from "../../layer/TimeSliderPointsLayer";
4
+ import { ThreeTimeSliderEngine } from "../ThreeTimeSliderEngine";
5
+ import { ThreeTimeLayerLoader } from "./ThreeTimeLayerLoader";
6
+ export declare class ThreePointsTimeLayerLoader extends ThreeTimeLayerLoader {
7
+ canLoad(layer: TimeSliderLayer): layer is TimeSliderPointsLayer;
8
+ load(layer: TimeSliderLayer, scene: Scene, engine: ThreeTimeSliderEngine): () => void;
9
+ }
@@ -0,0 +1 @@
1
+ import{InstancedMesh as e,Object3D as n,PlaneGeometry as o,Points as i,ShaderMaterial as t,Vector2 as r}from"three";import{Disposables as l}from"../../common/Disposables";import{toGLSLColor as a,toGLSLFloat as s}from"../../common/GlslTools";import{getTimePartsInHours as c}from"../../common/TimeTools";import{TimeSliderPointsLayer as d}from"../../layer/TimeSliderPointsLayer";import{GrowingBufferGeometry as f}from"./GrowingBufferGeometry";import{GrowingInstanceMatrix as m}from"./GrowingInstanceMatrix";import{ThreeTimeLayerLoader as v}from"./ThreeTimeLayerLoader";export class ThreePointsTimeLayerLoader extends v{canLoad(e){return e instanceof d}load(d,v,g){return this.canLoad(d)?function(d,v,g){const h=new l,x=g.getValueRange(),y=x.maxValue-x.minValue,z={offset:x.minValue+(d.min||0)*y,scale:(d.max||1)-(d.min||0)},P=function(e,n){return new f(e,e=>{const o=.01*(n.offset+e.v*n.scale),[i,t]=c(e.t);return[i,o,t]})}(d.model,z),S=function(e,o){return new m(e,i=>{const t=e.getNeightbor(i,-1);if(t){const e=new n,r=.5*(t.t+i.t),l=.01*(o.offset+t.v*o.scale),a=.01*(o.offset+i.v*o.scale),s=.5*(l+a),d=i.t-t.t,f=a-l,[m,v]=c(r);return e.position.set(m,s,v),e.scale.set(d,Math.abs(f),f<0?1:2),e.updateMatrix(),e.matrix}return null})}(d.model,z);d.style.area&&h.add(function(n,i,d,f){const m=new l,v=e=>{const n=e.min||0,o=(e.max||1)-(e.min||0),i=e.style,t=i.area?.color||"#df0",r=i.area?.opacity||.5,l=i.area?.base||!1,c=i.area?.height||.1;p.vertexShader=`\n // precision mediump float;\n \n const float baseLine = ${s(n)};\n const float height = ${s(o)};\n const bool toBase = ${l};\n const float areaHeight = ${s(c)};\n\n uniform vec2 originTime;\n uniform vec2 worldPerPixel;\n\n varying float vHeight;\n\n void main() {\n vec2 size = vec2(length(instanceMatrix[0].xyz), length(instanceMatrix[1].xyz));\n // TODO may be better to use attributes... Check later when implementing raycasting\n if (length(instanceMatrix[2].xyz) < 1.5) {\n size.y *= -1.0;\n }\n\n // Reconstruct time\n vec3 pos = vec3(instanceMatrix[3].xyz);\n float deltaHours = pos.x - originTime.x;\n float deltaMs = pos.z - originTime.y;\n float relativeTime = deltaHours * 3600000.0 + deltaMs;\n pos.x = relativeTime;\n pos.z = 0.0;\n \n vec2 rotScaleOffset = toBase ? vec2(\n position.x * size.x,\n (position.y + 0.5) * position.x * size.y + (position.y - 0.5) * (pos.y - baseLine) // This is to fill the area to the baseline\n ) : vec2(\n position.x * size.x,\n position.x * size.y + (position.y - 0.5) * areaHeight * height\n );\n\n vHeight = (position.y + 0.5);\n\n vec3 totalPos = pos + vec3(rotScaleOffset.xy, 0.0);\n gl_Position = projectionMatrix * modelViewMatrix * vec4(totalPos, 1.0);\n }\n `,p.fragmentShader=`\n // precision mediump float;\n // precision highp float;\n\n const vec3 fillColor = ${a(t)};\n const float fillOpacity = ${s(r)};\n\n varying float vHeight;\n\n void main() {\n gl_FragColor = vec4(fillColor, fillOpacity * vHeight);\n }\n `,p.needsUpdate=!0},p=new t({transparent:!0,uniforms:{worldPerPixel:{value:new r((d.camera.right-d.camera.left)/d.getSize().width,(d.camera.top-d.camera.bottom)/d.getSize().height)},originTime:{value:new