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// d3.tip
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// Copyright (c) 2013 Justin Palmer
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//
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// Tooltips for d3.js SVG visualizations
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(function (root, factory) {
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if (typeof define === 'function' && define.amd) {
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// AMD. Register as an anonymous module with d3 as a dependency.
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define(['d3'], factory)
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} else if (typeof module === 'object' && module.exports) {
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// CommonJS
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module.exports = function(d3) {
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d3.tip = factory(d3)
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return d3.tip
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}
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} else {
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// Browser global.
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root.d3.tip = factory(root.d3)
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}
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}(this, function (d3) {
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// Public - contructs a new tooltip
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//
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// Returns a tip
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return function() {
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var direction = d3_tip_direction,
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offset = d3_tip_offset,
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html = d3_tip_html,
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node = initNode(),
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svg = null,
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point = null,
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target = null
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function tip(vis) {
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svg = getSVGNode(vis)
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point = svg.createSVGPoint()
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document.body.appendChild(node)
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}
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// Public - show the tooltip on the screen
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//
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// Returns a tip
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tip.show = function() {
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var args = Array.prototype.slice.call(arguments)
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if(args[args.length - 1] instanceof SVGElement) target = args.pop()
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var content = html.apply(this, args),
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poffset = offset.apply(this, args),
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dir = direction.apply(this, args),
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nodel = getNodeEl(),
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i = directions.length,
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coords,
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scrollTop = document.documentElement.scrollTop || document.body.scrollTop,
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scrollLeft = document.documentElement.scrollLeft || document.body.scrollLeft
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nodel.html(content)
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.style({ display: 'block', 'pointer-events': 'all' })
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.attr('class', 'd3-tip')
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nodel.append('div').attr('class', 'd3-tip-arrow')
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while(i--) nodel.classed(directions[i], false)
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coords = direction_callbacks.get(dir).apply(this)
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nodel.classed(dir, true).style({
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top: (coords.top + poffset[0]) + scrollTop + 'px',
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left: (coords.left + poffset[1]) + scrollLeft + 'px'
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})
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return tip
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}
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// Public - hide the tooltip
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//
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// Returns a tip
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tip.hide = function() {
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var nodel = getNodeEl()
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nodel.style({ display: 'none', 'pointer-events': 'none' });
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return tip
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}
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// Public: Proxy attr calls to the d3 tip container. Sets or gets attribute value.
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//
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// n - name of the attribute
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// v - value of the attribute
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//
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// Returns tip or attribute value
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tip.attr = function(n, v) {
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if (arguments.length < 2 && typeof n === 'string') {
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return getNodeEl().attr(n)
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} else {
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var args = Array.prototype.slice.call(arguments)
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d3.selection.prototype.attr.apply(getNodeEl(), args)
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}
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return tip
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}
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// Public: Proxy style calls to the d3 tip container. Sets or gets a style value.
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//
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// n - name of the property
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// v - value of the property
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//
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// Returns tip or style property value
