blob: 6a3d394836d8214dca92a07e89754aad86374680 [file] [log] [blame]
/*
title: Heatmap - Discrete Mapping of Color
category: heatmap
titleCN: 热力图 - 颜色的离散映射
difficulty: 2
*/
var noise = getNoiseHelper();
var xData = [];
var yData = [];
noise.seed(Math.random());
function generateData(theta, min, max) {
var data = [];
for (var i = 0; i <= 200; i++) {
for (var j = 0; j <= 100; j++) {
// var x = (max - min) * i / 200 + min;
// var y = (max - min) * j / 100 + min;
data.push([i, j, noise.perlin2(i / 40, j / 20) + 0.5]);
// data.push([i, j, normalDist(theta, x) * normalDist(theta, y)]);
}
xData.push(i);
}
for (var j = 0; j < 100; j++) {
yData.push(j);
}
return data;
}
var data = generateData(2, -5, 5);
option = {
tooltip: {},
grid: {
right: 140,
left: 40
},
xAxis: {
type: 'category',
data: xData
},
yAxis: {
type: 'category',
data: yData
},
visualMap: {
type: 'piecewise',
min: 0,
max: 1,
left: 'right',
top: 'center',
calculable: true,
realtime: false,
splitNumber: 8,
inRange: {
color: [
'#313695',
'#4575b4',
'#74add1',
'#abd9e9',
'#e0f3f8',
'#ffffbf',
'#fee090',
'#fdae61',
'#f46d43',
'#d73027',
'#a50026'
]
}
},
series: [
{
name: 'Gaussian',
type: 'heatmap',
data: data,
emphasis: {
itemStyle: {
borderColor: '#333',
borderWidth: 1
}
},
progressive: 1000,
animation: false
}
]
};
///////////////////////////////////////////////////////////////////////////
// Simplex and perlin noise helper from https://github.com/josephg/noisejs
///////////////////////////////////////////////////////////////////////////
function getNoiseHelper(global) {
var module = {};
function Grad(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
}
Grad.prototype.dot2 = function (x, y) {
return this.x * x + this.y * y;
};
Grad.prototype.dot3 = function (x, y, z) {
return this.x * x + this.y * y + this.z * z;
};
var grad3 = [
new Grad(1, 1, 0),
new Grad(-1, 1, 0),
new Grad(1, -1, 0),
new Grad(-1, -1, 0),
new Grad(1, 0, 1),
new Grad(-1, 0, 1),
new Grad(1, 0, -1),
new Grad(-1, 0, -1),
new Grad(0, 1, 1),
new Grad(0, -1, 1),
new Grad(0, 1, -1),
new Grad(0, -1, -1)
];
var p = [
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140,
36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120,
234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133,
230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161,
1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130,
116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250,
124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227,
47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98,
108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34,
242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14,
239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121,
50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243,
141, 128, 195, 78, 66, 215, 61, 156, 180
];
// To remove the need for index wrapping, double the permutation table length
var perm = new Array(512);
var gradP = new Array(512);
// This isn't a very good seeding function, but it works ok. It supports 2^16
// different seed values. Write something better if you need more seeds.
module.seed = function (seed) {
if (seed > 0 && seed < 1) {
// Scale the seed out
seed *= 65536;
}
seed = Math.floor(seed);
if (seed < 256) {
seed |= seed << 8;
}
for (var i = 0; i < 256; i++) {
var v;
if (i & 1) {
v = p[i] ^ (seed & 255);
} else {
v = p[i] ^ ((seed >> 8) & 255);
}
perm[i] = perm[i + 256] = v;
gradP[i] = gradP[i + 256] = grad3[v % 12];
}
};
module.seed(0);
/*
for(var i=0; i<256; i++) {
perm[i] = perm[i + 256] = p[i];
gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
}*/
// Skewing and unskewing factors for 2, 3, and 4 dimensions
var F2 = 0.5 * (Math.sqrt(3) - 1);
var G2 = (3 - Math.sqrt(3)) / 6;
var F3 = 1 / 3;
var G3 = 1 / 6;
// 2D simplex noise
module.simplex2 = function (xin, yin) {
var n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin) * F2; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var t = (i + j) * G2;
var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
var y0 = yin - j + t;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
// lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1 = 1;
j1 = 0;
} else {
// upper triangle, YX order: (0,0)->(0,1)->(1,1)
i1 = 0;
j1 = 1;
}
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1 + 2 * G2;
// Work out the hashed gradient indices of the three simplex corners
i &= 255;
j &= 255;
var gi0 = gradP[i + perm[j]];
var gi1 = gradP[i + i1 + perm[j + j1]];
var gi2 = gradP[i + 1 + perm[j + 1]];
// Calculate the contribution from the three corners
var t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 < 0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 < 0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot2(x1, y1);
}
var t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 < 0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot2(x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70 * (n0 + n1 + n2);
};
// 3D simplex noise
module.simplex3 = function (xin, yin, zin) {
var n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin + zin) * F3; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var k = Math.floor(zin + s);
var t = (i + j + k) * G3;
var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
var y0 = yin - j + t;
var z0 = zin - k + t;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} else if (x0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
} else {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
}
} else {
if (y0 < z0) {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 0;
j2 = 1;
k2 = 1;
} else if (x0 < z0) {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 0;
j2 = 1;
k2 = 1;
} else {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
}
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
var y2 = y0 - j2 + 2 * G3;
var z2 = z0 - k2 + 2 * G3;
var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
var y3 = y0 - 1 + 3 * G3;
var z3 = z0 - 1 + 3 * G3;
// Work out the hashed gradient indices of the four simplex corners
i &= 255;
j &= 255;
k &= 255;
var gi0 = gradP[i + perm[j + perm[k]]];
var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]];
var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]];
var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]];
// Calculate the contribution from the four corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) {
n3 = 0;
} else {
t3 *= t3;
n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 32 * (n0 + n1 + n2 + n3);
};
// ##### Perlin noise stuff
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(a, b, t) {
return (1 - t) * a + t * b;
}
// 2D Perlin Noise
module.perlin2 = function (x, y) {
// Find unit grid cell containing point
var X = Math.floor(x),
Y = Math.floor(y);
// Get relative xy coordinates of point within that cell
x = x - X;
y = y - Y;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255;
Y = Y & 255;
// Calculate noise contributions from each of the four corners
var n00 = gradP[X + perm[Y]].dot2(x, y);
var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1);
var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y);
var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1);
// Compute the fade curve value for x
var u = fade(x);
// Interpolate the four results
return lerp(lerp(n00, n10, u), lerp(n01, n11, u), fade(y));
};
// 3D Perlin Noise
module.perlin3 = function (x, y, z) {
// Find unit grid cell containing point
var X = Math.floor(x),
Y = Math.floor(y),
Z = Math.floor(z);
// Get relative xyz coordinates of point within that cell
x = x - X;
y = y - Y;
z = z - Z;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255;
Y = Y & 255;
Z = Z & 255;
// Calculate noise contributions from each of the eight corners
var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z);
var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1);
var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z);
var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1);
var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z);
var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1);
var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z);
var n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(
x - 1,
y - 1,
z - 1
);
// Compute the fade curve value for x, y, z
var u = fade(x);
var v = fade(y);
var w = fade(z);
// Interpolate
return lerp(
lerp(lerp(n000, n100, u), lerp(n001, n101, u), w),
lerp(lerp(n010, n110, u), lerp(n011, n111, u), w),
v
);
};
return module;
}