Esempio n. 1
0
        public SplamModel(List <DataSeries> datas)
        {
            Series = new List <DataSeries>(datas);
            var colors = ColorConv.pickIsoCols(74.0f, Series.Count, .5f, (float)Math.PI);

            for (int i = 0; i < Series.Count; i++)
            {
                Series[i].Color = colors[i];
            }
            SplatList = new List <SplatterModel>();
            Iindex    = new List <int>();
            Jindex    = new List <int>();
            numDim    = datas.First().ColumnNames.Count;
            dimNames  = datas.First().ColumnNames;


            for (int i = 0; i < numDim - 1; i++)
            {
                for (int j = i + 1; j < numDim; j++)
                {
                    var spm = new SplatterModel(Series, i, j, false);
                    SplatList.Add(spm);

                    Iindex.Add(i);
                    Jindex.Add(j);
                }
            }
        }
Esempio n. 2
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        static void ColorCombos()
        {
            StringBuilder text = new StringBuilder();

            var colors = ColorConv.pickIsoColsVec(74.0f, 5, .5f, (float)Math.PI);
            List <List <int> > combos = new List <List <int> >();
            int num = colors.Count;

            for (int i = 0; i < Math.Pow(2, num) - 1; i++)
            {
                var bits = new BitArray(new int[] { i + 1 });
                var subl = new List <int>();
                for (int j = 0; j < num; j++)
                {
                    if (bits[j])
                    {
                        subl.Add(j);
                    }
                }
                if (subl.Count > 0)
                {
                    combos.Add(subl);
                }
            }

            var sortedCombos = from combo in combos
                               orderby combo.Count, combo.Sum()
            let sorted = combo.OrderBy(i => i).ToList()
                         select sorted;



            foreach (var combo in sortedCombos)
            {
                combo.ForEach(i => text.Append("[" + i + "] "));
                text.Append(" => ");
                var col = ColorConv.PerceptualBlendRGB(combo.Select(index => colors[index]).ToList(), 1.0f, 1.12f);
                text.Append(string.Format("({0}, {1}, {2})", (int)(col.X * 255), (int)(col.Y * 255), (int)(col.Z * 255)));
                text.AppendLine();
            }
            string str = text.ToString();

            System.Console.WriteLine(str);
        }
Esempio n. 3
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        public SplatterModel(List <DataSeries> datas, string dim0N, string dim1N, bool calcColors)
        {
            Groups        = new Dictionary <string, ISeriesProjection>();
            Series        = new Dictionary <string, SeriesProjection>();
            dim0Name      = dim0N;
            dim1Name      = dim1N;
            xmax          = float.MinValue;
            xmin          = float.MaxValue;
            ymax          = float.MinValue;
            ymin          = float.MaxValue;
            showAllPoints = true;

            for (int i = 0; i < datas.Count; i++)
            {
                SeriesProjection sp = new SeriesProjection();
                sp.Init(datas[i], dim0Name, dim1Name);
                Series[datas[i].Name] = sp;

                xmax = Math.Max(xmax, sp.Xmax);
                xmin = Math.Min(xmin, sp.Xmin);
                ymax = Math.Max(ymax, sp.Ymax);
                ymin = Math.Min(ymin, sp.Ymin);
            }
            SeriesMemberships = new BindingList <SeriesMembership>();
            int j = 0;

            foreach (var series in Series.Values)
            {
                SeriesMemberships.Add(new SeriesMembership(series, j));
                j++;
            }
            NumberOfGroups = Math.Min(Series.Count, 8);
            if (NumberOfGroups == Series.Count && !calcColors)
            {
                GroupColors = Series.Values.Select(s => s.Color).ToList();
            }
            else
            {
                GroupColors = ColorConv.pickIsoCols(74.0f, NumberOfGroups, .5f, (float)Math.PI);
            }