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tip.style = function(n, v) {
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if (arguments.length < 2 && typeof n === 'string') {
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return getNodeEl().style(n)
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} else {
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var args = Array.prototype.slice.call(arguments)
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d3.selection.prototype.style.apply(getNodeEl(), args)
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}
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return tip
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}
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// Public: Set or get the direction of the tooltip
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//
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// v - One of n(north), s(south), e(east), or w(west), nw(northwest),
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// sw(southwest), ne(northeast) or se(southeast)
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//
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// Returns tip or direction
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tip.direction = function(v) {
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if (!arguments.length) return direction
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direction = v == null ? v : d3.functor(v)
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return tip
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}
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// Public: Sets or gets the offset of the tip
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//
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// v - Array of [x, y] offset
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//
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// Returns offset or
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tip.offset = function(v) {
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if (!arguments.length) return offset
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offset = v == null ? v : d3.functor(v)
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return tip
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}
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// Public: sets or gets the html value of the tooltip
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//
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// v - String value of the tip
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//
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// Returns html value or tip
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tip.html = function(v) {
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if (!arguments.length) return html
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html = v == null ? v : d3.functor(v)
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return tip
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}
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// Public: destroys the tooltip and removes it from the DOM
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//
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// Returns a tip
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tip.destroy = function() {
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if(node) {
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getNodeEl().remove();
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node = null;
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}
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return tip;
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}
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function d3_tip_direction() { return 'n' }
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function d3_tip_offset() { return [0, 0] }
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function d3_tip_html() { return ' ' }
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var direction_callbacks = d3.map({
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n: direction_n,
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s: direction_s,
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e: direction_e,
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w: direction_w,
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nw: direction_nw,
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ne: direction_ne,
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sw: direction_sw,
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se: direction_se
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}),
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directions = direction_callbacks.keys()
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function direction_n() {
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var bbox = getScreenBBox()
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return {
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top: bbox.n.y - node.offsetHeight,
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left: bbox.n.x - node.offsetWidth / 2
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}
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}
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function direction_s() {
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var bbox = getScreenBBox()
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return {
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top: bbox.s.y,
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left: bbox.s.x - node.offsetWidth / 2
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}
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}
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function direction_e() {
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var bbox = getScreenBBox()
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return {
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top: bbox.e.y - node.offsetHeight / 2,
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left: bbox.e.x
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}
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}
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function direction_w() {
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var bbox = getScreenBBox()
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return {
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top: bbox.w.y - node.offsetHeight / 2,
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left: bbox.w.x - node.offsetWidth
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}
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}
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function direction_nw() {
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var bbox = getScreenBBox()
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return {
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top: bbox.nw.y - node.offsetHeight,