r(0,0)}}});v(n),n.on("invalidate",()=>{v(n)});const u=()=>{p.uniforms.worldPerPixel.value.set((d.camera.right-d.camera.left)/d.getSize().width,(d.camera.top-d.camera.bottom)/d.getSize().height)},g=()=>{u();const e=d.getTimeRange(),n=e.startTime+.5*e.duration,[o,i]=c(n);p.uniforms.originTime.value.set(o,i)};m.add(d.on("time",g)),m.add(d.on("value",u)),m.add(d.on("size",u)),g();const h=new o(1,1),x=new e(h,p,n.model.data.length);return f.registerMesh(x),x.frustumCulled=!1,i.add(x),m.add(()=>i.remove(x)),m.disposeLater()}(d,v,g,S));d.style.line&&h.add(p(d,v,g,S));d.style.point&&h.add(function(e,n,o,d){const f=new l,m=e.style;if(!m.point)throw"cannot happen";if(m.point.multipass){const i=m.point.color||"#df0",t=m.point.opacity||1,r=m.point.size||12,l=m.point.border?.color||"#000",a=m.point.border?.opacity||1,s=m.point.border?m.point.border?.width||2:0,c=m.point.core?.color||"#f00",v=m.point.core?.opacity||1,p=m.point.core?m.point.core?.size||4:0;m.point.border&&f.add(u(e,n,o,d,l,a,r)),f.add(u(e,n,o,d,i,t,r-2*s)),m.point.core&&f.add(u(e,n,o,d,c,v,p))}else{const l=new t({transparent:!0,uniforms:{selection:{value:-1},originTime:{value:new r(0,0)}}}),m=()=>{const n=e.style.point,o=n.color||"#df0",i=n.opacity||1,t=n.size||12,r=n.border?.color||"#000",c=n.border?.opacity||1,d=n.border?n.border?.width||2:0,f=n.core?.color||"#f00",m=n.core?.opacity||1,v=n.core?n.core?.size||4:0;l.vertexShader=`\n // precision mediump float;\n\n const float iconSize = ${s(t)};\n const float msInHour = 3600000.0;\n\n uniform vec2 originTime;\n uniform int selection;\n \n flat out int vSelected;\n \n void main() {\n // Option 1:\n // const count = geometry.attributes.position.count;\n // const indices = new Float32Array(count);\n // for(let i = 0; i < count; i++) indices[i] = i;\n // geometry.setAttribute('pointIndex', new THREE.BufferAttribute(indices, 1));\n \n // Option 2: Use gl_VertexID (WebGL2 only)\n bool selected = gl_VertexID == selection;\n vSelected = selected ? 1 : 0;\n \n // float day = position.x;\n float hours = position.x;\n float value = position.y;\n float time = position.z;\n \n float deltaHours = hours - originTime.x;\n float deltaMs = time - originTime.y;\n float relativeTime = deltaHours * msInHour + deltaMs;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4(relativeTime, value, 1.0, 1.0);\n \n // gl_PointSize = selected ? 2.0 * iconSize : iconSize;\n gl_PointSize = mix(iconSize, 2.0 * iconSize, float(vSelected));\n\n // gl_PointSize = 1.0;\n }\n `,l.fragmentShader=`\n // precision mediump float;\n \n const vec3 fillColor = ${a(o)};\n const float fillOpacity = ${s(i)};\n const float iconSize = ${s(t)};\n const vec3 borderColor = ${a(r)};\n const float borderOpacity = ${s(c)};\n const float borderWidth = ${s(d)};\n const vec3 coreColor = ${a(f)};\n const float coreOpacity = ${s(m)};\n const float coreSize = ${s(v)};\n \n flat in int vSelected;\n \n void main() {\n vec3 finalFillColor = mix(fillColor, vec3(1.0, 0.0, 1.0), float(vSelected));\n vec3 finalBorderColor = mix(borderColor, vec3(0.0, 1.0, 1.0), float(vSelected));\n \n // bool selected = vSelected > 0;\n // vec3 finalFillColor = selected ? vec3(1.0,0.0,1.0) : fillColor;\n // vec3 finalBorderColor = selected ? vec3(0.0,1.0,1.0) : borderColor;\n \n vec2 uv = gl_PointCoord * 2.0 - 1.0;\n float dist = dot(uv, uv);\n\n // Circle mask\n if (dist > 1.0) discard;\n \n \n // // NO AA\n // if (dist > 1.0) {\n // gl_FragColor = vec4(0.0);\n // return;\n // }\n // if (dist > 2.0 * (borderWidth / iconSize)) {\n // gl_FragColor = vec4(borderColor, borderOpacity);\n // }\n // else {\n // gl_FragColor = vec4(fillColor, fillOpacity);\n // }\n // if (dist > 1.0 - (2.0 * borderWidth / iconSize)) {\n // gl_FragColor = vec4(borderColor, borderOpacity);\n // }\n // else if (dist < (2.0 * coreSize / iconSize)) {\n // gl_FragColor = vec4(innerColor, fillOpacity);\n // }\n // else {\n // gl_FragColor = vec4(fillColor, fillOpacity);\n // }\n \n // Convert thicknesses to radii (in normalized distance)\n float coreRadius = coreSize / iconSize;\n float fillRadius = 1.0 - (2.0 * borderWidth) / iconSize;\n\n // Convert to squared radius\n float coreR2 = coreRadius * coreRadius;\n float fillR2 = fillRadius * fillRadius;\n\n float smoothing = fwidth(dist);\n // float smoothing = 0.0;\n \n // Step 1: Inner to fill\n float edgeInner = smoothstep(coreR2 - smoothing, coreR2 + smoothing, dist);\n vec3 coreFillColor = mix(coreColor, fillColor, edgeInner);\n float coreFillAlpha = mix(coreOpacity, fillOpacity, edgeInner);\n \n // Step 2: Fill to border\n float edgeOuter = smoothstep(fillR2 - smoothing, fillR2 + smoothing, dist);\n vec3 finalColor = mix(coreFillColor, borderColor, edgeOuter);\n float finalAlpha = mix(coreFillAlpha, borderOpacity, edgeOuter);\n \n gl_FragColor = vec4(finalColor, finalAlpha);\n \n \n \n \n // // ORIGINAL (2 colors: fill & border)\n // // Smooth border width in world units (relative to icon size)\n // float borderWorld = 2.0 * borderWidth / iconSize;\n // float smoothing = fwidth(dist) * 1.0; // fwidth = derivative for AA width\n \n // // Blend factor: 0 = inside, 1 = outside (border edge)\n // float edge = smoothstep(1.0 - borderWorld - smoothing, 1.0 - borderWorld + smoothing, dist);\n \n // // Mix border and fill based on smoothed edge\n // vec3 color = mix(finalFillColor, finalBorderColor, edge);\n // float alpha = mix(fillOpacity, borderOpacity, edge);\n \n // gl_FragColor = vec4(color, alpha);\n }\n `,l.needsUpdate=!0};m(),f.add(e.on("invalidate",m));const v=()=>{const e=o.getTimeRange(),n=e.startTime+.5*e.duration,[i,t]=c(n);l.uniforms.originTime.value.set(i,t)};f.add(o.on("time",v)),v();const p=new i(d,l);p.frustumCulled=!1,f.add(e.on("selection",e=>{if(e.length>0){const n=d.elementIndex(e[0]);l.uniforms.selection.value="number"==typeof n?n:-1}else l.uniforms.selection.value=-1})),n.add(p),f.add(()=>n.remove(p))}return f.disposeLater()}(d,v,g,P));return h.disposeLater()}(d,v,g):(console.error("Layer not supported by ThreePointsTimeLayerLoader",{layer:d}),()=>{})}}function p(n,i,d,f,m){const v=new l,u=n.style,g=void 0!==u.line?.border;!m&&g&&v.add(p(n,i,d,f,!0));const h=new t({transparent:!0,uniforms:{worldPerPixel:{value:new r((d.camera.right-d.camera.left)/d.getSize().width,(d.camera.top-d.camera.bottom)/d.getSize().height)},originTime:{value:new r}}}),x=()=>{const e=u.line?.color||"#df0",n=u.line?.border?.color||"#000",o=u.line?.width||4,i=u.line?.border?.width||1,t=u.line?.opacity||1,r=u.line?.border?.opacity||1,l=g&&m?n:e,c=g&&m?r:t,d=g?o-(m?0:2*i):o;h.vertexShader=`\n // precision mediump float;\n \n const float lineWidth = ${s(d)};\n const float msPerHour = 3600000.0;\n\n uniform vec2 originTime;\n uniform vec2 worldPerPixel;\n\n varying vec2 vUv;\n flat out float vLength;\n flat out float vHeight;\n flat out float vAspect;\n\n void main() {\n vUv = uv;\n\n vec2 size = vec2(length(instanceMatrix[0].xyz), length(instanceMatrix[1].xyz));\n\n vLength = size.x;\n vHeight = size.y;\n\n vAspect = (size.x / worldPerPixel.x) / (size.y / worldPerPixel.y);\n\n // TODO may be better to use attributes... Check later when implementing raycasting\n if (length(instanceMatrix[2].xyz) < 1.5) {\n size.y *= -1.0;\n }\n\n // Reconstruct time\n vec3 pos = vec3(instanceMatrix[3].xyz);\n\n float deltaDay = pos.x - originTime.x;\n float deltaMs = pos.z - originTime.y;\n float relativeTime = deltaDay * msPerHour + deltaMs;\n pos.x = relativeTime;\n pos.z = 0.0;\n\n // Step 1: direction in screen space\n vec2 dirScreen = size / worldPerPixel;\n\n // Step 2: perpendicular direction in screen space\n vec2 perpScreen = normalize(vec2(-dirScreen.y, dirScreen.x)); // 90° rotation\n\n // Step 3: offset in screen space (lineWidth = pixels)\n vec2 offsetScreen = perpScreen * 0.5 * lineWidth;\n\n // Step 4: convert offset back to world space\n vec2 offsetWorld = offsetScreen * worldPerPixel;\n \n // vec2 rotScaleOffset = position.x * size + 2.0 * position.y * offsetWorld;\n \n vec2 cornerScreen = normalize(dirScreen) * 0.5 * lineWidth;\n vec2 cornerWorld = cornerScreen * worldPerPixel;\n vec2 rotScaleOffset = position.x * size + 2.0 * position.y * offsetWorld + 2.0 * position.x * cornerWorld;\n\n vec3 totalPos = pos + vec3(rotScaleOffset.xy, 0.0);\n gl_Position = projectionMatrix * modelViewMatrix * vec4(totalPos, 1.0);\n }\n `,h.fragmentShader=`\n // precision mediump float;\n // precision highp float;\n\n const vec3 fillColor = ${a(l)};\n const float lineWidth = ${s(d)};\n const float fillOpacity = ${s(c)};\n\n uniform vec2 worldPerPixel;\n \n varying vec2 vUv;\n flat in float vLength;\n flat in float vHeight;\n flat in float vAspect;\n\n void main() {\n float lengthPx = vLength / worldPerPixel.x;\n float heightPx = vHeight / worldPerPixel.y;\n float distPx = sqrt(pow(lengthPx, 2.0) + pow(heightPx, 2.0));\n\n vec2 sizePx = vec2(lineWidth + distPx, lineWidth);\n float radiusPx = 0.5 * sizePx.y;\n vec2 uvPx = vUv * sizePx;\n\n // Left end circle\n if (uvPx.x < radiusPx) {\n vec2 center = vec2(radiusPx, radiusPx); // center of left circle\n float dist = distance(uvPx, center);\n if (dist > radiusPx) discard;\n\n gl_FragColor = vec4(fillColor, fillOpacity);\n }\n\n // Right end circle\n else if (uvPx.x > sizePx.x - radiusPx) {\n discard;\n vec2 center = vec2(sizePx.x - radiusPx, radiusPx); // center of right circle\n float dist = distance(uvPx, center);\n if (dist > radiusPx) discard;\n // gl_FragColor = vec4(1.0,0.0,1.0,1.0);\n \n gl_FragColor = vec4(fillColor, fillOpacity);\n }\n\n else {\n gl_FragColor = vec4(fillColor, fillOpacity);\n }\n }\n `};x(),v.add(n.on("invalidate",x));const y=()=>{h.uniforms.worldPerPixel.value.set((d.camera.right-d.camera.left)/d.getSize().width,(d.camera.top-d.camera.bottom)/d.getSize().height)},z=()=>{y();const e=d.getTimeRange(),n=e.startTime+.5*e.duration,[o,i]=c(n);h.uniforms.originTime.value.set(o,i)};v.add(d.on("time",z)),v.add(d.on("value",y)),v.add(d.on("size",y)),z();const P=new o(1,1),S=new e(P,h,n.model.data.length);return f.registerMesh(S),S.frustumCulled=!1,i.add(S),v.add(()=>i.remove(S)),v.disposeLater()}function u(e,n,o,d,f,m,v){const p=new l;if(!e.style.point)throw"cannot happen";const u=new t({transparent:!0,uniforms:{selection:{value:-1},originTime:{value:new r(0,0)}}}),g=()=>{u.vertexShader=`\n // precision mediump float;\n\n const float iconSize = ${s(v)};\n \n uniform vec2 originTime;\n uniform int selection;\n \n flat out int vSelected;\n \n const float msInHour = 3600000.0;\n\n void main() {\n // Option 2: Use gl_VertexID (WebGL2 only)\n bool selected = gl_VertexID == selection;\n vSelected = selected ? 