Alright, so I have a selection event that selects wanted points.
The problem I have is that it just adds on to the previously selected points. I was curious if there is an easy way to have all the points deselected with a function/library call without making a custom function that iterates through all the points?
UPDATE:
This is how I select my points. It is performed within the selection event.
for (var i = 0; i < this.series.length; i++) //Iterate through all the series on the chart
{
if(this.series[i].selected) //If the series is selected in the legend
{
var points = this.series[i].points; //Retrieve all points within this certain series that are visible
var xs = event.xAxis[0]; //Get the xAxis size
$.each(points, function (i,p) { //For all the points visible in the series
if (p.x >= xs.min && p.x <= xs.max) { //Boundary check the selected points
p.select(true, true); //Set the selected points to selected
}
});
}
}
This is the solution to my problem. I added an else statement to the if that deselected any points that are not within the selected range. I plan to make the else into an else if (ctrl key is NOT pressed) for better functionality.
for (var i = 0; i < this.series.length; i++) //Iterate through all the series on the chart
{
if(this.series[i].selected) //If the series is selected in the legend
{
var points = this.series[i].points; //Retrieve all points within this certain series that are visible
var xs = event.xAxis[0]; //Get the xAxis size
$.each(points, function (i,p) { //For all the points visible in the series
if (p.x >= xs.min && p.x <= xs.max) { //Boundary check the selected points
p.select(true, true); //Set the selected points to selected
}
else
p.select(false, true); //Set points outside of boundary to deselected
});
}
}
So, there is a function called getSelectedPoints(), then you have a array with all selected points. The next step is to deselect all these points with select()
Here the highcharts api: getSelectedPoints()
And the jsfiddle: jsfiddle
you should iterate over each serie of the chart and call hide or show function depending on what you want to do
i = 0;
while (i < chart.series.length) {
if (chart.series[i].visible === false) {
chart.series[i].select();
chart.series[i].show();
i++;
return;
}
}
Per the API docs on the select method you are explicitly telly it to accumulate all the points selected to the new point you want selected. So, set your second param to false.
$.each(points, function (i,p) { //For all the points visible in the series
if (p.x >= xs.min && p.x <= xs.max) { //Boundary check the selected points
p.select(true, false); //Set the selected points to selected
}
});
TypeScript:
/**
* Deselect all the points on all series
*/
private deselectAllPoints() {
const series = chart.series;
series.forEach(s => {
s.data.forEach((point: Point) => {
point.select(false);
});
});
}
Or just plain JavaScript:
chart.series.forEach(s => {
s.data.forEach((point) => {
point.select(false);
});
});
Related
If i zoom an HighStock multi series chart (using either the Navigator or the Range Selector), is there a way to fetch the point.y data only for the zoomed series?
For example, if I am showing the sales information for a period across multiple branches (each branch plotted as series), and if zoomed to a week, I would like to know the total of sales for the week across the branches. Does highstock provide access to the zoomed dataset?
You can check isInside flag on every point:
redraw: function() {
var sum = 0;
Highcharts.each(this.series[0].points, function(point) {
if (point.isInside) {
sum += point.y;
}
});
console.log(sum)
}
Live demo: http://jsfiddle.net/BlackLabel/7kmzhecy/
A very brute force approach to this is to loop over your data upon zooming and evaluate if it is visible. That is, is a given point within the range of the x-axis (and y-axis, if you allow zoom in that direction)?
chart: {
events: {
redraw: function() {
sum = 0;
xAxis = this.xAxis[0];
// Loop over your series
this.series[0].data.forEach(function(point) {
// Add to sum if within x-axis visible range
if(point.x >= xAxis.min && point.x <= xAxis.max) {
sum += point.y;
}
// If too large, stop summing
if(point.x > xAxis.max) {
return;
}
});
// Print sum
console.log('Visible sum: '+sum);
}
}
}
See this JSFiddle demonstration of it in use.