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left: bbox.nw.x - node.offsetWidth
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}
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}
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function direction_ne() {
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var bbox = getScreenBBox()
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return {
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top: bbox.ne.y - node.offsetHeight,
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left: bbox.ne.x
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}
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}
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function direction_sw() {
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var bbox = getScreenBBox()
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return {
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top: bbox.sw.y,
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left: bbox.sw.x - node.offsetWidth
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}
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}
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function direction_se() {
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var bbox = getScreenBBox()
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return {
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top: bbox.se.y,
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left: bbox.e.x
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}
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}
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function initNode() {
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var node = d3.select(document.createElement('div'))
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node.style({
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position: 'absolute',
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top: 0,
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display: 'none',
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'pointer-events': 'none',
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'box-sizing': 'border-box'
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})
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return node.node()
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}
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function getSVGNode(el) {
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el = el.node()
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if(el.tagName.toLowerCase() === 'svg')
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return el
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return el.ownerSVGElement
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}
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function getNodeEl() {
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if(node === null) {
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node = initNode();
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// re-add node to DOM
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document.body.appendChild(node);
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};
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return d3.select(node);
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}
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// Private - gets the screen coordinates of a shape
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//
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// Given a shape on the screen, will return an SVGPoint for the directions
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// n(north), s(south), e(east), w(west), ne(northeast), se(southeast), nw(northwest),
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// sw(southwest).
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//
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// +-+-+
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// | |
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// + +
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// | |
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// +-+-+
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//
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// Returns an Object {n, s, e, w, nw, sw, ne, se}
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function getScreenBBox() {
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var targetel = target || d3.event.target;
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while ('undefined' === typeof targetel.getScreenCTM && 'undefined' === targetel.parentNode) {
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targetel = targetel.parentNode;
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}
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var bbox = {},
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matrix = targetel.getScreenCTM(),
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tbbox = targetel.getBBox(),
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width = tbbox.width,
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height = tbbox.height,
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x = tbbox.x,
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y = tbbox.y
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point.x = x
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point.y = y
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bbox.nw = point.matrixTransform(matrix)
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point.x += width
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bbox.ne = point.matrixTransform(matrix)
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point.y += height
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bbox.se = point.matrixTransform(matrix)
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point.x -= width
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bbox.sw = point.matrixTransform(matrix)
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point.y -= height / 2
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bbox.w = point.matrixTransform(matrix)
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point.x += width
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bbox.e = point.matrixTransform(matrix)
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point.x -= width / 2
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point.y -= height / 2
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bbox.n = point.matrixTransform(matrix)
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point.y += height
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bbox.s = point.matrixTransform(matrix)
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return bbox
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}
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return tip
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};
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}));
