本文整理汇总了TypeScript中core/util/arrayable.map函数的典型用法代码示例。如果您正苦于以下问题:TypeScript map函数的具体用法?TypeScript map怎么用?TypeScript map使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了map函数的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: _map_data
protected _map_data(): void {
// XXX: Order is important here: size is always present (at least
// a default), but radius is only present if a user specifies it.
if (this._radius != null) {
if (this.model.properties.radius.spec.units == "data") {
const rd = this.model.properties.radius_dimension.spec.value
switch (rd) {
case "x": {
this.sradius = this.sdist(this.renderer.xscale, this._x, this._radius)
break
}
case "y": {
this.sradius = this.sdist(this.renderer.yscale, this._y, this._radius)
break
}
case "max": {
const sradius_x = this.sdist(this.renderer.xscale, this._x, this._radius)
const sradius_y = this.sdist(this.renderer.yscale, this._y, this._radius)
this.sradius = map(sradius_x, (s, i) => Math.max(s, sradius_y[i]))
break
}
case "min": {
const sradius_x = this.sdist(this.renderer.xscale, this._x, this._radius)
const sradius_y = this.sdist(this.renderer.yscale, this._y, this._radius)
this.sradius = map(sradius_x, (s, i) => Math.min(s, sradius_y[i]))
break
}
}
} else {
this.sradius = this._radius
this.max_size = 2*this.max_radius
}
} else
this.sradius = map(this._size, (s) => s/2)
}
示例2: _set_data
protected _set_data(nvertices: number): void {
const n = nvertices * 4; // in bytes
// Set buffer size
this.vbo_x.set_size(n)
this.vbo_y.set_size(n)
this.vbo_a.set_size(n)
this.vbo_s.set_size(n)
// Upload data for x and y, apply a baked-in offset for float32 precision (issue #3795)
// The exact value for the baked_offset does not matter, as long as it brings the data to less extreme values
const xx = new Float64Array(this.glyph._x)
const yy = new Float64Array(this.glyph._y)
for (let i = 0, end = nvertices; i < end; i++) {
xx[i] += this._baked_offset[0]
yy[i] += this._baked_offset[1]
}
this.vbo_x.set_data(0, new Float32Array(xx))
this.vbo_y.set_data(0, new Float32Array(yy))
// Angle if available; circle does not have angle. If we don't set data, angle is default 0 in glsl
if (this.glyph._angle != null) {
this.vbo_a.set_data(0, new Float32Array(this.glyph._angle))
}
// Radius is special; some markes allow radius in data-coords instead of screen coords
// @radius tells us that radius is in units, sradius is the pre-calculated screen radius
if (this.glyph instanceof CircleView && this.glyph._radius != null)
this.vbo_s.set_data(0, new Float32Array(map(this.glyph.sradius, (s) => s*2)))
else
this.vbo_s.set_data(0, new Float32Array(this.glyph._size))
}
示例3: draw
draw(indices: number[], mainGlyph: MarkerView | CircleView, trans: Transform): void {
// The main glyph has the data, *this* glyph has the visuals.
const mainGlGlyph = mainGlyph.glglyph
const {nvertices} = mainGlGlyph
// Upload data if we must. Only happens for main glyph.
if (mainGlGlyph.data_changed) {
if (!(isFinite(trans.dx) && isFinite(trans.dy))) {
return; // not sure why, but it happens on init sometimes (#4367)
}
mainGlGlyph._baked_offset = [trans.dx, trans.dy]; // float32 precision workaround; used in _set_data() and below
mainGlGlyph._set_data(nvertices)
mainGlGlyph.data_changed = false
} else if (this.glyph instanceof CircleView && this.glyph._radius != null &&
(this.last_trans == null || trans.sx != this.last_trans.sx || trans.sy != this.last_trans.sy)) {
// Keep screen radius up-to-date for circle glyph. Only happens when a radius is given
this.last_trans = trans
this.vbo_s.set_data(0, new Float32Array(map(this.glyph.sradius, (s) => s*2)))
}
// Update visuals if we must. Can happen for all glyphs.