1 : 0;\n\n float hours = position.x;\n float value = position.y;\n float time = position.z;\n\n float deltaHours = hours - originTime.x;\n float deltaMs = time - originTime.y;\n float relativeTime = deltaHours * msInHour + deltaMs;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(relativeTime, value, 1.0, 1.0);\n\n gl_PointSize = mix(iconSize, 2.0 * iconSize, float(vSelected));\n }\n `,u.fragmentShader=`\n // precision mediump float;\n\n const vec3 color = ${a(f)};\n const float opacity = ${s(m)};\n \n flat in int vSelected;\n\n void main() { \n // Convert point coords from [0,1] to [-1,1]\n vec2 uv = gl_PointCoord * 2.0 - 1.0;\n\n // Compute squared distance from center\n float dist = dot(uv, uv);\n \n if (dist > 1.0) discard; // circle mask\n\n // Edge smoothing (anti-aliasing)\n float smoothing = fwidth(dist); // Automatic smoothing width\n float alpha = smoothstep(1.0, 1.0 - smoothing, dist); // Inverted for solid center\n\n gl_FragColor = vec4(color, alpha * opacity);\n }\n `,u.needsUpdate=!0};g(),p.add(e.on("invalidate",g));const h=()=>{const e=o.getTimeRange(),n=e.startTime+.5*e.duration,[i,t]=c(n);u.uniforms.originTime.value.set(i,t)};p.add(o.on("time",h)),h();const x=new i(d,u);return x.frustumCulled=!1,p.add(e.on("selection",e=>{if(e.length>0){const n=d.elementIndex(e[0]);u.uniforms.selection.value="number"==typeof n?n:-1}else u.uniforms.selection.value=-1})),n.add(x),p.add(()=>n.remove(x)),p.disposeLater()}
@@ -0,0 +1,10 @@
1
+ import { Scene } from "three";
2
+ import { TimeSliderLayer } from "../../layer/TimeSliderLayer";
3
+ import { TimeSliderLayerLoader } from "../../layer/TimeSliderLayerLoader";
4
+ import { ThreeTimeSliderEngine } from "../ThreeTimeSliderEngine";
5
+ import { TimeSlider } from "../../engine/TimeSlider";
6
+ export declare abstract class ThreeTimeLayerLoader implements TimeSliderLayerLoader<ThreeTimeSliderEngine> {
7
+ engineClass: typeof ThreeTimeSliderEngine;
8
+ abstract canLoad(layer: TimeSliderLayer): boolean;
9
+ abstract load(layer: TimeSliderLayer, scene: Scene, engine: ThreeTimeSliderEngine, timeSlider: TimeSlider): () => void;
10
+ }
@@ -0,0 +1 @@
1
+ import{ThreeTimeSliderEngine as e}from"../ThreeTimeSliderEngine";export class ThreeTimeLayerLoader{constructor(){this.engineClass=e}}
@@ -0,0 +1,2 @@
1
+ import { ReactTimeSliderProps } from '../../react/ReactTimeSlider';
2
+ export declare function ReactThreeTimeSlider(props: Omit<ReactTimeSliderProps, 'engine'>): JSX.Element;
@@ -0,0 +1 @@
1
+ import e,{useMemo as r}from"react";import{ThreeTimeSliderEngine as t}from"../ThreeTimeSliderEngine";import{ReactTimeSlider as i}from"../../react/ReactTimeSlider";export function ReactThreeTimeSlider(m){const n=r(()=>new t,[]);return e.createElement(i,{...m,engine:n})}
@@ -0,0 +1,15 @@
1
+ export declare const ONE_SECOND = 1000;
2
+ export declare const ONE_MINUTE: number;
3
+ export declare const ONE_HOUR: number;
4
+ export declare const ONE_DAY: number;
5
+ export declare const ONE_WEEK: number;
6
+ export declare const ONE_MONTH: number;
7
+ export declare const ONE_YEAR: number;
8
+ export declare const DECADE: number;
9
+ export declare const CENTURY: number;
10
+ export declare const MILLENIUM: number;
11
+ export declare const TODAY: {
12
+ startTime: number;
13
+ endTime: number;
14
+ duration: number;
15
+ };
@@ -0,0 +1 @@
1
+ export const ONE_SECOND=1e3;export const ONE_MINUTE=6e4;export const ONE_HOUR=36e5;export const ONE_DAY=864e5;export const ONE_WEEK=6048e5;export const ONE_MONTH=262656e4;export const ONE_YEAR=31536e6;export const DECADE=10*ONE_YEAR;export const CENTURY=100*ONE_YEAR;export const MILLENIUM=1e3*ONE_YEAR;export const TODAY={startTime:Date.now()-1,endTime:Date.now()+1,duration:2};
@@ -0,0 +1,46 @@
1
+ import { TimeUnit } from '../common/TimeTools';
2
+ import { TimeSliderTimeRange } from "../data/TimeSliderRange";
3