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+848
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(function(venn) {
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"use strict";
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/** given a list of set objects, and their corresponding overlaps.
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updates the (x, y, radius) attribute on each set such that their positions
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roughly correspond to the desired overlaps */
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venn.venn = function(sets, overlaps, parameters) {
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parameters = parameters || {};
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parameters.maxIterations = parameters.maxIterations || 500;
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var lossFunction = parameters.lossFunction || venn.lossFunction;
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var initialLayout = parameters.layoutFunction || venn.greedyLayout;
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// initial layout is done greedily
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sets = initialLayout(sets, overlaps);
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// transform x/y coordinates to a vector to optimize
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var initial = new Array(2*sets.length);
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for (var i = 0; i < sets.length; ++i) {
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initial[2 * i] = sets[i].x;
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initial[2 * i + 1] = sets[i].y;
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}
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// optimize initial layout from our loss function
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var totalFunctionCalls = 0;
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var solution = venn.fmin(
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function(values) {
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totalFunctionCalls += 1;
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var current = new Array(sets.length);
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for (var i = 0; i < sets.length; ++i) {
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current[i] = {x: values[2 * i],
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y: values[2 * i + 1],
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radius : sets[i].radius,
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size : sets[i].size};
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}
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return lossFunction(current, overlaps);
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},
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initial,
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parameters);
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// transform solution vector back to x/y points
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var positions = solution.solution;
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for (i = 0; i < sets.length; ++i) {
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sets[i].x = positions[2 * i];
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sets[i].y = positions[2 * i + 1];
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}
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return sets;
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};
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/** Returns the distance necessary for two circles of radius r1 + r2 to
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have the overlap area 'overlap' */
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venn.distanceFromIntersectArea = function(r1, r2, overlap) {
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// handle complete overlapped circles
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if (Math.min(r1, r2) * Math.min(r1,r2) * Math.PI <= overlap) {
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return Math.abs(r1 - r2);
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}
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return venn.bisect(function(distance) {
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return venn.circleOverlap(r1, r2, distance) - overlap;
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}, 0, r1 + r2);
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};
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/// gets a matrix of euclidean distances between all sets in venn diagram
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venn.getDistanceMatrix = function(sets, overlaps) {
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// initialize an empty distance matrix between all the points
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var distances = [];
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for (var i = 0; i < sets.length; ++i) {
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distances.push([]);
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for (var j = 0; j < sets.length; ++j) {
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distances[i].push(0);
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}
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}
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// compute distances between all the points
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for (i = 0; i < overlaps.length; ++i) {
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var current = overlaps[i];
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if (current.sets.length !== 2) {
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continue;
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}
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var left = current.sets[0],
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right = current.sets[1],
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r1 = Math.sqrt(sets[left].size / Math.PI),
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r2 = Math.sqrt(sets[right].size / Math.PI),
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distance = venn.distanceFromIntersectArea(r1, r2, current.size);
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distances[left][right] = distances[right][left] = distance;
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}
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return distances;
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};
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/** Lays out a Venn diagram greedily, going from most overlapped sets to
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least overlapped, attempting to position each new set such that the
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overlapping areas to already positioned sets are basically right */
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venn.greedyLayout = function(sets, overlaps) {
