I'm using plotbands in a gauge chart to represent angle ranges. But I'm facing a problem with the plotband angles when the "from" value is higher than the "to" value.
JSFiddle
As you can see, the plotband is set as from: 270, to: 45 but it really is rendered as if it was set as from: 45, to: 270. That renders exactly the oposite angle range that I need.
The only way that I can find to do that is setting two plotbands, one from 270 to 360 and another one from 0 to 45, but that seems very unconvenient.
Is there any easy way to achieve what I'm trying to do?
As I have mentioned in my comment, I think that you should be able to override getPlotBand method in your code for enabling plotBands with bigger from value than to value:
(function(H) {
H.wrap(H.Axis.prototype, 'init', function(proceed, chart, userOptions) {
this.getPlotBandPath = function(from, to, options) {
var center = this.center,
startAngleRad = this.startAngleRad,
pick = H.pick,
map = H.map,
pInt = H.pInt,
fullRadius = center[2] / 2,
radii = [
pick(options.outerRadius, '100%'),
options.innerRadius,
pick(options.thickness, 10)
],
offset = Math.min(this.offset, 0),
percentRegex = /%$/,
start,
end,
open,
isCircular = this.isCircular, // X axis in a polar chart
ret;
// Polygonal plot bands
if (this.options.gridLineInterpolation === 'polygon') {
ret = this.getPlotLinePath(from).concat(this.getPlotLinePath(to, true));
// Circular grid bands
} else {
// Keep within bounds
from = Math.max(from, this.min);
to = Math.min(to, this.max);
// Plot bands on Y axis (radial axis) - inner and outer radius depend on to and from
if (!isCircular) {
radii[0] = this.translate(from);
radii[1] = this.translate(to);
}
// Convert percentages to pixel values
radii = map(radii, function(radius) {
if (percentRegex.test(radius)) {
radius = (pInt(radius, 10) * fullRadius) / 100;
}
return radius;
});
// Handle full circle
if (options.shape === 'circle' || !isCircular) {
start = -Math.PI / 2;
end = Math.PI * 1.5;
open = true;
} else {
start = startAngleRad + this.translate(from);
end = startAngleRad + this.translate(to);
}
radii[0] -= offset; // #5283
radii[2] -= offset; // #5283
ret = this.chart.renderer.symbols.arc(
this.left + center[0],
this.top + center[1],
radii[0],
radii[0], {
start: start, // Math is for reversed yAxis (#3606)
end: end,
innerR: pick(radii[1], radii[0] - radii[2]),
open: open
}
);
}
return ret;
}
proceed.call(this, chart, userOptions);
});
}(Highcharts))
Live example:
http://jsfiddle.net/2Ljk7usL/9/
Related
Most important code just for example. Func UPDATE is called in every draw frame.
I want implement jumping virtualJumpActive == true logic.
I invert procedure for virtualJumpActive == true to make scene object and camera position set by cannonjs position but just in some short time.
My camera.posY follow fixed values for now.
I wanna only Y (for cannonjs Z / jumping ) to be navigated by physics and other XY
to be navigated by camera (WASD user control)...
It is little intricate situation, i have 3 factors
position of camera
position of player (hands)
position of player collision object
In normal regime player collision object follow camera and player.
In jump moment i wanna apply by vertical force and make camera follow collision object. Also i wanna that always Y component depens on physics data. In that way i will have jumping on top of other objects.
