| /* |
| 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; |
| } |