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// give each set a default position + radius
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var setOverlaps = {};
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for (var i = 0; i < sets.length; ++i) {
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setOverlaps[i] = [];
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sets[i].radius = Math.sqrt(sets[i].size / Math.PI);
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sets[i].x = sets[i].y = 0;
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}
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// map each set to a list of all the other sets that overlap it
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for (i = 0; i < overlaps.length; ++i) {
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var current = overlaps[i];
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if (current.sets.length !== 2) {
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continue;
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}
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var weight = (current.weight == null) ? 1.0 : current.weight;
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var left = current.sets[0], right = current.sets[1];
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setOverlaps[left].push ({set:right, size:current.size, weight:weight});
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setOverlaps[right].push({set:left, size:current.size, weight:weight});
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}
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// get list of most overlapped sets
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var mostOverlapped = [];
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for (var set in setOverlaps) {
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if (setOverlaps.hasOwnProperty(set)) {
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var size = 0;
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for (i = 0; i < setOverlaps[set].length; ++i) {
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size += setOverlaps[set][i].size * setOverlaps[set][i].weight;
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}
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mostOverlapped.push({set: set, size:size});
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}
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}
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// sort by size desc
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function sortOrder(a,b) {
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return b.size - a.size;
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}
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mostOverlapped.sort(sortOrder);
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// keep track of what sets have been laid out
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var positioned = {};
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function isPositioned(element) {
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return element.set in positioned;
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}
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// adds a point to the output
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function positionSet(point, index) {
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sets[index].x = point.x;
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sets[index].y = point.y;
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positioned[index] = true;
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}
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// add most overlapped set at (0,0)
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positionSet({x: 0, y: 0}, mostOverlapped[0].set);
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// get distances between all points
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var distances = venn.getDistanceMatrix(sets, overlaps);
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for (i = 1; i < mostOverlapped.length; ++i) {
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var setIndex = mostOverlapped[i].set,
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overlap = setOverlaps[setIndex].filter(isPositioned);
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set = sets[setIndex];
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overlap.sort(sortOrder);
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if (overlap.length === 0) {
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throw "Need overlap information for set " + JSON.stringify( set );
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}
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var points = [];
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for (var j = 0; j < overlap.length; ++j) {
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// get appropriate distance from most overlapped already added set
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var p1 = sets[overlap[j].set],
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d1 = distances[setIndex][overlap[j].set];
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// sample positions at 90 degrees for maximum aesthetics
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points.push({x : p1.x + d1, y : p1.y});
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points.push({x : p1.x - d1, y : p1.y});
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points.push({y : p1.y + d1, x : p1.x});
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points.push({y : p1.y - d1, x : p1.x});
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// if we have at least 2 overlaps, then figure out where the
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// set should be positioned analytically and try those too
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for (var k = j + 1; k < overlap.length; ++k) {
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var p2 = sets[overlap[k].set],
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d2 = distances[setIndex][overlap[k].set];
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var extraPoints = venn.circleCircleIntersection(
|
||||
{ x: p1.x, y: p1.y, radius: d1},
|
||||
{ x: p2.x, y: p2.y, radius: d2});
|
||||
|
||||
for (var l = 0; l < extraPoints.length; ++l) {
|
||||
points.push(extraPoints[l]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we have some candidate positions for the set, examine loss
|
||||
// at each position to figure out where to put it at
|
||||
var bestLoss = 1e50, bestPoint = points[0];
|
||||
for (j = 0; j < points.length; ++j) {
|
||||
sets[setIndex].x = points[j].x;
|
||||
sets[setIndex].y = points[j].y;
|
||||
var loss = venn.lossFunction(sets, overlaps);
|
||||
if (loss < bestLoss) {
|
||||
bestLoss = loss;
|
||||
bestPoint = points[j];
|
||||
}
|
||||
}
|
||||
|
||||
positionSet(bestPoint, setIndex);
|
||||
}
|
||||
|
||||
return sets;
|
||||
};
|
||||
|
||||
/// Uses multidimensional scaling to approximate a first layout here
|
||||
venn.classicMDSLayout = function(sets, overlaps) {
