gridviz 3.0.31 → 3.0.33
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/gridviz.js +866 -107
- package/dist/gridviz.min.js +1 -1
- package/package.json +1 -1
- package/src/core/Drawable.js +2 -2
- package/src/core/Map.js +13 -5
- package/src/index.js +3 -1
- package/src/layer/GridLayer.js +21 -4
- package/src/legend/TernaryLegend.js +1 -1
- package/src/style/Interpolator.js +258 -0
- package/src/style/JoyPlotStyle.js +63 -10
- package/src/style/ShadingRayStyle.js +280 -0
- package/src/style/SideStyle.js +8 -3
- package/src/style/SideTanakaStyle.js +3 -1
- package/src/style/SquareColorCategoryWebGLStyle.js +2 -2
- package/src/utils/scale.js +22 -0
- package/src/utils/utils.js +67 -0
- package/src/style/SideTanakaStyle___OLD.js +0 -66
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//@ts-check
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'use strict'
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import { Style } from '../core/Style.js'
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import { cellsToGrid, cellsToMatrix } from '../utils/utils.js'
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import { SquareColorCategoryWebGLStyle } from './SquareColorCategoryWebGLStyle.js'
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//import { SquareColorWebGLStyle } from './SquareColorWebGLStyle.js'
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import { extent } from 'd3-array'
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//TODO:
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// make faster algo by setting shades by sun ray
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// diffusion effect ? based on distance to light (altitude - sun ray height)
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// style with SquareColorWebGLStyle, improved version !
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/**
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* @module style
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* @author Julien Gaffuri
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*/
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export class ShadingRayStyle extends Style {
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/** @param {object} opts */
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constructor(opts) {
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super(opts)
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opts = opts || {}
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this.elevation = opts.elevation //(c) => elevation
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this.sunAzimuth = opts.sunAzimuth || (() => 2.356) //(r,z,vs)=>
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this.sunAltitude = opts.sunAltitude || (() => 0.2) //(r,z,vs)=>
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//this.alpha = opts.alpha || (() => 0.33) //(z,vs)
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this.color = opts.color || (() => 'black') //(r,z,vs) => {}
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this.undefinedValue = opts.undefinedValue || 0
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//this.version = opts.version || 1
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// used only for v2
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//this.shadowProperty = opts.shadowProperty || "shadow"
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}
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/**
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*
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* @param {Array.<import("../core/Dataset.js").Cell>} cells
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* @param {import("../core/GeoCanvas.js").GeoCanvas} geoCanvas
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* @param {number} resolution
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*/
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draw(cells, geoCanvas, resolution) {
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//filter
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if (this.filter) cells = cells.filter(this.filter)
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if (cells.length == 0) return;
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//
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const z = geoCanvas.view.z
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//get view scale
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const viewScale = this.viewScale ? this.viewScale(cells, resolution, z) : undefined
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//if (this.version == "1") {
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//index cells by y and x
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let m = cellsToMatrix(cells, resolution, c => this.elevation(c))
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const x0 = m.x0, y0 = m.y0
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// compute ray casting shadow
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m = referenceShadow(
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m,
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resolution,
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this.sunAzimuth(resolution, z, viewScale),
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this.sunAltitude(resolution, z, viewScale),
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this.undefinedValue);
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// make cells
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cells = []
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for (let i = 0; i < m.length; i++) {
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const row = m[i]
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const y = y0 - i * resolution
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for (let j = 0; j < row.length; j++) {
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const sh = row[j]
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if (!sh) continue
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const c = { x: x0 + j * resolution, y: y }
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//c[this.shadowProperty] = sh
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cells.push(c)
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}
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}
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//} else {
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//clean previsouly computed shadows
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/*for (let c of cells) delete c[this.shadowProperty]
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//compute shading
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referenceShadowV2(
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cells,
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resolution,
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(c) => this.elevation(c),
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this.shadowProperty,
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this.sunAzimuth(resolution, z, viewScale),
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this.sunAltitude(resolution, z, viewScale));
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//keep only those with shadow
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cells = cells.filter(c => c.shadow)*/
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//}
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//set style alpha and blend mode
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//TODO: multiply by layer alpha ?
