Evan Reichard
ea9b996aae
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172 lines
4.1 KiB
Go
172 lines
4.1 KiB
Go
package graph
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import (
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"fmt"
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"math"
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)
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type SVGGraphPoint struct {
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X int
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Y int
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Size int
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}
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type SVGGraphData struct {
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Height int
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Width int
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Offset int
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LinePoints []SVGGraphPoint
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BarPoints []SVGGraphPoint
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BezierPath string
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BezierFill string
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}
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type SVGBezierOpposedLine struct {
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Length int
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Angle int
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}
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func GetSVGGraphData(inputData []int64, svgWidth int, svgHeight int) SVGGraphData {
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// Derive Height
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var maxHeight int = 0
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for _, item := range inputData {
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if int(item) > maxHeight {
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maxHeight = int(item)
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}
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}
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// Vertical Graph Real Estate
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var sizePercentage float32 = 0.5
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// Scale Ratio -> Desired Height
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var sizeRatio float32 = float32(svgHeight) * sizePercentage / float32(maxHeight)
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// Point Block Offset
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var blockOffset int = int(math.Floor(float64(svgWidth) / float64(len(inputData))))
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// Line & Bar Points
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linePoints := []SVGGraphPoint{}
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barPoints := []SVGGraphPoint{}
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// Bezier Fill Coordinates (Max X, Min X, Max Y)
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var maxBX int = 0
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var maxBY int = 0
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var minBX int = 0
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for idx, item := range inputData {
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itemSize := int(float32(item) * sizeRatio)
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itemY := svgHeight - itemSize
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lineX := (idx + 1) * blockOffset
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barPoints = append(barPoints, SVGGraphPoint{
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X: lineX - (blockOffset / 2),
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Y: itemY,
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Size: itemSize,
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})
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linePoints = append(linePoints, SVGGraphPoint{
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X: lineX,
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Y: itemY,
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Size: itemSize,
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})
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if lineX > maxBX {
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maxBX = lineX
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}
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if lineX < minBX {
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minBX = lineX
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}
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if itemY > maxBY {
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maxBY = itemY
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}
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}
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// Return Data
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return SVGGraphData{
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Width: svgWidth,
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Height: svgHeight,
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Offset: blockOffset,
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LinePoints: linePoints,
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BarPoints: barPoints,
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BezierPath: getSVGBezierPath(linePoints),
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BezierFill: fmt.Sprintf("L %d,%d L %d,%d Z", maxBX, maxBY, minBX+blockOffset, maxBY),
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}
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}
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func getSVGBezierOpposedLine(pointA SVGGraphPoint, pointB SVGGraphPoint) SVGBezierOpposedLine {
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lengthX := float64(pointB.X - pointA.X)
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lengthY := float64(pointB.Y - pointA.Y)
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return SVGBezierOpposedLine{
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Length: int(math.Sqrt(math.Pow(lengthX, 2) + math.Pow(lengthY, 2))),
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Angle: int(math.Atan2(lengthY, lengthX)),
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}
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}
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func getSVGBezierControlPoint(currentPoint *SVGGraphPoint, prevPoint *SVGGraphPoint, nextPoint *SVGGraphPoint, isReverse bool) SVGGraphPoint {
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// First / Last Point
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if prevPoint == nil {
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prevPoint = currentPoint
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}
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if nextPoint == nil {
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nextPoint = currentPoint
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}
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// Modifiers
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var smoothingRatio float64 = 0.2
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var directionModifier float64 = 0
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if isReverse == true {
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directionModifier = math.Pi
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}
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opposingLine := getSVGBezierOpposedLine(*prevPoint, *nextPoint)
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var lineAngle float64 = float64(opposingLine.Angle) + directionModifier
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var lineLength float64 = float64(opposingLine.Length) * smoothingRatio
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// Calculate Control Point
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return SVGGraphPoint{
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X: currentPoint.X + int(math.Cos(float64(lineAngle))*lineLength),
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Y: currentPoint.Y + int(math.Sin(float64(lineAngle))*lineLength),
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}
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}
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func getSVGBezierCurve(point SVGGraphPoint, index int, allPoints []SVGGraphPoint) []SVGGraphPoint {
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var pointMinusTwo *SVGGraphPoint
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var pointMinusOne *SVGGraphPoint
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var pointPlusOne *SVGGraphPoint
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if index-2 >= 0 && index-2 < len(allPoints) {
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pointMinusTwo = &allPoints[index-2]
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}
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if index-1 >= 0 && index-1 < len(allPoints) {
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pointMinusOne = &allPoints[index-1]
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}
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if index+1 >= 0 && index+1 < len(allPoints) {
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pointPlusOne = &allPoints[index+1]
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}
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startControlPoint := getSVGBezierControlPoint(pointMinusOne, pointMinusTwo, &point, false)
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endControlPoint := getSVGBezierControlPoint(&point, pointMinusOne, pointPlusOne, true)
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return []SVGGraphPoint{
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startControlPoint,
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endControlPoint,
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point,
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}
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}
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func getSVGBezierPath(allPoints []SVGGraphPoint) string {
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var bezierSVGPath string = ""
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for index, point := range allPoints {
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if index == 0 {
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bezierSVGPath += fmt.Sprintf("M %d,%d", point.X, point.Y)
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} else {
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newPoints := getSVGBezierCurve(point, index, allPoints)
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bezierSVGPath += fmt.Sprintf(" C%d,%d %d,%d %d,%d", newPoints[0].X, newPoints[0].Y, newPoints[1].X, newPoints[1].Y, newPoints[2].X, newPoints[2].Y)
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}
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}
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return bezierSVGPath
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}
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