|
||||
// get the distance matrix
|
||||
var distances = venn.getDistanceMatrix(sets, overlaps);
|
||||
|
||||
// get positions for each set
|
||||
var positions = mds.classic(distances);
|
||||
|
||||
// translate back to (x,y,radius) coordinates
|
||||
for (var i = 0; i < sets.length; ++i) {
|
||||
sets[i].x = positions[i][0];
|
||||
sets[i].y = positions[i][1];
|
||||
sets[i].radius = Math.sqrt(sets[i].size / Math.PI);
|
||||
}
|
||||
return sets;
|
||||
};
|
||||
|
||||
/** Given a bunch of sets, and the desired overlaps between these sets - computes
|
||||
the distance from the actual overlaps to the desired overlaps. Note that
|
||||
this method ignores overlaps of more than 2 circles */
|
||||
venn.lossFunction = function(sets, overlaps) {
|
||||
var output = 0;
|
||||
|
||||
function getCircles(indices) {
|
||||
return indices.map(function(i) { return sets[i]; });
|
||||
}
|
||||
|
||||
for (var i = 0; i < overlaps.length; ++i) {
|
||||
var area = overlaps[i], overlap;
|
||||
if (area.sets.length == 2) {
|
||||
var left = sets[area.sets[0]],
|
||||
right = sets[area.sets[1]];
|
||||
overlap = venn.circleOverlap(left.radius, right.radius,
|
||||
venn.distance(left, right));
|
||||
} else {
|
||||
overlap = venn.intersectionArea(getCircles(area.sets));
|
||||
}
|
||||
|
||||
var weight = (area.weight == null) ? 1.0 : area.weight;
|
||||
output += weight * (overlap - area.size) * (overlap - area.size);
|
||||
}
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
/** Scales a solution from venn.venn or venn.greedyLayout such that it fits in
|
||||
a rectangle of width/height - with padding around the borders. also
|
||||
centers the diagram in the available space at the same time */
|
||||
venn.scaleSolution = function(solution, width, height, padding) {
|
||||
var minMax = function(d) {
|
||||
var hi = Math.max.apply(null, solution.map(
|
||||
function(c) { return c[d] + c.radius; } )),
|
||||
lo = Math.min.apply(null, solution.map(
|
||||
function(c) { return c[d] - c.radius;} ));
|
||||
return {max:hi, min:lo};
|
||||
};
|
||||
|
||||
width -= 2*padding;
|
||||
height -= 2*padding;
|
||||
|
||||
var xRange = minMax('x'),
|
||||
yRange = minMax('y'),
|
||||
xScaling = width / (xRange.max - xRange.min),
|
||||
yScaling = height / (yRange.max - yRange.min),
|
||||
scaling = Math.min(yScaling, xScaling),
|
||||
|
||||
// while we're at it, center the diagram too
|
||||
xOffset = (width - (xRange.max - xRange.min) * scaling) / 2,
|
||||
yOffset = (height - (yRange.max - yRange.min) * scaling) / 2;
|
||||
|
||||
for (var i = 0; i < solution.length; ++i) {
|
||||
var set = solution[i];
|
||||
set.radius = scaling * set.radius;
|
||||
set.x = padding + xOffset + (set.x - xRange.min) * scaling;
|
||||
set.y = padding + yOffset + (set.y - yRange.min) * scaling;
|
||||
}
|
||||
|
||||
return solution;
|
||||
};
|
||||
|
||||
// sometimes text doesn't fit inside the circle, if thats the case lets wrap
|
||||
// the text here such that it fits
|
||||
// todo: looks like this might be merged into d3 (
|
||||
// https://github.com/mbostock/d3/issues/1642),
|
||||
// also worth checking out is
|
||||
// http://engineering.findthebest.com/wrapping-axis-labels-in-d3-js/
|
||||
// this seems to be one of those things that should be easy but isn't
|
||||
function wrapText() {
|
||||
var text = d3.select(this),
|
||||
data = text.datum(),
|
||||
width = data.radius,
|
||||
words = data.label.split(/\s+/).reverse(),
|
||||
maxLines = 3,
|
||||
minChars = (data.label.length + words.length) / maxLines,
|
||||
word = words.pop(),
|
||||
line = [word],
|
||||
joined,
|
||||
lineNumber = 0,
|
||||
lineHeight = 1.1, // ems
|
||||
tspan = text.text(null).append("tspan").text(word);
|
||||
|
||||
while (word = words.pop()) {
|
||||
line.push(word);
|
||||
joined = line.join(" ");
|
||||
tspan.text(joined);
|
||||
if (joined.length > minChars && tspan.node().getComputedTextLength() > width) {
|
||||
line.pop();
|
||||
tspan.text(line.join(" "));
|
||||
line = [word];
|
||||
tspan = text.append("tspan").text(word);
|
||||
lineNumber++;
|
||||
}
|
||||
}
|
||||
|
||||
var initial = 0.35 - lineNumber * lineHeight / 2,
|
||||
x = Math.floor(data.textCenter.x),
|
||||
y = Math.floor(data.textCenter.y);
|
||||
|
||||
text.selectAll("tspan")
|
||||
.attr("x", x)
|
||||
.attr("y", y)
|
||||
.attr("dy", function(d, i) {
|
||||
return (initial + i * lineHeight) + "em";
|
||||
});
|
||||
}
|
||||
|
||||
function weightedSum(a, b) {
|
||||
var ret = new Array(a[1].length || 0);
|
||||
for (var j = 0; j < ret.length; ++j) {
|
||||
ret[j] = a[0] * a[1][j] + b[0] * b[1][j];
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
/** finds the zeros of a function, given two starting points (which must
|
||||
* have opposite signs */
|
||||
venn.bisect = function(f, a, b, parameters) {
|
||||
parameters = parameters || {};
|
||||
var maxIterations = parameters.maxIterations || 100,
|
||||
tolerance = parameters.tolerance || 1e-10,
|
||||
fA = f(a),
|
||||
fB = f(b),
|
||||
delta = b - a;
|
||||
|
||||
if (fA * fB > 0) {
|
||||
throw "Initial bisect points must have opposite signs";
|
||||
}
|
||||
|
||||
if (fA === 0) return a;
|
||||
if (fB === 0) return b;
|
||||
|
||||
for (var i = 0; i < maxIterations; ++i) {
|
||||
delta /= 2;
|
||||
var mid = a + delta,
|
||||
fMid = f(mid);
|
||||
|
||||
if (fMid * fA >= 0) {
|
||||
a = mid;
|
||||
}
|
||||
|
||||
if ((Math.abs(delta) < tolerance) || (fMid === 0)) {
|
||||
return mid;
|
||||
}
|
||||
}
|
||||
return a + delta;
|
||||
};
|
||||
|
||||
/** minimizes a function using the downhill simplex method */
|
||||
venn.fmin = function(f, x0, parameters) {
|
||||
parameters = parameters || {};
|
||||
|
||||
var maxIterations = parameters.maxIterations || x0.length * 200,
|
||||
nonZeroDelta = parameters.nonZeroDelta || 1.1,
|
||||
zeroDelta = parameters.zeroDelta || 0.001,
|
||||
minErrorDelta = parameters.minErrorDelta || 1e-5,
|
||||
rho = parameters.rho || 1,
|
||||
chi = parameters.chi || 2,
|
||||
psi = parameters.psi || -0.5,
|
||||
sigma = parameters.sigma || 0.5,
|
||||
callback = parameters.callback;
|
||||
|
||||
// initialize simplex.
|
||||
var N = x0.length,
|
||||
simplex = new Array(N + 1);
|
||||
simplex[0] = x0;
|
||||
simplex[0].fx = f(x0);
|
||||
for (var i = 0; i < N; ++i) {
|
||||
var point = x0.slice();
|
||||
point[i] = point[i] ? point[i] * nonZeroDelta : zeroDelta;
|
||||
simplex[i+1] = point;
|
||||
simplex[i+1].fx = f(point);
|
||||
}
|
||||
|
||||
var sortOrder = function(a, b) { return a.fx - b.fx; };
|
||||
|
||||
for (var iteration = 0; iteration < maxIterations; ++iteration) {
|
||||
simplex.sort(sortOrder);
|
||||
if (callback) {
|
||||
callback(simplex);
|
||||
}
|
||||
|
||||
if (Math.abs(simplex[0].fx - simplex[N].fx) < minErrorDelta) {
|
||||
break;
|
||||
}
|
||||
|
||||
// compute the centroid of all but the worst point in the simplex
|
||||
var centroid = new Array(N);
|
||||
for (i = 0; i < N; ++i) {
|
||||
centroid[i] = 0;
|
||||
for (var j = 0; j < N; ++j) {
|
||||
centroid[i] += simplex[j][i];
|
||||
}
|
||||
centroid[i] /= N;
|
||||
}
|
||||
|
||||
// reflect the worst point past the centroid and compute loss at reflected
|
||||