var playerUpdater = {
UPDATE: () => {
App.scene[objName].rotation.rotateY(
matrixEngine.Events.camera.yaw + 180)
var detPitch;
var limit = 2;
if(matrixEngine.Events.camera.pitch < limit &&
matrixEngine.Events.camera.pitch > -limit) {
detPitch = matrixEngine.Events.camera.pitch * 2;
} else if(matrixEngine.Events.camera.pitch > limit) {
detPitch = limit * 2;
} else if(matrixEngine.Events.camera.pitch < -(limit + 2)) {
detPitch = -(limit + 2) * 2;
}
if(matrixEngine.Events.camera.virtualJumpActive == true) {
// invert logic
// Scene object set
App.scene[objName].rotation.rotateX(-detPitch);
var detPitchPos = matrixEngine.Events.camera.pitch;
if(detPitchPos > 4) detPitchPos = 4;
App.scene[objName].position.setPosition(
App.scene.playerCollisonBox.physics.currentBody.position.x,
App.scene.playerCollisonBox.physics.currentBody.position.z,
App.scene.playerCollisonBox.physics.currentBody.position.y
)
// Cannonjs object set
// Switched Z - Y
matrixEngine.Events.camera.xPos = App.scene.playerCollisonBox.physics.currentBody.position.x;
matrixEngine.Events.camera.zPos = App.scene.playerCollisonBox.physics.currentBody.position.y;
matrixEngine.Events.camera.yPos = App.scene.playerCollisonBox.physics.currentBody.position.z;
// App.scene.playerCollisonBox.
// physics.currentBody.velocity.set(0, 0, 0);
App.scene.playerCollisonBox.
physics.currentBody.angularVelocity.set(0, 0, 0);
setTimeout(() => {
matrixEngine.Events.camera.virtualJumpActive = false;
matrixEngine.Events.camera.virtualJumpY = 2;
}, 350);
} else {
// Scene object set
App.scene[objName].rotation.rotateX(-detPitch);
var detPitchPos = matrixEngine.Events.camera.pitch;
if(detPitchPos > 4) detPitchPos = 4;
App.scene[objName].position.setPosition(
matrixEngine.Events.camera.xPos,
matrixEngine.Events.camera.yPos - 0.3 + detPitchPos / 50,
matrixEngine.Events.camera.zPos,
)
// Cannonjs object set
// Switched Z - Y
App.scene.playerCollisonBox.
physics.currentBody.position.set(
matrixEngine.Events.camera.xPos,
matrixEngine.Events.camera.zPos,
matrixEngine.Events.camera.yPos);
App.scene.playerCollisonBox.
physics.currentBody.velocity.set(0, 0, 0);
App.scene.playerCollisonBox.
physics.currentBody.angularVelocity.set(0, 0, 0);
}
}
};
.full {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
}
<object class="full" data="https://fps-matrix-engine.vercel.app"/>
Any suggestion ?
More data:
Stackoverflow Question ref code =>
https://codepen.io/zlatnaspirala/pen/eYKrmdM?editors=0010
Source code github
Last update
https://fps-matrix-engine.vercel.app
I have a highcharts sankey diagram with two sides:
There are situations where some of my nodes have empty links (=with 0 weight). I would like the node to being displayed despite having no link from or to it.
Any chance I can achieve this?
I read on this thread that I have to fake it with weight=1 connexions, I could make the link transparent, and twitch the tooltip to hide those, but that's very painful for something that feels pretty basic.
Maybe a custom call of the generateNode call or something?
Thanks for the help
You can use the following wrap to show a node when the weight is 0.
const isObject = Highcharts.isObject,
merge = Highcharts.merge
function getDLOptions(
params
) {
const optionsPoint = (
isObject(params.optionsPoint) ?
params.optionsPoint.dataLabels : {}
),
optionsLevel = (
isObject(params.level) ?
params.level.dataLabels : {}
),
options = merge({
style: {}
}, optionsLevel, optionsPoint);
return options;
}
Highcharts.wrap(
Highcharts.seriesTypes.sankey.prototype,
'translateNode',
function(proceed, node, column) {
var translationFactor = this.translationFactor,
series = this,
chart = this.chart,
options = this.options,
sum = node.getSum(),
nodeHeight = Math.max(Math.round(sum * translationFactor),
this.options.minLinkWidth),
nodeWidth = Math.round(this.nodeWidth),
crisp = Math.round(options.borderWidth) % 2 / 2,
nodeOffset = column.sankeyColumn.offset(node,
translationFactor),
fromNodeTop = Math.floor(Highcharts.pick(nodeOffset.absoluteTop, (column.sankeyColumn.top(translationFactor) +
nodeOffset.relativeTop))) + crisp,
left = Math.floor(this.colDistance * node.column +
options.borderWidth / 2) + Highcharts.relativeLength(node.options.offsetHorizontal || 0,
nodeWidth) +
crisp,
nodeLeft = chart.inverted ?