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//geoCanvas.ctx.globalAlpha = s.alpha ? s.alpha(z) : 1.0
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//if (s.blendOperation) geoCanvas.ctx.globalCompositeOperation = s.blendOperation(z)
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//set affin transform to draw with geographical coordinates
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//geoCanvas.setCanvasTransform()
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//draw shadowed cells with webgl style
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new SquareColorCategoryWebGLStyle({
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code: () => "a",
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color: { 'a': this.color(resolution, z, viewScale) },
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//alpha: () => this.alpha(resolution, z, viewScale),
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}).draw(cells, geoCanvas, resolution)
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/*new SquareColorWebGLStyle({
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filter: (c => c.shadow),
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tFun: (c, r) => c.shadow, //1-Math.min(1, c.shadow / 10000),//c.shadow, //,
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color: (t => "rgba(0,0,0," + t + ")"),
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alpha: () => this.alpha(resolution, z, viewScale),
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}).draw(cells, geoCanvas, resolution)*/
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//draw style filter
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//if (s.filterColor) s.drawFilter(geoCanvas)
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//update legends
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this.updateLegends({ style: this, resolution: resolution, z: z, viewScale: viewScale })
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}
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}
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/**
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* Ground-truth terrain shadow algorithm (ray-based)
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* Trig-free with undefined handling
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*
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* @param {number[][]} elevation - DEM [row][col], may contain undefined
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* @param {number} resolution
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* @param {number} sunAzimuth - radians, clockwise from north (+Y)
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* @param {number} sunAltitude - radians - solar elevation angle above the local horizontal plane
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* @param {number|undefined} undefinedValue - The value to set for cells with no elevation value
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* @returns {(number|undefined)[][]} shade. Height above ground where ray light can be reached.
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*/
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function referenceShadow(
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elevation,
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resolution = 1000,
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sunAzimuth = 2.356, // 2PI/3
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sunAltitude = 0.15,
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undefinedValue = undefined,
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) {
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const rows = elevation.length;
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const cols = elevation[0].length;
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// Sun direction TOWARD the sun
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const ux = Math.sin(sunAzimuth);
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const uy = -Math.cos(sunAzimuth);
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const tanAlt = Math.tan(sunAltitude);
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//const diffAngle = 40 * Math.PI / 180 // 0.5 deg
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//const tanTop = Math.tan(sunAltitude + diffAngle)
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//const tanBottom = Math.tan(Math.max(sunAltitude - diffAngle, 0))
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//const tanBottom = Math.tan(sunAltitude - diffAngle)
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const shade = Array.from({ length: rows }, () => new Array(cols).fill(undefined));
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for (let y0 = 0; y0 < rows; y0++) {
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for (let x0 = 0; x0 < cols; x0++) {
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const z0raw = elevation[y0][x0] || undefinedValue;
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if (z0raw === undefined) continue;
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// cast ray
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let t = resolution;
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while (true) {
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const x = x0 - ux * t / resolution;
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const y = y0 - uy * t / resolution;
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const ix = Math.round(x);
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const iy = Math.round(y);
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if (ix < 0 || iy < 0 || ix >= cols || iy >= rows) break;
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const zqraw = elevation[iy][ix] || undefinedValue;
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if (zqraw === undefined) break; // transparent gap
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//const deltaBottom = zqraw - z0raw - tanBottom * t;
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//if (deltaBottom > 0) {
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const delta = zqraw - z0raw - tanAlt * t;
