// SPDX-License-Identifier: MIT (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; })();