chart.plotSizeX - left :
left;
node.sum = sum;
proceed.apply(this, Array.prototype.slice.call(arguments, 1));
if (1) {
// Draw the node
node.shapeType = 'rect';
node.nodeX = nodeLeft;
node.nodeY = fromNodeTop;
let x = nodeLeft,
y = fromNodeTop,
width = node.options.width || options.width || nodeWidth,
height = node.options.height || options.height || nodeHeight;
if (chart.inverted) {
x = nodeLeft - nodeWidth;
y = chart.plotSizeY - fromNodeTop - nodeHeight;
width = node.options.height || options.height || nodeWidth;
height = node.options.width || options.width || nodeHeight;
}
// Calculate data label options for the point
node.dlOptions = getDLOptions({
level: (this.mapOptionsToLevel)[node.level],
optionsPoint: node.options
});
// Pass test in drawPoints
node.plotX = 1;
node.plotY = 1;
// Set the anchor position for tooltips
node.tooltipPos = chart.inverted ? [
(chart.plotSizeY) - y - height / 2,
(chart.plotSizeX) - x - width / 2
] : [
x + width / 2,
y + height / 2
];
node.shapeArgs = {
x,
y,
width,
height,
display: node.hasShape() ? '' : 'none'
};
} else {
node.dlOptions = {
enabled: false
};
}
}
);
Demo:
http://jsfiddle.net/BlackLabel/uh6fp89j/
In the above solution, another node arrangement would be difficult to achieve and may require a lot of modifications beyond our scope of support.
You can consider using mentioned "tricky solution", since might return a better positioning result. This solution is based on changing 0 weight nodes on the chart.load() event and converting the tooltip as well, so it may require adjustment to your project.
chart: {
events: {
load() {
this.series[0].points.forEach(point => {
if (point.weight === 0) {
point.update({
weight: 0.1,
color: 'transparent'
})
}
})
}
}
},
tooltip: {
nodeFormatter: function() {
return `${this.name}: <b>${Math.floor(this.sum)}</b><br/>`
},
pointFormatter: function() {
return `${this.fromNode.name} → ${this.toNode.name}: <b>${Math.floor(this.weight)}</b><br/>`
}
},
Demo:
http://jsfiddle.net/BlackLabel/0dqpabku/
I have this:
Columns with empty spaces
and i need this:
Columns without empty spaces
I have hourly data on the first 24 intervals and then tri-hourly data for the following intervals.
I can not find an option for this and I do not want to use the option pointRange because I want to have only one series per column.
Any idea ?
Thanks to Kamil Kulig, i create a new type from variwide type. variwide type has an odd postTranslate function that distored axis translation and it is not working for me with x-axis datetime.
/**
* Variable width column type
*/
H.seriesType('varicolumn', 'column', {}, {
init: function () {
H.seriesTypes.column.prototype.init.apply(this, arguments);
this.chart.columnCount = (this.chart.columnCount) ? this.chart.columnCount + 1 : 1;
},
translate: function () {
H.seriesTypes.column.prototype.translate.call(this);
var points = this.points,
chart = this.chart;
H.each(points, function (point, i) {
var lastPoint = points[i - 1],
nextPoint = points[i + 1],
shapeArgs = point.shapeArgs,
width = (lastPoint) ? point.plotX - lastPoint.plotX : nextPoint.plotX - point.plotX,
groupingPos = chart.columnCount - point.series.columnIndex;
shapeArgs.width = width / chart.columnCount;
shapeArgs.x = Math.round(point.plotX - (shapeArgs.width * groupingPos));
}, this);
}
});
Situation : Chart with some analogic-series and some digital-series (0-1).