if (this.visuals_changed) {
this._set_visuals(nvertices)
this.visuals_changed = false
}
// Handle transformation to device coordinates
// Note the baked-in offset to avoid float32 precision problems
const baked_offset = mainGlGlyph._baked_offset
this.prog.set_uniform('u_pixel_ratio', 'float', [trans.pixel_ratio])
this.prog.set_uniform('u_canvas_size', 'vec2', [trans.width, trans.height])
this.prog.set_uniform('u_offset', 'vec2', [trans.dx - baked_offset[0], trans.dy - baked_offset[1]])
this.prog.set_uniform('u_scale', 'vec2', [trans.sx, trans.sy])
// Select buffers from main glyph
// (which may be this glyph but maybe not if this is a (non)selection glyph)
this.prog.set_attribute('a_x', 'float', mainGlGlyph.vbo_x)
this.prog.set_attribute('a_y', 'float', mainGlGlyph.vbo_y)
this.prog.set_attribute('a_size', 'float', mainGlGlyph.vbo_s)
this.prog.set_attribute('a_angle', 'float', mainGlGlyph.vbo_a)
// Draw directly or using indices. Do not handle indices if they do not
// fit in a uint16; WebGL 1.0 does not support uint32.
if (indices.length == 0)
return
else if (indices.length === nvertices)
this.prog.draw(this.gl.POINTS, [0, nvertices])
else if (nvertices < 65535) {
// On IE the marker size is reduced to 1 px when using an index buffer
// A MS Edge dev on Twitter said on 24-04-2014: "gl_PointSize > 1.0 works
// in DrawArrays; gl_PointSize > 1.0 in DrawElements is coming soon in the
// next renderer update.
const ua = window.navigator.userAgent
if ((ua.indexOf("MSIE ") + ua.indexOf("Trident/") + ua.indexOf("Edge/")) > 0) {
logger.warn('WebGL warning: IE is known to produce 1px sprites whith selections.')
}
this.index_buffer.set_size(indices.length*2)
this.index_buffer.set_data(0, new Uint16Array(indices))
this.prog.draw(this.gl.POINTS, this.index_buffer)
} else {
// Work around the limit that the indexbuffer must be uint16. We draw in chunks.
// First collect indices in chunks
const chunksize = 64000; // 65536
const chunks: number[][] = []
for (let i = 0, end = Math.ceil(nvertices/chunksize); i < end; i++) {
chunks.push([])
}
for (let i = 0, end = indices.length; i < end; i++) {
const uint16_index = indices[i] % chunksize
const chunk = Math.floor(indices[i] / chunksize)
chunks[chunk].push(uint16_index)
}
// Then draw each chunk
for (let chunk = 0, end = chunks.length; chunk < end; chunk++) {
const these_indices = new Uint16Array(chunks[chunk])
const offset = chunk * chunksize * 4
if (these_indices.length === 0) {
continue
}
this.prog.set_attribute('a_x', 'float', mainGlGlyph.vbo_x, 0, offset)
this.prog.set_attribute('a_y', 'float', mainGlGlyph.vbo_y, 0, offset)
this.prog.set_attribute('a_size', 'float', mainGlGlyph.vbo_s, 0, offset)
this.prog.set_attribute('a_angle', 'float', mainGlGlyph.vbo_a, 0, offset)
if (this.vbo_linewidth.used) {
this.prog.set_attribute('a_linewidth', 'float', this.vbo_linewidth, 0, offset)
}
if (this.vbo_fg_color.used) {
this.prog.set_attribute('a_fg_color', 'vec4', this.vbo_fg_color, 0, offset * 4)
}
if (this.vbo_bg_color.used) {
this.prog.set_attribute('a_bg_color', 'vec4', this.vbo_bg_color, 0, offset * 4)
}
// The actual drawing
this.index_buffer.set_size(these_indices.length*2)
this.index_buffer.set_data(0, these_indices)
this.prog.draw(this.gl.POINTS, this.index_buffer)
}
}
}
示例4: v_synthetic
// convert an array of string factors into synthetic coordinates
v_synthetic(xs: Arrayable<number | Factor | [string] | OffsetFactor>): Arrayable<number> {
return map(xs, (x) => this.synthetic(x))
}
示例5: tick_info
tick_info(): TickInfo {
const image_dimensions = this._computed_image_dimensions()
let scale_length: number
switch (this.model.orientation) {
case "vertical": {
scale_length = image_dimensions.height
break
}
case "horizontal": {
scale_length = image_dimensions.width
break
}
default:
throw new Error("unreachable code")
}
const scale = this._tick_coordinate_scale(scale_length)
const [i, j] = this._normals()
const [start, end] = [this.model.color_mapper.low, this.model.color_mapper.high]
// XXX: passing null as cross_loc probably means MercatorTickers, etc
// will not function properly in conjunction with colorbars
const ticks = this.model.ticker.get_ticks(start, end, null, null, this.model.ticker.desired_num_ticks)
const majors = ticks.major
const minors = ticks.minor
const major_coords: [number[], number[]] = [[], []]
const minor_coords: [number[], number[]] = [[], []]