// point
|
||||
var worst = simplex[N];
|
||||
var reflected = weightedSum([1+rho, centroid], [-rho, worst]);
|
||||
reflected.fx = f(reflected);
|
||||
|
||||
var replacement = reflected;
|
||||
|
||||
// if the reflected point is the best seen, then possibly expand
|
||||
if (reflected.fx <= simplex[0].fx) {
|
||||
var expanded = weightedSum([1+chi, centroid], [-chi, worst]);
|
||||
expanded.fx = f(expanded);
|
||||
if (expanded.fx < reflected.fx) {
|
||||
replacement = expanded;
|
||||
}
|
||||
}
|
||||
|
||||
// if the reflected point is worse than the second worst, we need to
|
||||
// contract
|
||||
else if (reflected.fx >= simplex[N-1].fx) {
|
||||
var shouldReduce = false;
|
||||
var contracted;
|
||||
|
||||
if (reflected.fx <= worst.fx) {
|
||||
// do an inside contraction
|
||||
contracted = weightedSum([1+psi, centroid], [-psi, worst]);
|
||||
contracted.fx = f(contracted);
|
||||
if (contracted.fx < worst.fx) {
|
||||
replacement = contracted;
|
||||
} else {
|
||||
shouldReduce = true;
|
||||
}
|
||||
} else {
|
||||
// do an outside contraction
|
||||
contracted = weightedSum([1-psi * rho, centroid], [psi*rho, worst]);
|
||||
contracted.fx = f(contracted);
|
||||
if (contracted.fx <= reflected.fx) {
|
||||
replacement = contracted;
|
||||
} else {
|
||||
shouldReduce = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (shouldReduce) {
|
||||
// do reduction. doesn't actually happen that often
|
||||
for (i = 1; i < simplex.length; ++i) {
|
||||
simplex[i] = weightedSum([1 - sigma, simplex[0]],
|
||||
[sigma - 1, simplex[i]]);
|
||||
simplex[i].fx = f(simplex[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
simplex[N] = replacement;
|
||||
}
|
||||
|
||||
simplex.sort(sortOrder);
|
||||
return {f : simplex[0].fx,
|
||||
solution : simplex[0]};
|
||||
};
|
||||
|
||||
/** returns a svg path of the intersection area of a bunch of circles */
|
||||
venn.intersectionAreaPath = function(circles) {
|
||||
var stats = {};
|
||||
venn.intersectionArea(circles, stats);
|
||||
var arcs = stats.arcs;
|
||||
|
||||
if (arcs.length === 0) {
|
||||
return "M 0 0";
|
||||
}
|
||||
|
||||
var ret = ["\nM", arcs[0].p2.x, arcs[0].p2.y];
|
||||
for (var i = 0; i < arcs.length; ++i) {
|
||||
var arc = arcs[i], r = arc.circle.radius, wide = arc.width > r;
|
||||
ret.push("\nA", r, r, 0, wide ? 1 : 0, 1, arc.p1.x, arc.p1.y);
|
||||
}
|
||||
|
||||
return ret.join(" ");
|
||||
};
|
||||
|
||||
// computes the center for text by sampling perimiter of circle, and taking
|
||||
// the average of points on perimeter that are only in that circle
|
||||
function computeTextCenters(sets, width, height, diagram) {
|
||||
// basically just finding the center point of each region by sampling
|
||||
// points in a grid and taking the average sampled point for each region
|
||||
// There is probably an analytic way of computing this exactly, but
|
||||
// this works well enough for our purposes
|
||||
var sums = [];
|
||||
for (var i = 0; i < sets.length; ++i) {
|
||||
sums.push({'x' : 0, 'y' : 0, 'count' : 0});
|
||||
}
|
||||
|
||||
var samples = 32;
|
||||
for (var i = 0; i < samples; ++i) {
|
||||
var x = i * width / samples;
|
||||
for (var j = 0; j < samples; ++j) {
|
||||
var y = j * height / samples;
|
||||
var point = {'x' : x, 'y' : y};
|
||||
|
||||
var contained = []
|
||||
|
||||
for (var k = 0; k < sets.length; ++k) {
|
||||
if (venn.distance(point, sets[k]) <= sets[k].radius) {
|
||||
contained.push(k);
|
||||
}
|
||||
}
|
||||
if (contained.length == 1) {
|
||||
var sum = sums[contained[0]];
|
||||
sum.x += point.x;
|
||||
sum.y += point.y;
|
||||
sum.count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < sets.length; ++i) {
|
||||
var sum = sums[i];
|
||||
if (sum.count) {
|
||||
sets[i].textCenter = { 'x' : sum.x / sum.count,
|
||||
'y' : sum.y / sum.count};
|
||||
} else {
|
||||
// no sampled points, possibly completely overlapped (or tiny)
|
||||
// use circle centre
|
||||
sets[i].textCenter = { 'x' : sets[i].x,
|
||||
'y' : sets[i].y};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
venn.drawD3Diagram = function(element, dataset, width, height, parameters) {
|
||||
parameters = parameters || {};
|
||||
|
||||
var colours = d3.scale.category10(),
|
||||
padding = ('padding' in parameters) ? parameters.padding : 6;
|
||||
|
||||
dataset = venn.scaleSolution(dataset, width, height, padding);
|
||||
computeTextCenters(dataset, width, height);
|
||||
|
||||
var svg = element.append("svg")
|
||||
.attr("width", width)
|
||||
.attr("height", height);
|
||||
|
||||
var diagram = svg.append( "g" );
|
||||
|
||||
var nodes = diagram.append("g").selectAll("circle")
|
||||
.data(dataset)
|
||||
.enter()
|
||||
.append("g");
|
||||
|
||||
var circles = nodes.append("circle")
|
||||
.attr("r", function(d) { return d.radius; })
|
||||
.style("fill-opacity", 0.3)
|
||||
.attr("cx", function(d) { return d.x; })
|
||||
.attr("cy", function(d) { return d.y; })
|
||||
.style("fill", function(d, i) { return colours(i); });
|
||||
|
||||
var text = nodes.append("text")
|
||||
.attr("dy", ".35em")
|
||||
.attr("x", function(d) { return Math.floor(d.textCenter.x); })
|
||||
.attr("y", function(d) { return Math.floor(d.textCenter.y); })
|
||||
.attr("text-anchor", "middle")
|
||||
.style("fill", function(d, i) { return colours(i); })
|
||||
.call(function (text) { text.each(wrapText); });
|
||||
|
||||
return {'svg' : svg,
|
||||
'nodes' : nodes,
|
||||
'circles' : circles,
|
||||
'text' : text };
|
||||
};
|
||||
|
||||
venn.updateD3Diagram = function(diagram, dataset, parameters) {
|
||||
parameters = parameters || {};
|
||||
var padding = ('padding' in parameters) ? parameters.padding : 6,
|
||||
duration = ('duration' in parameters) ? parameters.duration : 400;
|
||||
|
||||
var svg = diagram.svg,
|
||||
width = parseInt(svg.attr('width'), 10),
|
||||
height = parseInt(svg.attr('height'), 10);
|
||||
|
||||
dataset = venn.scaleSolution(dataset, width, height, padding);
|
||||
computeTextCenters(dataset, width, height);
|
||||
|
||||
var transition = diagram.nodes
|
||||
.data(dataset)
|
||||
.transition()
|
||||
.duration(duration);
|
||||
|
||||
transition.select("circle")
|
||||
.attr("cx", function(d) { return d.x; })
|
||||
.attr("cy", function(d) { return d.y; })
|
||||
.attr("r", function(d) { return d.radius; });
|
||||
|
||||
// transtitioning the text is a little tricky in the case
|
||||
// of wrapping. so lets basically transition unwrapped text
|
||||
// and at the end of the transition we'll wrap it again
|
||||
transition.select("text")
|
||||
.text(function (d) { return d.label; } )
|
||||
.each("end", wrapText)
|
||||
.attr("x", function(d) { return Math.floor(d.textCenter.x); })
|
||||
.attr("y", function(d) { return Math.floor(d.textCenter.y); });
|
||||
};
|
||||
|
||||
var SMALL = 1e-10;
|
||||
|
||||
/** Returns the intersection area of a bunch of circles (where each circle
|
||||
is an object having an x,y and radius property) */
|
||||
venn.intersectionArea = function(circles, stats) {
|
||||
// get all the intersection points of the circles
|
||||
var intersectionPoints = getIntersectionPoints(circles);
|
||||
|
||||
// filter out points that aren't included in all the circles