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if (delta > 0) {
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shade[y0][x0] = 1 //Math.min(3000 / t, 1)
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break;
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/*}
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//const deltaTop = zqraw - z0raw - tanTop * t;
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//if (deltaTop > 0) {
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// shade[y0][x0] = 0
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// break;
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//} else {
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let r = 1 + delta / deltaBottom
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if (r < 0) r = 0
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if (r < 0 || r > 1) console.log(r)
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shade[y0][x0] = shade[y0][x0] ? Math.max(shade[y0][x0], r) : r
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//}*/
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}
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t += resolution;
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}
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}
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}
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return shade;
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}
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/**
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* Ground-truth terrain shadow algorithm (ray-based)
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* Trig-free with undefined handling
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*
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* @param {Array.<Cell>} cells - DEM [row][col], may contain undefined
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* @param {number} resolution
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* @param {Function} elevationFun
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* @param {string} shadowProperty
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* @param {number} sunAzimuth - radians, clockwise from north (+Y)
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* @param {number} sunAltitude - radians - solar elevation angle above the local horizontal plane
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*/
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function referenceShadowV2(
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cells,
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resolution = 1000,
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elevationFun,
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shadowProperty = "shadow",
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sunAzimuth = 2.356, // 2PI/3
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sunAltitude = 0.15
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) {
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//get geo extent
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const [minx, maxx] = extent(cells, c => c.x)
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const [miny, maxy] = extent(cells, c => c.y)
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//index cells by y and x
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const ind = cellsToGrid(cells)
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// Sun direction TOWARD the sun
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const ux = Math.sin(sunAzimuth);
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const uy = Math.cos(sunAzimuth);
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const tanAlt = Math.tan(sunAltitude);
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for (let y0 = miny; y0 <= maxy; y0 += resolution) {
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const row = ind[y0]
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if (!row) continue
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for (let x0 = minx; x0 <= maxx; x0 += resolution) {
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const cell0 = row[x0]
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if (!cell0) continue
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const z0raw = elevationFun(cell0);
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if (z0raw === undefined) continue;
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// ray
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let t = resolution;
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while (true) {
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const y = y0 - Math.round(uy * t / resolution) * resolution;
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if (!ind[y]) break; // transparent gap
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const x = x0 + Math.round(ux * t / resolution) * resolution;
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const cellq = ind[y][x];
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if (!cellq) break; // transparent gap
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const zqraw = elevationFun(cellq);
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if (zqraw === undefined) break; // transparent gap
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// the height above the ground where light ray can be reached
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const delta = zqraw - z0raw - tanAlt * t;
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if (delta > 0) {
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cell0[shadowProperty] = delta
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break;
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}
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t += resolution;
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}
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}
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}
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}
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package/src/style/SideStyle.js