+ import { TimeSlider } from '../engine/TimeSlider';
4
+ export type TimeTicksSegment = {
5
+ start: number;
6
+ end: number;
7
+ };
8
+ export type TimeTicksCache = {
9
+ segments: TimeTicksSegment[];
10
+ spacing: number;
11
+ };
12
+ export declare class TimeTicksBar {
13
+ private canvas;
14
+ private current;
15
+ private xHover;
16
+ private hoverRange;
17
+ private updateTime;
18
+ showLine: boolean;
19
+ darkMode: boolean;
20
+ needsUpdate: boolean;
21
+ private animationFrameId?;
22
+ cache: {
23
+ high: TimeTicksCache;
24
+ medium: TimeTicksCache;
25
+ low?: TimeTicksCache;
26
+ };
27
+ setDarkMode(isDarkMode: boolean): void;
28
+ init(container: HTMLDivElement, updateTime: (newRange: TimeSliderTimeRange) => void): void;
29
+ dispose(): void;
30
+ click(e: MouseEvent): void;
31
+ setTimeRange(range: {
32
+ startTime: number;
33
+ endTime: number;
34
+ }): void;
35
+ setWidth(width: number): void;
36
+ static getSpacing(widthPx: number, durationMs: number): number[];
37
+ draw(): void;
38
+ private actualDraw;
39
+ static splitInTimeUnits(timeSlider: TimeSlider, unit: TimeUnit): {
40
+ start: number;
41
+ end: number;
42
+ }[];
43
+ static generateTicks(tickSpacingMs: number, startTimeMs: number, endTimeMs: number, forTick: (tickTime: number, nextTickTime: number) => void): void;
44
+ private drawTicks;
45
+ }
46
+ export declare function formatTimeLabel(time: Date | number, tickSpacing: number, availableSpace: number): string;
@@ -0,0 +1 @@
1
+ import{getStartOfDay as t,getStartOfMonth as e,getStartOfWeek as i,getStartOfXYears as a,getTimeUnitInMs as s}from"../common/TimeTools";import{CENTURY as n,DECADE as r,MILLENIUM as o,ONE_DAY as l,ONE_HOUR as c,ONE_MINUTE as h,ONE_MONTH as $,ONE_SECOND as d,ONE_WEEK as g,ONE_YEAR as m}from"./TimeSliderConstants";export class TimeTicksBar{constructor(){this.canvas=document.createElement("canvas"),this.current={startTimeMs:Date.now(),endTimeMs:Date.now()+l,widthPx:100,heightPx:24},this.xHover=void 0,this.hoverRange=void 0,this.updateTime=()=>{},this.showLine=!0,this.darkMode=!0,this.needsUpdate=!0,this.cache={high:{segments:[],spacing:1},medium:{segments:[],spacing:1}}}setDarkMode(t){this.darkMode=t,this.draw()}init(t,e){this.updateTime=e,this.canvas.style.position="absolute",this.canvas.style.top="0px",this.canvas.style.left="0px",this.canvas.style.width="100%",this.canvas.style.height="100%",this.canvas.style.touchAction="none",this.canvas.style.cursor="pointer",t.appendChild(this.canvas),this.canvas.addEventListener("pointermove",t=>{this.xHover=(t.clientX-this.canvas.getBoundingClientRect().left)/this.canvas.width,this.draw()}),this.canvas.addEventListener("click",t=>{this.click(t)},{capture:!0}),this.canvas.addEventListener("pointerleave",t=>{this.xHover=void 0,this.hoverRange=void 0,this.draw()});const i=()=>{this.needsUpdate&&(this.actualDraw(),this.needsUpdate=!1),this.animationFrameId=requestAnimationFrame(i)};this.animationFrameId=requestAnimationFrame(i)}dispose(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=void 0)}click(t){this.xHover=(t.clientX-this.canvas.getBoundingClientRect().left)/this.canvas.width,this.draw(),this.hoverRange&&this.updateTime(this.hoverRange),this.xHover=void 0}setTimeRange(t){this.current.startTimeMs=t.startTime,this.current.endTimeMs=t.endTime,this.draw()}setWidth(t){this.current.widthPx=t,this.draw()}static getSpacing(t,e){const i=e/t,a=[d,5*d,10*d,15*d,30*d,h,5*h,10*h,15*h,30*h,c,3*c,6*c,l,g,$,m,r,n,o,1e4*m];let s=a[0],u=a[0],f=a[0];for(const t of a){if(t/i>=(t<h?56:t<l?36:30)){s=t;break}f=u,u=t}return[s,u,f]}draw(){this.needsUpdate=!0}actualDraw(){const{startTimeMs:t,endTimeMs:e,widthPx:i,heightPx:a}=this.current;if(i<=0)return;const s=this.canvas;s.width=i,s.height=a;const n=s.getContext("2d");n.clearRect(0,0,i,a);const r=e-t,[o,c,h]=TimeTicksBar.getSpacing(i,r);this.cache.low=c<l?