for (let ii = 0, _end = majors.length; ii < _end; ii++) {
if (majors[ii] < start || majors[ii] > end)
continue
major_coords[i].push(majors[ii])
major_coords[j].push(0)
}
for (let ii = 0, _end = minors.length; ii < _end; ii++) {
if (minors[ii] < start || minors[ii] > end)
continue
minor_coords[i].push(minors[ii])
minor_coords[j].push(0)
}
const labels = {major: this._format_major_labels(major_coords[i], majors)}
const coords: {major: Coords, minor: Coords} = {
major: [[], []],
minor: [[], []],
}
coords.major[i] = scale.v_compute(major_coords[i])
coords.minor[i] = scale.v_compute(minor_coords[i])
coords.major[j] = major_coords[j]
coords.minor[j] = minor_coords[j]
// Because we want the scale to be reversed
if (this.model.orientation == 'vertical') {
coords.major[i] = map(coords.major[i], (coord) => scale_length - coord)
coords.minor[i] = map(coords.minor[i], (coord) => scale_length - coord)
}
return {coords, labels}
}
示例6: render
render(): void {
if (!this.model.visible)
return
const t0 = Date.now()
const glsupport = this.has_webgl
this.glyph.map_data()
const dtmap = Date.now() - t0
const tmask = Date.now()
// all_indices is in full data space, indices is converted to subset space
// either by mask_data (that uses the spatial index) or manually
let indices = this.glyph.mask_data(this.all_indices)
if (indices.length === this.all_indices.length) {
indices = range(0, this.all_indices.length)
}
const dtmask = Date.now() - tmask
const {ctx} = this.plot_view.canvas_view
ctx.save()
// selected is in full set space
const {selected} = this.model.data_source
let selected_full_indices: number[]
if (!selected || selected.is_empty())
selected_full_indices = []
else {
if (this.glyph instanceof LineView && selected.selected_glyph === this.glyph.model)
selected_full_indices = this.model.view.convert_indices_from_subset(indices)
else
selected_full_indices = selected.indices
}
// inspected is in full set space
const {inspected} = this.model.data_source
let inspected_full_indices: number[]
if (!inspected || inspected.is_empty())
inspected_full_indices = []
else {
if (inspected['0d'].glyph)
inspected_full_indices = this.model.view.convert_indices_from_subset(indices)
else if (inspected['1d'].indices.length > 0)
inspected_full_indices = inspected['1d'].indices
else
inspected_full_indices = map(Object.keys(inspected["2d"].indices), (i) => parseInt(i))
}
// inspected is transformed to subset space
const inspected_subset_indices = filter(indices, (i) => includes(inspected_full_indices, this.all_indices[i]))
const {lod_threshold} = this.plot_model
let glyph: GlyphView
let nonselection_glyph: GlyphView
let selection_glyph: GlyphView
if ((this.model.document != null ? this.model.document.interactive_duration() > 0 : false)
&& !glsupport && lod_threshold != null && this.all_indices.length > lod_threshold) {
// Render decimated during interaction if too many elements and not using GL
indices = this.decimated
glyph = this.decimated_glyph
nonselection_glyph = this.decimated_glyph
selection_glyph = this.selection_glyph
} else {
glyph = this.model.muted && this.muted_glyph != null ? this.muted_glyph : this.glyph
nonselection_glyph = this.nonselection_glyph
selection_glyph = this.selection_glyph
}
if (this.hover_glyph != null && inspected_subset_indices.length)
indices = difference(indices, inspected_subset_indices)
// Render with no selection
let dtselect: number | null = null
let trender: number
if (!(selected_full_indices.length && this.have_selection_glyphs())) {
trender = Date.now()
if (this.glyph instanceof LineView) {
if (this.hover_glyph && inspected_subset_indices.length)
this.hover_glyph.render(ctx, this.model.view.convert_indices_from_subset(inspected_subset_indices), this.glyph)
else
glyph.render(ctx, this.all_indices, this.glyph)
} else {
glyph.render(ctx, indices, this.glyph)
if (this.hover_glyph && inspected_subset_indices.length)
this.hover_glyph.render(ctx, inspected_subset_indices, this.glyph)
}
// Render with selection
} else {
// reset the selection mask
const tselect = Date.now()
const selected_mask: {[key: number]: boolean} = {}
for (const i of selected_full_indices) {
selected_mask[i] = true
}
// intersect/different selection with render mask
const selected_subset_indices: number[] = new Array()
const nonselected_subset_indices: number[] = new Array()
//.........这里部分代码省略.........