CHANGED
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* @param {boolean} center Set to true so that the side coordinate are those of its center point rather than its left/bottom point (the side x,y coordinates are those of the left point for horizontal sides, and of the bottom point for vertical sides)
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* @returns { Array.<Side> }
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*/
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static buildSides(cells, resolution, withHorizontal = true, withVertical = true, center = true) {
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static buildSides(cells, resolution, withHorizontal = true, withVertical = true, center = true, eps = 0.01) {
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/** @type { Array.<Side> } */
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const sides = []
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// half resolution
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const r2 = center ? resolution / 2 : 0
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// epsilon
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eps = resolution * eps
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const abs = Math.abs
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//make horizontal sides
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//sort cells by x and y
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cells.sort((c1, c2) => (c2.x == c1.x ? c1.y - c2.y : c1.x - c2.x))
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@@ -137,7 +142,7 @@ export class SideStyle extends Style {
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for (let i = 1; i < cells.length; i++) {
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let c2 = cells[i]
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if (c1.y + resolution
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if (abs(c1.y + resolution - c2.y) < eps && abs(c1.x - c2.x) < eps)
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//cells in same column and touch along horizontal side
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//make shared side
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sides.push({
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@@ -176,7 +181,7 @@ export class SideStyle extends Style {
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for (let i = 1; i < cells.length; i++) {
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|
177
182
|
let c2 = cells[i]
|
|
178
183
|
|
|
179
|
-
if (c1.x + resolution
|
|
184
|
+
if (abs(c1.x + resolution - c2.x) < eps && abs(c1.y - c2.y) < eps)
|
|
180
185
|
//cells in same row and touch along vertical side
|
|
181
186
|
//make shared side
|
|
182
187
|
sides.push({
|
|
@@ -10,6 +10,8 @@ import { SideStyle } from './SideStyle.js'
|
|
|
10
10
|
* @typedef {function(Array.<Side>,number, number):*} SideViewScale */
|
|
11
11
|
|
|
12
12
|
/**
|
|
13
|
+
* @see https://manifold.net/doc/mfd9/example__tanaka_contours.htm
|
|
14
|
+
*
|
|
13
15
|
* @module style
|
|
14
16
|
* @author Julien Gaffuri
|
|
15
17
|
*/
|
|
@@ -25,7 +27,7 @@ export class SideTanakaStyle extends Style {
|
|
|
25
27
|
|
|
26
28
|
/** A function returning the width of a cell side, in geo unit
|
|
27
29
|
* @type {function(Side, number, number, number, object):number} */
|
|
28
|
-
this.width = opts.width || ((side, sideValue, resolution, z, sidesScale) => Math.abs(sideValue) * Math.min(2 * z, resolution / 3))
|
|
30
|
+
this.width = opts.width || ((side, sideValue, resolution, z, sidesScale) => Math.abs(sideValue) * z) //Math.min(2 * z, resolution / 3))
|
|
29
31
|
|
|
30
32
|
/** A function returning the length of a cell side, in geo unit
|
|
31
33
|
* @type {function(Side, number, number, object):number} */
|
|
@@ -141,7 +141,7 @@ export class SquareColorCategoryWebGLStyle extends Style {
|
|
|
141
141
|
c = cells[i]
|
|
142
142
|
const cat = this.code(c, resolution, z, viewScale)
|
|
143
143
|
if (cat == undefined) {
|
|
144
|
-
console.log('Unexpected category: ' + cat)
|
|
144
|
+
//console.log('Unexpected category: ' + cat)
|
|
145
145
|
continue
|
|
146
146
|
}
|
|
147
147
|
const i_ = this.catToI[cat]
|
|
@@ -236,7 +236,7 @@ export class SquareColorCategoryWebGLStyle extends Style {
|
|
|
236
236
|
geoCanvas.offscreenCtx.drawImage(canvas, 0, 0)
|
|
237
237
|
|
|
238
238
|
//update legends
|
|
239
|
-
this.updateLegends({ style: this, resolution: resolution, z: z })
|
|
239
|
+
this.updateLegends({ style: this, resolution: resolution, z: z, viewScale: viewScale })
|
|
240
240
|
}
|
|
241
241
|
}
|
|
242
242
|
|
package/src/utils/scale.js
CHANGED
|
@@ -151,6 +151,28 @@ export const viewScaleColorQuantile = (opts) => {
|
|
|
151
151
|
}
|
|
152
152
|
}
|
|
153
153
|
|
|
154
|
+
|
|
155
|
+
/**
|
|
156
|
+
* Generic function for view scale quantile classifier
|
|
157
|
+
*
|
|
158
|
+
* @param {{ valueFunction:function(import("../core/Dataset").Cell):number, classNumber?:number }} opts
|
|
159
|
+
* @returns {function(Array.<import("../core/Dataset").Cell>):ColorScale}
|
|
160
|
+
*/
|
|
161
|
+
export const viewScaleQuantileClassifer = (opts) => {
|
|
162
|
+
const valueFunction = opts.valueFunction // the function that return the cell value from a cell
|
|
163
|
+
const classNumber = opts.classNumber || 12 // the class number
|
|
164
|
+
|
|
165
|
+
const scale = scaleQuantile().range(Array.from( { length: classNumber }, (_, i) => i ))
|
|
166
|
+
return (cells) => {
|
|
167
|
+
scale.domain(cells.map(valueFunction))
|
|
168
|
+
scale.breaks = scale.quantiles()
|
|
169
|
+
return scale
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
|
|
174
|
+
|
|
175
|
+
|
|
154
176
|
/**
|
|
155
177
|
* Combine view scale functions
|
|
156
178
|
*
|
package/src/utils/utils.js
CHANGED
|
@@ -1,6 +1,8 @@
|
|
|
1
1
|
//@ts-check
|
|
2
2
|
'use strict'
|
|
3
3
|
|
|
4
|
+
import { min, max, extent } from 'd3-array'
|
|
5
|
+
|
|
4
6
|
/**
|
|
5
7
|
* Get the class id from a value and class break values
|
|
6
8
|
*
|
|
@@ -25,6 +27,71 @@ export function nice(v, multiples = [8, 6, 5, 4, 2.5, 2]) {
|
|
|
25
27
|
return v_
|
|
26
28
|
}
|
|
27
29
|
|
|
30
|
+
/**
|
|
31
|
+
* A grid cell.