The problem is with the digital series. I would like to make sure that the series do not overlap like the image 1.
My idea is to set an "y-offset" on the digital-series, to have a result like the image 2.
This is a part of the y Axis configuration of the digital series. All the digital-series is related to a single y Axis (with id digital).
id : "digital",
min: 0,
max : 1,
ceiling:1,
floor : 0,
tickInterval: 1
Image 1.
Image 2.
In the documentation i can't find anything that can help me. And this is not my case.
UPDATE
Example on JSFIDDLE. Look (yes it's impossible currently) at the digital series with green color.
If you add a function in the load event, you can change the value of y in a way that makes it look offset. Like this:
chart: {
events: {
load: function() {
var series = this.series;
for (var i = 0; i < series.length; i++) {
if (series[i].yAxis.userOptions.id == "digital") {
for (var j = 0; j < series[i].data.length; j++) {
if (series[i].data[j].y == 1) {
series[i].data[j].y = 1 + 0.1 * i;
} else {
series[i].data[j].y = 0
}
}
this.update(series, true, false);
}
}
}
}
}
This sets the new y value equal to 0.1 * the series index.
Working example: https://jsfiddle.net/u2pzrhgk/27/
I want to check if an animated circle element collides (overlaps) with an animated Path Element in a set of Path Elements.
To make the example easier to understand I animated circles and want you to show me, how you can make the green circle appear red, as soon one of the black circles collides with it:
http://jsfiddle.net/329pK/2/
The Code from the Fiddle:
JS
var paper = Raphael("canvas", 800, 800);
var cx = 400;
var cy = 400;
// Helpers
function rand(min, max) {
return Math.random() * (max - min) + min;
}
var bigCircle = paper.circle(cx, cy, 500);
function flyMeteor(){
var ptOnCircle = bigCircle.getPointAtLength(rand(1,bigCircle.getTotalLength()));
var anim = Raphael.animation({
fill: 'black',
opacity: 0,
cx: ptOnCircle.x,
cy: ptOnCircle.y,
stroke: 0,
r: 0
},1200,function(){
this.remove();
});
var circle = paper.circle(cx, cy, 4).attr({
fill:'black',
stroke: 0
}).animate(anim);
};
setInterval(function(){
flyMeteor();
},200);
var circle = paper.circle(250, 250, 80).attr({
fill:'green',
stroke: 0
});
HTML
<div id="canvas"></div>
Thank you very much for your help!
I'm not sure if there's an easy answer to this one. There are a few SVG methods like referenced here Hit-testing SVG shapes? but I'm not sure they could really be used for this. It also depends if its just circles, or if the circles are just placeholders for something more complex. If its circles, you could follow collision detection like Circle Collision Javascript which I've used in an example below...
For checking, I'm checking all objects outside the animation. This feels a bit clunky, and it would be better to have inside the animation somehow, but haven't seen a way one can do this (you could do your own animate func).
fiddle here http://jsfiddle.net/RvvXL/1/
circle.data('myAnim', anim);
....
function collision (p1x, p1y, r1, p2x, p2y, r2) {
var a;
var x;
var y;
a = r1 + r2;
x = p1x - p2x;
y = p1y - p2y;
if ( a > Math.sqrt( (x*x) + (y*y) ) ) {
return true;
} else {
return false;
}
}
....
setInterval( function() { // maybe use requestAnimationFrame
paper.forEach( function(el) {
if( el.type=='circle' ) {
if( collision( el.attr('cx'), el.attr('cy'), el.attr('r'), bigCircle.attr('cx'), bigCircle.attr('cy'), bigCircle.attr('r') ) ) {
if( el.data('myAnim') ) {
el.stop( el.data('myAnim') );
el.remove();
}
};
}
} );