apache / echarts

Apache ECharts is a powerful, interactive charting and data visualization library for browser
https://echarts.apache.org
Apache License 2.0
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热力图 使用setOption改变数据后,整个图都重新刷新一遍[Bug] #16231

Open CodeFly16 opened 2 years ago

CodeFly16 commented 2 years ago

Version

5.22

Link to Minimal Reproduction

No response

Steps to Reproduce

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: {},
  xAxis: {
    type: 'category',
    data: xData
  },
  yAxis: {
    type: 'category',
    data: yData
  },
  visualMap: {
    min: 0,
    max: 1,
    calculable: true,
    realtime: false,
    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;
}

setInterval(function () {
  for (var i = 0; i < 5; i++) {
    data.shift();
  }
  myChart.setOption({
    series: [
      {
        data: data
      }
    ]
  });
}, 1000);

Current Behavior

当前每过1s都会刷新

Expected Behavior

使用setOption改变data后,界面不会刷新,仅仅是数据变化

Environment

- OS: macOS BigSur 11.4 (20F71)
- Browser: 96.0.4664.93
- Framework: Vue@3

Any additional comments?

No response

echarts-bot[bot] commented 2 years ago

@CodeFly16 It seems you are not using English, I've helped translate the content automatically. To make your issue understood by more people and get helped, we'd like to suggest using English next time. 🤗

TRANSLATED
**TITLE** Heat map After using setOption to change the data, the entire map is refreshed again [Bug]
Ovilia commented 2 years ago

默认情况下都是完整刷新,如果需要局部刷新,在 init 的时候 useDirtyRect 设为 true

CodeFly16 commented 2 years ago

默认情况下都刷新,如果局部需要刷新,在 init 的useDirtyRect设为 true

感谢回复 https://codesandbox.io/s/objective-ritchie-9o0o2?file=/src/index.js 这是我在demo链接,这里添加useDirtyRect还是会出现刷新情况 image test-demo

kingyue737 commented 2 years ago

Still meet this bug in v5.3.3

Reproduction:

  1. Open Official example https://echarts.apache.org/examples/en/editor.html?c=heatmap-cartesian
  2. Turn on useDirtyRect in setting
  3. Add following line in editor setTimeout(function() {data[0][2]=1;myChart.setOption(option)}, 3000);

The whole chart is refreshed

kingyue737 commented 1 year ago

即便不改变数据,只是设置别的选项,比如

myChart.setOption({toolbox:{show:true}})

也会让整个图重新绘制。希望至少没有设置data的时候,不要刷新整张图。

litao1117 commented 2 months ago

这个问题现在有大佬知道怎么做吗