|
|
32
|
+
* @typedef {{x: number, y: number}} Cell */
|
|
33
|
+
|
|
34
|
+
/**
|
|
35
|
+
* Index cells by y and x
|
|
36
|
+
* @param {Array.<Cell>} cells
|
|
37
|
+
* @param {Function} [fun]
|
|
38
|
+
* @returns {Object}
|
|
39
|
+
*/
|
|
40
|
+
export function cellsToGrid(cells, fun) {
|
|
41
|
+
/** @type {Object} */
|
|
42
|
+
const ind = {}
|
|
43
|
+
for (const cell of cells) {
|
|
44
|
+
let row = ind[cell.y]
|
|
45
|
+
if (!row) {
|
|
46
|
+
row = {}
|
|
47
|
+
ind[cell.y] = row
|
|
48
|
+
}
|
|
49
|
+
row[cell.x] = fun ? fun(cell) : cell
|
|
50
|
+
}
|
|
51
|
+
return ind
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
|
|
55
|
+
|
|
56
|
+
/**
|
|
57
|
+
* Cells to grid.
|
|
58
|
+
*
|
|
59
|
+
* @param {Array.<Cell>} cells
|
|
60
|
+
* @param {number} resolution
|
|
61
|
+
* @param {Function} [fun]
|
|
62
|
+
* @returns {Object}
|
|
63
|
+
* Grid[i][j] is the value for line i and column j.
|
|
64
|
+
* Numbered from top to bottom, from left to right.
|
|
65
|
+
* Properties x0 and y0 are the geo coordinates of the lower left corner of the top left cell.
|
|
66
|
+
* Properties minI, maxI, minJ, maxJ are the extent of the grid.
|
|
67
|
+
*/
|
|
68
|
+
export function cellsToMatrix(cells, resolution, fun) {
|
|
69
|
+
|
|
70
|
+
// get cells extent
|
|
71
|
+
const [minx, maxx] = extent(cells, c => c.x)
|
|
72
|
+
const [miny, maxy] = extent(cells, c => c.y)
|
|
73
|
+
|
|
74
|
+
// get grid dimension
|
|
75
|
+
const rows = Math.ceil((maxy - miny) / resolution) + 1
|
|
76
|
+
const cols = Math.ceil((maxx - minx) / resolution) + 1
|
|
77
|
+
|
|
78
|
+
// make empty grid
|
|
79
|
+
const grid = Array.from({ length: rows }, () => new Array(cols).fill(undefined));
|
|
80
|
+
grid.x0 = minx
|
|
81
|
+
grid.y0 = maxy
|
|
82
|
+
grid.resolution = resolution
|
|
83
|
+
|
|
84
|
+
for (const c of cells) {
|
|
85
|
+
const i = Math.floor((maxy - c.y) / resolution)
|
|
86
|
+
const j = Math.floor((c.x - minx) / resolution)
|
|
87
|
+
const v = fun ? fun(c) : c
|
|
88
|
+
grid[i][j] = v
|
|
89
|
+
}
|
|
90
|
+
return grid
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
|
|
94
|
+
|
|
28
95
|
/*
|
|
29
96
|
//no longer used
|
|
30
97
|
export function loadImage(src) {
|
|
@@ -1,66 +0,0 @@
|
|
|
1
|
-
//@ts-check
|
|
2
|
-
'use strict'
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
/**
|
|
6
|
-
* @see https://manifold.net/doc/mfd9/example__tanaka_contours.htm