|
||||
var innerPoints = intersectionPoints.filter(function (p) {
|
||||
return venn.containedInCircles(p, circles);
|
||||
});
|
||||
|
||||
var arcArea = 0, polygonArea = 0, arcs = [], i;
|
||||
|
||||
// if we have intersection points that are within all the circles,
|
||||
// then figure out the area contained by them
|
||||
if (innerPoints.length > 1) {
|
||||
// sort the points by angle from the center of the polygon, which lets
|
||||
// us just iterate over points to get the edges
|
||||
var center = venn.getCenter(innerPoints);
|
||||
for (i = 0; i < innerPoints.length; ++i ) {
|
||||
var p = innerPoints[i];
|
||||
p.angle = Math.atan2(p.x - center.x, p.y - center.y);
|
||||
}
|
||||
innerPoints.sort(function(a,b) { return b.angle - a.angle;});
|
||||
|
||||
// iterate over all points, get arc between the points
|
||||
// and update the areas
|
||||
var p2 = innerPoints[innerPoints.length - 1];
|
||||
for (i = 0; i < innerPoints.length; ++i) {
|
||||
var p1 = innerPoints[i];
|
||||
|
||||
// polygon area updates easily ...
|
||||
polygonArea += (p2.x + p1.x) * (p1.y - p2.y);
|
||||
|
||||
// updating the arc area is a little more involved
|
||||
var midPoint = {x : (p1.x + p2.x) / 2,
|
||||
y : (p1.y + p2.y) / 2},
|
||||
arc = null;
|
||||
|
||||
for (var j = 0; j < p1.parentIndex.length; ++j) {
|
||||
if (p2.parentIndex.indexOf(p1.parentIndex[j]) > -1) {
|
||||
// figure out the angle halfway between the two points
|
||||
// on the current circle
|
||||
var circle = circles[p1.parentIndex[j]],
|
||||
a1 = Math.atan2(p1.x - circle.x, p1.y - circle.y),
|
||||
a2 = Math.atan2(p2.x - circle.x, p2.y - circle.y);
|
||||
|
||||
var angleDiff = (a2 - a1);
|
||||
if (angleDiff < 0) {
|
||||
angleDiff += 2*Math.PI;
|
||||
}
|
||||
|
||||
// and use that angle to figure out the width of the
|
||||
// arc
|
||||
var a = a2 - angleDiff/2,
|
||||
width = venn.distance(midPoint, {
|
||||
x : circle.x + circle.radius * Math.sin(a),
|
||||
y : circle.y + circle.radius * Math.cos(a)
|
||||
});
|
||||
|
||||
// pick the circle whose arc has the smallest width
|
||||
if ((arc === null) || (arc.width > width)) {
|
||||
arc = { circle : circle,
|
||||
width : width,
|
||||
p1 : p1,
|
||||
p2 : p2};
|
||||
}
|
||||
}
|
||||
}
|
||||
arcs.push(arc);
|
||||
arcArea += venn.circleArea(arc.circle.radius, arc.width);
|
||||
p2 = p1;
|
||||
}
|
||||
} else {
|
||||
// no intersection points, is either disjoint - or is completely
|
||||
// overlapped. figure out which by examining the smallest circle
|
||||
var smallest = circles[0];
|
||||
for (i = 1; i < circles.length; ++i) {
|
||||
if (circles[i].radius < smallest.radius) {
|
||||
smallest = circles[i];
|
||||
}
|
||||
}
|
||||
|
||||
// make sure the smallest circle is completely contained in all
|
||||
// the other circles
|
||||
var disjoint = false;
|
||||
for (i = 0; i < circles.length; ++i) {
|
||||
if (venn.distance(circles[i], smallest) > Math.abs(smallest.radius - circles[i].radius)) {
|
||||
disjoint = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (disjoint) {
|
||||
arcArea = polygonArea = 0;
|
||||
|
||||
} else {
|
||||
arcArea = smallest.radius * smallest.radius * Math.PI;
|
||||
arcs.push({circle : smallest,
|
||||
p1: { x: smallest.x, y : smallest.y + smallest.radius},
|
||||
p2: { x: smallest.x - SMALL, y : smallest.y + smallest.radius},
|
||||
width : smallest.radius * 2 });
|
||||
}
|
||||
}
|
||||
|
||||
polygonArea /= 2;
|
||||
if (stats) {
|
||||
stats.area = arcArea + polygonArea;
|
||||
stats.arcArea = arcArea;
|
||||
stats.polygonArea = polygonArea;
|
||||
stats.arcs = arcs;
|
||||
stats.innerPoints = innerPoints;
|
||||
stats.intersectionPoints = intersectionPoints;
|
||||
}
|
||||
|
||||
return arcArea + polygonArea;
|
||||
};
|
||||
|
||||
/** returns whether a point is contained by all of a list of circles */
|
||||
venn.containedInCircles = function(point, circles) {
|
||||
for (var i = 0; i < circles.length; ++i) {
|
||||
if (venn.distance(point, circles[i]) > circles[i].radius + SMALL) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
/** Gets all intersection points between a bunch of circles */
|
||||
function getIntersectionPoints(circles) {
|
||||
var ret = [];
|
||||
for (var i = 0; i < circles.length; ++i) {
|
||||
for (var j = i + 1; j < circles.length; ++j) {
|
||||
var intersect = venn.circleCircleIntersection(circles[i],
|
||||
circles[j]);
|
||||
for (var k = 0; k < intersect.length; ++k) {
|
||||
var p = intersect[k];
|
||||
p.parentIndex = [i,j];
|
||||
ret.push(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
venn.circleIntegral = function(r, x) {
|
||||
var y = Math.sqrt(r * r - x * x);
|
||||
return x * y + r * r * Math.atan2(x, y);
|
||||
};
|
||||
|
||||
/** Returns the area of a circle of radius r - up to width */
|
||||
venn.circleArea = function(r, width) {
|
||||
return venn.circleIntegral(r, width - r) - venn.circleIntegral(r, -r);
|
||||
};
|
||||
|
||||
|
||||
/** euclidean distance between two points */
|
||||
venn.distance = function(p1, p2) {
|
||||
return Math.sqrt((p1.x - p2.x) * (p1.x - p2.x) +
|
||||
(p1.y - p2.y) * (p1.y - p2.y));
|
||||
};
|
||||
|
||||
|
||||
/** Returns the overlap area of two circles of radius r1 and r2 - that
|
||||
have their centers separated by distance d. Simpler faster
|
||||
circle intersection for only two circles */
|
||||
venn.circleOverlap = function(r1, r2, d) {
|
||||
// no overlap
|
||||
if (d >= r1 + r2) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// completely overlapped
|
||||
if (d <= Math.abs(r1 - r2)) {
|
||||
return Math.PI * Math.min(r1, r2) * Math.min(r1, r2);
|
||||
}
|
||||
|
||||
var w1 = r1 - (d * d - r2 * r2 + r1 * r1) / (2 * d),
|
||||
w2 = r2 - (d * d - r1 * r1 + r2 * r2) / (2 * d);
|
||||
return venn.circleArea(r1, w1) + venn.circleArea(r2, w2);
|
||||
};
|
||||
|
||||
|
||||
/** Given two circles (containing a x/y/radius attributes),
|
||||
returns the intersecting points if possible.
|
||||
note: doesn't handle cases where there are infinitely many
|
||||
intersection points (circles are equivalent):, or only one intersection point*/
|
||||
venn.circleCircleIntersection = function(p1, p2) {
|
||||
var d = venn.distance(p1, p2),
|
||||
r1 = p1.radius,
|
||||
r2 = p2.radius;
|
||||
|
||||
// if to far away, or self contained - can't be done
|
||||
if ((d >= (r1 + r2)) || (d <= Math.abs(r1 - r2))) {
|
||||
return [];
|
||||
}
|
||||
|
||||
var a = (r1 * r1 - r2 * r2 + d * d) / (2 * d),
|
||||
h = Math.sqrt(r1 * r1 - a * a),
|
||||
x0 = p1.x + a * (p2.x - p1.x) / d,
|
||||
y0 = p1.y + a * (p2.y - p1.y) / d,
|
||||
rx = -(p2.y - p1.y) * (h / d),
|
||||
ry = -(p2.x - p1.x) * (h / d);
|
||||
|
||||
return [{ x: x0 + rx, y : y0 - ry },
|
||||
{ x: x0 - rx, y : y0 + ry }];
|
||||
};
|
||||
|
||||
/** Returns the center of a bunch of points */
|
||||
venn.getCenter = function(points) {
|
||||
var center = { x: 0, y: 0};
|
||||
for (var i =0; i < points.length; ++i ) {
|
||||
center.x += points[i].x;
|
||||
center.y += points[i].y;
|
||||
}
|
||||
center.x /= points.length;
|
||||
center.y /= points.length;
|
||||
return center;
|
||||
};
|
||||
}(window.venn = window.venn || {}));
|
||||
Reference in New Issue
Block a user