{segments:this.drawTicks(h,4,!1,t,e,r,i,n),spacing:h}:void 0,this.cache.medium={segments:this.drawTicks(c,6,!1,t,e,r,i,n),spacing:c},this.cache.high={segments:this.drawTicks(o,8,!0,t,e,r,i,n),spacing:o}}static splitInTimeUnits(t,e){const{startTime:i,endTime:a}=t.getTimeRange(),n=s(e),r=[];return TimeTicksBar.generateTicks(n,i,a,(t,e)=>{r.push({start:t,end:e})}),r}static generateTicks(s,n,r,o){let l=Math.floor(n/s)*s;s>c&&s<g?l=t(l):s===g?l=i(l):s===$?l=e(l):s>=m&&(l=a(l,s/m));let h=t=>t+s;s===$?h=t=>e(t+1.1*s):s>=m&&(h=t=>{const e=new Date(t),i=new Date(e.getFullYear()+s/m,0,1);return i.setFullYear(e.getFullYear()+s/m),i.setHours(0,0,0,0)});let d=l;for(;d<=r+s;){const t=h(d);o(d,t),d=t}}drawTicks(t,e,i,a,s,n,r,o){const c=[];return o.strokeStyle="#888",o.fillStyle=this.darkMode?"white":"black",o.font="12px monospace",o.textAlign="center",o.textBaseline="top",this.showLine&&(o.beginPath(),o.moveTo(0,0),o.lineWidth=1,o.lineTo(r,0),o.stroke()),TimeTicksBar.generateTicks(t,a,s,(h,$)=>{const d=(h-a)/n*r;c.push({start:h,end:$});const g=t>=l&&i?24:e,m=($-h)/n*r,u=formatTimeLabel(h,t,m);if(i){const e="number"==typeof this.xHover?a+this.xHover*(s-a):void 0,i="number"==typeof e&&h<e&&e<$;i&&(o.fillStyle=this.darkMode?"rgba(225,255,0,0.2)":"rgba(225,255,0,0.4)",o.fillRect(d,0,m,24),o.fillStyle=t>=l?this.darkMode?"#df0":"black":this.darkMode?"white":"black",i&&(this.hoverRange={startTime:h,endTime:$}))}if(o.beginPath(),o.moveTo(d,0),o.lineWidth=e/4,o.lineTo(d,g),o.stroke(),i)if(t>=l){const t=.5*m;o.fillText(u,d+t,8)}else o.fillText(u,d,8);o.fillStyle=this.darkMode?"white":"black"}),c}}export function formatTimeLabel(t,e,i){const a="number"==typeof t?new Date(t):t,s=a.getFullYear().toString().slice(2),n=((a.getMonth()+1).toString().padStart(2,"0"),a.getDate()),r=a.getHours().toString().padStart(2,"0"),o=a.getMinutes().toString().padStart(2,"0"),d=a.getSeconds().toString().padStart(2,"0"),u=a.toLocaleString("default",{month:"short"});if(e>m){const t=new Date(a.getTime()+e),s=a.getFullYear(),n=t.getFullYear();if(i<75){if(i<60){const t=(n-s).toString();return`${s.toString().padStart(4,"0").slice(0,4-t.length)}${"X".repeat(t.length)}`}return`${s}-${n}`}return`${s} - ${n}`}if(e===m)return`${a.getFullYear()}`;if(e===$){if(i<64){if(i<52){if(i<40){return`${a.toLocaleString("default",{month:"narrow"})}${s}`}return`${u}${s}`}return`${u} ${s}`}return i<120?`${u} ${a.getFullYear()}`:`${a.toLocaleString("default",{month:"long"})} ${a.getFullYear()}`}if(e===g){const t=new Date(a.getTime()+1e5),e=t.toLocaleString("default",{month:"short"}),n=t.getDate(),r=(t.getFullYear().toString().slice(2),new Date(a.getTime()+6*l)),o=r.toLocaleString("default",{month:"short"}),c=r.getDate();r.getFullYear().toString().slice(2);return e===o?i<130?i<110?i<95?i<70?i<60?i<48?formatTimeLabel(t.getTime(),l,i):`${n}-${c}${o.slice(0,2)}`:`${n}-${c}${o}`:`${n} - ${c} ${o}`:`${n} - ${c} ${o} ${s}`:`${n} - ${c} ${o} ${r.getFullYear()}`:`${n} - ${c} ${r.toLocaleString("default",{month:"long"})} ${r.getFullYear()}`:i<185?i<130?i<115?i<95?i<85?i<75?i<65?i<56?i<48?formatTimeLabel(t.getTime(),l,i):`${n}${e.slice(0,1)}${c}${o.slice(0,1)}`:`${n}${e.slice(0,1)}-${c}${o.slice(0,1)}`:`${n}${e.slice(0,2)}-${c}${o.slice(0,2)}`:`${n}${e}-${c}${o}`:`${n}${e} - ${c}${o}`:`${n} ${e} - ${c} ${o}`:`${n} ${e} - ${c} ${o} ${s}`:`${n} ${e} - ${c} ${o} ${r.getFullYear()}`:`${n} ${t.toLocaleString("default",{month:"long"})} - ${c} ${r.toLocaleString("default",{month:"long"})} ${r.getFullYear()}`}return e>=l||e>=c&&"12"===r?i<170?i<140?i<100?i<90?i<75?i<56&&e>=l?i<48?