|
|
7
|
-
*
|
|
8
|
-
* @module style
|
|
9
|
-
* @author Julien Gaffuri
|
|
10
|
-
*/
|
|
11
|
-
export class TanakaStyle {
|
|
12
|
-
/**
|
|
13
|
-
* @param {function(import('../core/Dataset.js').Cell):number} value Function that returns the value of a cell
|
|
14
|
-
* @param {Array.<number>} breaks The break values
|
|
15
|
-
* @param {Array.<string>} colors The colors, one more than the break values
|
|
16
|
-
* @param {object} opts
|
|
17
|
-
* @returns {Array.<import("../core/Style.js").Style>}
|
|
18
|
-
*/
|
|
19
|
-
static get(value, breaks, colors, opts = {}) {
|
|
20
|
-
//shadow colors
|
|
21
|
-
opts.colorDark = opts.colorDark || '#111'
|
|
22
|
-
opts.colorBright = opts.colorBright || '#ddd'
|
|
23
|
-
|
|
24
|
-
/** @type { function(number, number):number } */
|
|
25
|
-
opts.width =
|
|
26
|
-
opts.width ||
|
|
27
|
-
((sideValue, resolution, z) => {
|
|
28
|
-
const minWG = 1 * z
|
|
29
|
-
const maxWG = 4 * z
|
|
30
|
-
const step = (maxWG - minWG) / 3
|
|
31
|
-
return Math.min(minWG + (sideValue - 1) * step, maxWG)
|
|
32
|
-
})
|
|
33
|
-
|
|
34
|
-
//make classifier
|
|
35
|
-
const classifier = clFun(breaks)
|
|
36
|
-
//make colors table
|
|
37
|
-
const colorsDict = {}
|
|
38
|
-
for (let i = 0; i < colors.length; i++) colorsDict[i + ''] = colors[i]
|
|
39
|
-
|
|
40
|
-
const cellStyle = new SquareColorCategoryWebGLStyle({
|
|
41
|
-
code: (cell) => classifier(value(cell)),
|
|
42
|
-
color: colorsDict,
|
|
43
|
-
})
|
|
44
|
-
|
|
45
|
-
const getSideValue = (side) => {
|
|
46
|
-
const cl1 = side.c1 ? classifier(value(side.c1)) : -1
|
|
47
|
-
const cl2 = side.c2 ? classifier(value(side.c2)) : -1
|
|
48
|
-
return cl1 - cl2
|
|
49
|
-
}
|
|
50
|
-
|
|
51
|
-
/** The side style, for the shadow effect */
|
|
52
|
-
const sideStyle = new SideStyle({
|
|
53
|
-
//white or black, depending on orientation and value
|
|
54
|
-
color: (side) => {
|
|
55
|
-
const v = getSideValue(side)
|
|
56
|
-
if (v === 0) return
|
|
57
|
-
if (side.or === 'v') return v < 0 ? opts.colorBright : opts.colorDark
|
|
58
|
-
return v < 0 ? opts.colorDark : opts.colorBright
|
|
59
|
-
},
|
|
60
|
-
//width depends on the value, that is the number of classes of difference
|
|
61
|
-
width: (side, resolution, z) => opts.width(Math.abs(getSideValue(side)), resolution, z),
|
|
62
|
-
})
|
|
63
|
-
|
|
64
|
-
return [cellStyle, sideStyle]
|
|
65
|
-
}
|
|
66
|
-
}
|