You might evaluate xAxis.events.setExtremes, but it offers min and max values that might change after it takes effect, which might give some unexpected results.
I have two styles of interactions, one highlights the feature, the second places a tooltop with the feature name. Commenting both out, they're very fast, leave either in, the map application slows in IE and Firefox (but not Chrome).
map.addInteraction(new ol.interaction.Select({
condition: ol.events.condition.pointerMove,
layers: [stationLayer],
style: null // this is actually a style function but even as null it slows
}));
$(map.getViewport()).on('mousemove', function(evt) {
if(!dragging) {
var pixel = map.getEventPixel(evt.originalEvent);
var feature = null;
// this block directly below is the offending function, comment it out and it works fine
map.forEachFeatureAtPixel(pixel, function(f, l) {
if(f.get("type") === "station") {
feature = f;
}
});
// commenting out just below (getting the feature but doing nothing with it, still slow
if(feature) {
target.css("cursor", "pointer");
$("#FeatureTooltip").html(feature.get("name"))
.css({
top: pixel[1]-10,
left: pixel[0]+15
}).show();
} else {
target.css("cursor", "");
$("#FeatureTooltip").hide();
}
}
});
I mean this seems like an issue with OpenLayers-3 but I just wanted to be sure I wasn't overlooking something else here.
Oh yeah, there's roughly 600+ points. Which is a lot, but not unreasonably so I would think. Zooming-in to limit the features in view definitely helps. So I guess this is a # of features issue.
This is a known bug and needs more investigation. You can track progress here: https://github.com/openlayers/ol3/issues/4232.
However, there is one thing you can do to make things faster: return a truthy value from map.forEachFeatureAtPixel to stop checking for features once one was found:
var feature = map.forEachFeatureAtPixel(pixel, function(f) {
if (f.get('type') == 'station') {
return feature;
}
});
i had same issue, solved a problem by setInterval, about this later
1) every mouse move to 1 pixel fires event, and you will have a quee of event till you stop moving, and the quee will run in calback function, and freezes
2) if you have an objects with difficult styles, all element shown in canvas will take time to calculate for if they hit the cursor
resolve:
1. use setInterval
2. check for pixels moved size from preview, if less than N, return
3. for layers where multiple styles, try to simplify them by dividing into multiple ones, and let only one layer by interactive for cursor move
function mouseMove(evt) {
clearTimeout(mm.sheduled);
function squareDist(coord1, coord2) {
var dx = coord1[0] - coord2[0];
var dy = coord1[1] - coord2[1];
return dx * dx + dy * dy;
}
if (mm.isActive === false) {
map.unByKey(mm.listener);
return;
}
//shedules FIFO, last pixel processed after 200msec last process
const elapsed = (performance.now() - mm.finishTime);
const pixel = evt.pixel;
const distance = squareDist(mm.lastP, pixel);
if (distance > 0) {
mm.lastP = pixel;
mm.finishTime = performance.now();
mm.sheduled = setTimeout(function () {
mouseMove(evt);
}, MIN_ELAPSE_MSEC);
return;
} else if (elapsed < MIN_ELAPSE_MSEC || mm.working === true) {
// console.log(`distance = ${distance} and elapsed = ${elapsed} mesc , it never should happen`);
mm.sheduled = setTimeout(function () {
mouseMove(evt);
}, MIN_ELAPSE_MSEC);
return;
}
//while multithreading is not working on browsers, this flag is unusable
mm.working = true;
let t = performance.now();
//region drag map
const vStyle = map.getViewport().style;
vStyle.cursor = 'default';
if (evt.dragging) {
vStyle.cursor = 'grabbing';
}//endregion
else {
//todo replace calback with cursor=wait,cursor=busy
UtGeo.doInCallback(function () {
checkPixel(pixel);
});
}
mm.finishTime = performance.now();
mm.working = false;
console.log('mm finished', performance.now() - t);
}
In addition to #ahocevar's answer, a possible optimization for you is to utilize the select interaction's select event.
