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-(function() {
-"use strict";
-
-var Dygraph;
-if (window.Dygraph) {
- Dygraph = window.Dygraph;
-} else if (typeof(module) !== 'undefined') {
- Dygraph = require('../dygraph');
-}
-
-/**
- * Given three sequential points, p0, p1 and p2, find the left and right
- * control points for p1.
- *
- * The three points are expected to have x and y properties.
- *
- * The alpha parameter controls the amount of smoothing.
- * If α=0, then both control points will be the same as p1 (i.e. no smoothing).
- *
- * Returns [l1x, l1y, r1x, r1y]
- *
- * It's guaranteed that the line from (l1x, l1y)-(r1x, r1y) passes through p1.
- * Unless allowFalseExtrema is set, then it's also guaranteed that:
- * l1y ∈ [p0.y, p1.y]
- * r1y ∈ [p1.y, p2.y]
- *
- * The basic algorithm is:
- * 1. Put the control points l1 and r1 α of the way down (p0, p1) and (p1, p2).
- * 2. Shift l1 and r2 so that the line l1–r1 passes through p1
- * 3. Adjust to prevent false extrema while keeping p1 on the l1–r1 line.
- *
- * This is loosely based on the HighCharts algorithm.
- */
-function getControlPoints(p0, p1, p2, opt_alpha, opt_allowFalseExtrema) {
- var alpha = (opt_alpha !== undefined) ? opt_alpha : 1/3; // 0=no smoothing, 1=crazy smoothing
- var allowFalseExtrema = opt_allowFalseExtrema || false;
-
- if (!p2) {
- return [p1.x, p1.y, null, null];
- }
-
- // Step 1: Position the control points along each line segment.
- var l1x = (1 - alpha) * p1.x + alpha * p0.x,
- l1y = (1 - alpha) * p1.y + alpha * p0.y,
- r1x = (1 - alpha) * p1.x + alpha * p2.x,
- r1y = (1 - alpha) * p1.y + alpha * p2.y;
-
- // Step 2: shift the points up so that p1 is on the l1–r1 line.
- if (l1x != r1x) {
- // This can be derived w/ some basic algebra.
- var deltaY = p1.y - r1y - (p1.x - r1x) * (l1y - r1y) / (l1x - r1x);
- l1y += deltaY;
- r1y += deltaY;
- }
-
- // Step 3: correct to avoid false extrema.
- if (!allowFalseExtrema) {
- if (l1y > p0.y && l1y > p1.y) {
- l1y = Math.max(p0.y, p1.y);
- r1y = 2 * p1.y - l1y;
- } else if (l1y < p0.y && l1y < p1.y) {
- l1y = Math.min(p0.y, p1.y);
- r1y = 2 * p1.y - l1y;
- }
-
- if (r1y > p1.y && r1y > p2.y) {
- r1y = Math.max(p1.y, p2.y);
- l1y = 2 * p1.y - r1y;
- } else if (r1y < p1.y && r1y < p2.y) {
- r1y = Math.min(p1.y, p2.y);
- l1y = 2 * p1.y - r1y;
- }
- }
-
- return [l1x, l1y, r1x, r1y];
-}
-
-// i.e. is none of (null, undefined, NaN)
-function isOK(x) {
- return !!x && !isNaN(x);
-};
-
-// A plotter which uses splines to create a smooth curve.
-// See tests/plotters.html for a demo.
-// Can be controlled via smoothPlotter.smoothing
-function smoothPlotter(e) {
- var ctx = e.drawingContext,
- points = e.points;
-
- ctx.beginPath();
- ctx.moveTo(points[0].canvasx, points[0].canvasy);
-
- // right control point for previous point
- var lastRightX = points[0].canvasx, lastRightY = points[0].canvasy;
-
- for (var i = 1; i < points.length; i++) {
- var p0 = points[i - 1],
- p1 = points[i],
- p2 = points[i + 1];
- p0 = p0 && isOK(p0.canvasy) ? p0 : null;
- p1 = p1 && isOK(p1.canvasy) ? p1 : null;
- p2 = p2 && isOK(p2.canvasy) ? p2 : null;
- if (p0 && p1) {
- var controls = getControlPoints({x: p0.canvasx, y: p0.canvasy},
- {x: p1.canvasx, y: p1.canvasy},
- p2 && {x: p2.canvasx, y: p2.canvasy},
- smoothPlotter.smoothing);
- // Uncomment to show the control points:
- // ctx.lineTo(lastRightX, lastRightY);
- // ctx.lineTo(controls[0], controls[1]);
- // ctx.lineTo(p1.canvasx, p1.canvasy);
- lastRightX = (lastRightX !== null) ? lastRightX : p0.canvasx;
- lastRightY = (lastRightY !== null) ? lastRightY : p0.canvasy;
- ctx.bezierCurveTo(lastRightX, lastRightY,
- controls[0], controls[1],
- p1.canvasx, p1.canvasy);
- lastRightX = controls[2];
- lastRightY = controls[3];
- } else if (p1) {
- // We're starting again after a missing point.
- ctx.moveTo(p1.canvasx, p1.canvasy);
- lastRightX = p1.canvasx;
- lastRightY = p1.canvasy;
- } else {
- lastRightX = lastRightY = null;
- }
- }
-
- ctx.stroke();
-}
-smoothPlotter.smoothing = 1/3;
-smoothPlotter._getControlPoints = getControlPoints; // for testing
-
-// older versions exported a global.
-// This will be removed in the future.
-// The preferred way to access smoothPlotter is via Dygraph.smoothPlotter.
-window.smoothPlotter = smoothPlotter;
-Dygraph.smoothPlotter = smoothPlotter;
-
-})();