            SetGroupMembers();
            SeriesMemberships.ListChanged += new ListChangedEventHandler(SeriesMemberships_ListChanged);
        }
Esempio n. 4
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        public OneVsAllModel(List <List <DataSeries> > splats, string dim0, string dim1)
        {
            SplatList  = new List <SplatterModel>();
            Groups     = new List <DataSeries>();
            Others     = new List <DataSeries>();
            OthersName = splats[0][1].Name;

            var colors = ColorConv.pickIsoCols(74.0f, splats.Count, .5f, (float)Math.PI);

            OtherColor = Color.Beige;

            int i = 0;

            foreach (var datas in splats)
            {
                Groups.Add(datas[0]);
                Others.Add(datas[1]);
                datas[0].Color = colors[i];
                datas[1].Color = OtherColor;
                var sm = new SplatterModel(datas, dim0, dim1, false);
                SplatList.Add(sm);
                i++;
            }
        }
Esempio n. 5
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        void drawPoints(ISeriesProjection series)
        {
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Enable(EnableCap.PointSmooth);
            float range = Math.Max(series.Xmax - series.Xmin, series.Ymax - series.Ymin);

            DensityRenderer renderer = m_DensityMap[series.Name];

            int num = (int)(Math.Ceiling(Width / m_ClutterWindow));

            num = Math.Max(num, 1);

            int[] grid = new int[num * num];

            float cellsize = range / num;

            float offx = transformX(0) - (float)(Math.Floor(transformX(0) / m_ClutterWindow) * m_ClutterWindow);
            float offy = transformY(0) - (float)(Math.Floor(transformY(0) / m_ClutterWindow) * m_ClutterWindow);

            var selectedList   = new List <int>(grid.Length);
            var unselectedList = new List <int>(grid.Length);
            var allList        = new List <int>(grid.Length);

            if (m_ClutterWindow == 0)
            {
                allList.AddRange(series.dataPoints.Select(d => d.Index));
                unselectedList.AddRange(series.dataPoints.Select(d => d.Index));
            }
            else
            {
                foreach (var p in m_DensityMap[series.Name].Points)
                {
                    float xgl = transformX(p.X);
                    float ygl = transformY(p.Y);

                    int  ix    = (int)Math.Floor((xgl - offx) / m_ClutterWindow);
                    int  iy    = (int)Math.Floor((ygl - offy) / m_ClutterWindow);
                    bool allow = !(ix < 0 || ix >= num || iy < 0 || iy >= num);

                    if (allow)
                    {
                        int count = grid[ix * num + iy]++;
                        allow = allow && count == 0;
                    }

                    float clutterRad = renderer.GetDist(xgl, ygl) * 2.0f;

                    if (clutterRad > m_ClutterWindow && allow)
                    {
                        allList.Add(p.Index);
                        if (p.Selected)
                        {
                            selectedList.Add(p.Index);
                        }
                        else
                        {
                            unselectedList.Add(p.Index);
                        }
                    }
                }
            }
            //use vbo???//////////////////////////////////////////////
            GL.EnableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.ColorArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_VboMap[series.Name].vbo);
            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, 2 * Vector3.SizeInBytes);

            var unselectedVertices = unselectedList.ToArray();
            var selectedVertices   = selectedList.ToArray();
            var allVertices        = allList.ToArray();

            GL.PointSize(5);
            Color modulated = ColorConv.Modulate(series.Color, .9f);

            GL.Color3(modulated);
            GL.DrawElements(BeginMode.Points, unselectedVertices.Length, DrawElementsType.UnsignedInt, unselectedVertices);
            GL.Color3(Color.FromArgb(0, 255, 0));
            GL.DrawElements(BeginMode.Points, selectedVertices.Length, DrawElementsType.UnsignedInt, selectedVertices);

            GL.PointSize(3);
            GL.Color3(series.Color);
            GL.DrawElements(BeginMode.Points, allVertices.Length, DrawElementsType.UnsignedInt, allVertices);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.Disable(EnableCap.DepthTest);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
        }