It appears that both the select interaction and your mousemove listener are both checking for hits on the same layers, doing double work. The select interaction will trigger select events whenever the set of selected features changes. You could listen to it, and show the popup whenever some feature is selected and hide it when not.
This should reduce the work by half, assuming that forEachFeatureAtPixel is what's hogging the system.
In my actionscript 3 i have a textfield, which i fill with the messages (get them from the webservice). Not all the messages are visible, so every (for Example) 5s i'm moving them vertically to the top.
To do that, i'm using the Tween effect, but the thing is, that it moves only the visible text and not the rest text together (the invisible one).
When scrolling - i can see the rest text.
Image to show the situation (Sorry for my skills):
Here are some code: Function to fill messages object. Plus count how many lines every message will take to display ( so i could easilly use the tween effect (From - to))
private function getNewMsg(e:ResultEvent):void
{
size = e.result.toString().split(" ").length - 1;
for (var i=0; i<size; i++)
{
smsList.push(new smsItem(e.result[i].Id, e.result[i].text));
}
summ = 0;
for (var d=0; d<size; d++)
{
textfield.appendText(smsList[d].Text.toUpperCase()+'\n');
if (d >= 1)
{
smsList[d].Lines = textfield.numLines - summ;
summ += smsList[d].Lines;
}
else
{
smsList[d].Lines = textfield.numLines-1;
summ += smsList[d].Lines + 1;
}
}
twEnd = smsList[1].Lines * (-30.5);
}
And on timer i'm starting the Tween:
function timerHandler(e:TimerEvent):void
{
myTweenX = new Tween(textfield, "y", None.easeIn, twStart, twEnd, 4, true)
myTweenX.addEventListener(TweenEvent.MOTION_FINISH, tweenCompleted);
}
function tweenCompleted(e:TweenEvent):void
{
twInd++;
twStart = twEnd;
twEnd += smsList[twInd].Lines * (-30.5);
}
Found the problem. Because of my fixed textfield height, text wasn't. After made the textfields height auto size, evrything got fixed.
I'm trying to catch a JSON object with a mouse click event. I use ray to identify the object, but for some reason, the objects are not always identified. I suspect that it is related to the fact that I move the camera, because when I click nearby the object, i is identified.
Can you help me figure out how to set the ray correctly, in accordance with the camera move?
Here is the code :
this is the part of the mouse down event *
document.addEventListener("mousemove", onDocumentMouseMove, false);
document.addEventListener("mouseup", onDocumentMouseUp, false);
document.addEventListener("mouseout", onDocumentMouseOut, false);
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
var ray, intersections;
_vector.set((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0);
projector.unprojectVector(_vector, camera);
ray = new THREE.Ray(camera.position, _vector.subSelf(camera.position).normalize());
intersections = ray.intersectObjects(furniture);
if (intersections.length > 0) {
selected_block = intersections[0].object;
_vector.set(0, 0, 0);
selected_block.setAngularFactor(_vector);
selected_block.setAngularVelocity(_vector);
selected_block.setLinearFactor(_vector);
selected_block.setLinearVelocity(_vector);
mouse_position.copy(intersections[0].point);
block_offset.sub(selected_block.position, mouse_position);
intersect_plane.position.y = mouse_position.y;
}
}
this is the part of the camera move *
camera.position.x = (Math.cos(timer) * 10);
camera.position.z = (Math.sin(timer) * 10);
camera.lookAt(scene.position);
Hmmm, It is hard to say what your problem might be without seeing some kind of demonstration of how your program is actually acting. I would suggest looking at my demo that I have been working on today. I handle my camera, controls, and rays. I am using a JSON as well.
First you can view my demo: here to get an idea of what it is doing, what your describing sounds similar. You should be able to adapt my code if you can understand it.