`${n}${u.slice(0,2)}`:`${n}${u}`:`${n} ${u}`:`${a.toLocaleString("default",{weekday:"short"})} ${n} ${u}`:`${a.toLocaleString("default",{weekday:"short"})} ${n} ${u} ${s}`:`${a.toLocaleString("default",{weekday:"short"})} ${n} ${u} ${a.getFullYear()}`:`${a.toLocaleString("default",{weekday:"long"})} ${n} ${u} ${a.getFullYear()}`:`${a.toLocaleString("default",{weekday:"long"})} ${n} ${a.toLocaleString("default",{month:"long"})} ${a.getFullYear()}`:e>=c?`${a.getHours()}h`:e>=h?"12"===r&&"00"===o?`${n} ${u}`:`${r}:${o}`:"12"===r&&"00"===o&&"00"===d?`${n} ${u}`:`${r}:${o}:${d}`}
@@ -0,0 +1,31 @@
1
+ export type YAxisSettings = {
2
+ visible?: boolean;
3
+ group?: string;
4
+ format?: (value: number) => string;
5
+ style?: {
6
+ labels?: {
7
+ position?: 'left' | 'right' | 'center' | 'none';
8
+ color?: string;
9
+ stroke?: {
10
+ color?: string;
11
+ width?: number;
12
+ };
13
+ };
14
+ lines?: {
15
+ color?: string;
16
+ width?: string;
17
+ };
18
+ };
19
+ };
20
+ export declare class YAxisTicks {
21
+ canvas: HTMLCanvasElement;
22
+ constructor();
23
+ render(currents: (YAxisSettings & {
24
+ min: number;
25
+ max: number;
26
+ minValue: number;
27
+ maxValue: number;
28
+ })[]): void;
29
+ }
30
+ export declare function getNiceTicks(min: number, max: number, targetCount?: number): number[];
31
+ export declare function niceNum(range: number, round: boolean): number;
@@ -0,0 +1 @@
1
+ export class YAxisTicks{constructor(){this.canvas=document.createElement("canvas"),this.canvas.style.top="0px",this.canvas.style.width="100%",this.canvas.style.outline="none",this.canvas.style.touchAction="none",this.canvas.style.pointerEvents="none",this.canvas.style.position="absolute",this.canvas.style.height="100%"}render(t){const e=this.canvas,i=e.parentElement?.getBoundingClientRect();if(!i)return;e.width===i.width&&e.height===i.height||(e.width=i.width,e.height=i.height);const s=e.getContext("2d");if(s){s.clearRect(0,0,e.width,e.height);for(const i of t){if(!1===i.visible)continue;const{min:t,max:n,minValue:o,maxValue:l}=i,h=e.height*(1-n),a=e.height*(1-t),c=a-h,r=getNiceTicks(o,l),d=i.format??(t=>t.toString()),f=i.style?.labels?.position??"right",g=i.style?.labels?.color??"#777",u=void 0!==i.style?.labels?.stroke,m=i.style?.labels?.stroke?.color??"#000",x=i.style?.labels?.stroke?.width??1,w=i.style?.lines?.color??"#7773",y=parseFloat(i.style?.lines?.width??"1");s.save(),s.lineWidth=y,s.fillStyle=g,s.font="12px sans-serif",s.textBaseline="middle",s.textAlign="left"===f?"right":"right"===f?"left":"center";for(const t of r){const i=(t-o)/(l-o);if(i<0||i>1)continue;const n=a-i*c;if(!(n<h+4||n>a-4)&&(s.beginPath(),s.moveTo(0,n),s.lineTo(e.width,n),s.strokeStyle=w,s.stroke(),"none"!==f)){const i=d(t),o=s.measureText(i).width;let l,h="center";"left"===f?(h="right",l=Math.max(4+o,4+o),l=Math.min(l,e.width/2-4)):"right"===f?(h="left",l=Math.min(e.width-4-o,e.width-4-o),l=Math.max(l,e.width/2+4)):(h="center",l=e.width/2),u&&(s.lineWidth=2*x,s.strokeStyle=m,s.strokeText(i,l,n)),s.textAlign=h,s.fillText(i,l,n)}}s.restore()}}}}export function getNiceTicks(t,e,i=6){const s=niceNum(e-t,!1),n=niceNum(s/(i-1),!0),o=Math.floor(t/n)*n,l=Math.ceil(e/n)*n,h=[];for(let i=o;i<=l+n/2;i+=n)i>=t&&i<=e&&h.push(parseFloat(i.toFixed(10)));return h}export function niceNum(t,e){const i=Math.floor(Math.log10(t)),s=t/Math.pow(10,i);let n=0;return n=e?s<1.5?1:s<3?2:s<7?5:10:s<=1?1:s<=2?2:s<=5?5:10,n*Math.pow(10,i)}