Closed learnningUser closed 1 year ago
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@learnningUser Please provide a demo for the issue either with https://codepen.io/Ovilia/pen/dyYWXWM or https://www.makeapie.com/editor.html.
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: 10,
left: 140
},
xAxis: {
type: 'category',
data: xData
},
yAxis: {
type: 'category',
data: yData
},
visualMap: {
type: 'piecewise',
min: 0,
max: 1,
calculable: true,
realtime: false,
splitNumber: 8,
inRange: {
color: ['#313695', '#4575b4', '#74add1', '#abd9e9', '#e0f3f8', '#ffffbf', '#fee090', '#fdae61', '#f46d43', '#d73027', '#a50026']
}
},
legend: {
selectedMode: false
},
series: [{
name: 'Gaussian',
type: 'heatmap',
data: data,
emphasis: {
itemStyle: {
borderColor: '#333',
borderWidth: 1
}
},
progressive: 1000,
animation: false
}]
};
$('#chart-panel').css('zoom', 1.03);
///////////////////////////////////////////////////////////////////////////
// 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;
}
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Version
4.9.0
Steps to reproduce
Add zoom attribute style to div of thermal diagram, and the left click label will be misplaced
What is expected?
No matter how much scale the div, the tags click on will not be misplaced
What is actually happening?
scale the div of thermal diagram,left click label will be misplaced
### Version 4.9.0 ### Steps to reproduce Add zoom attribute style to div of thermal diagram, and the left click label will be misplaced ### What is expected? No matter how much scale the div, the tags click on will not be misplaced ### What is actually happening? scale the div of thermal diagram,left click label will be misplaced