--If you would like a direct link to the source code: main.js
I also have another you might find useful where I use rays and mouse collisions to spin a cube. --Source code: main.js
Finally I'll post the guts of my mouse events and how I handle it with the trackball camera in the first demo, hopefully some of this will lead you to a solution:
/** Event fired when the mouse button is pressed down */
function onDocumentMouseDown(event) {
event.preventDefault();
/** Calculate mouse position and project vector through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
SELECTED = intersects[0].object;
var intersects = ray.intersectObject(plane);
offset.copy(intersects[0].point).subSelf(plane.position);
killControls = true;
}
else if (controls.enabled == false)
controls.enabled = true;
}
/** This event handler is only fired after the mouse down event and
before the mouse up event and only when the mouse moves */
function onDocumentMouseMove(event) {
event.preventDefault();
/** Calculate mouse position and project through camera and mouse3D */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
if (SELECTED) {
var intersects = ray.intersectObject(plane);
SELECTED.position.copy(intersects[0].point.subSelf(offset));
killControls = true;
return;
}
var intersects = ray.intersectObject(maskMesh);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
plane.position.copy(INTERSECTED.position);
}
}
else {
INTERSECTED = null;
}
}
/** Removes event listeners when the mouse button is let go */
function onDocumentMouseUp(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
killControls = false;
}
}
/** Removes event listeners if the mouse runs off the renderer */
function onDocumentMouseOut(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
}
}
And in order to get the desired effect shown in my first demo that I wanted, I had to add this to my animation loop in order to use the killControls flag to selectively turn on and off the trackball camera controls based on the mouse collisions:
if (!killControls) controls.update(delta);
else controls.enabled = false;
I'm seeing some odd behavior in a Highcharts line chart. I have multiple series displayed, and need to let the user change what's called the "Map level" on the chart, which is a straight line across all time periods. Assuming that the correct series is
chart.series[i]
and that the new level that I want it set to is stored in var newMapLevel,
I'm changing that series' data like so:
data = chart.series[i].data;
for(j=0; j<data.length; j++){
data[j].y = newMapLevel;
}
chart.series[i].setData(data);
Calling this function has the desired effect UNLESS the new map level y_value is ONE greater than the highest y_value of all other series, in which case the y-axis scale blows up. In other words, if the y_axis scale is normally from 0 to 275,000, and the highest y_value of any of the other series is, say, 224,000, setting the new map level value to 224,001 causes the y_axis scale to become 0 to 27500M. Yes, that's 27.5 billion.
Might this be a bug in Highcharts? Or is there a better way to change the data in a series?
I've posted a fiddle: http://jsfiddle.net/earachefl/4FuNE/4/
I got my answer from the Highcharts forum:
http://highslide.com/forum/viewtopic.php?f=9&t=13594&p=59888#p59888
This doesn't work as smoothly as I'd like. When you go from 8 as your line to 2 as your line, the scale doesn't adjust back down until you enter another value. Perhaps it's a start in the right direction.
$(document).ready(function(){
$('#clickme').click(function(){
var newMapLevel = $('#newMAP').val();
if(newMapLevel){
for(i=0; i<chart.series.length; i++){
if(chart.series[i].name == 'Map Level'){
data = chart.series[i].data;
for(j=0; j<data.length; j++){
data[j].y = newMapLevel;
}
// get the extremes
var extremes = chart.yAxis[0].getExtremes();
//alert("dataMin: " + extremes.dataMin);
//alert("dataMax: " + extremes.dataMax);
// define a max YAxis value to use when setting the extremes
var myYMax = extremes.dataMax;
if (newMapLevel >= myYMax) {
myYMax = Number(newMapLevel) + 1; // number conversion required
}
if (myYMax > chart.yAxis[0].max) {
alert('cabbbie');
myYMax = chart.yAxis[0].max + 1;
}
//alert("myYMax: " + myYMax);
chart.yAxis[0].setExtremes(extremes.dataMin, myYMax)
// finally, set the line data
chart.series[i].setData(data);
}
}
}
}); });