| /* |
| 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; |
| } |