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Boris Kocherov
sdkjs
Commits
2fe1b57a
Commit
2fe1b57a
authored
Feb 01, 2017
by
GoshaZotov
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parent
8c1f751a
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-262
common/Charts/3DTransformation.js
common/Charts/3DTransformation.js
+1
-262
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common/Charts/3DTransformation.js
View file @
2fe1b57a
...
...
@@ -88,7 +88,7 @@ function Processor3D(width, height, left, right, bottom, top, chartSpace, charts
this
.
angleOx
=
this
.
view3D
&&
this
.
view3D
.
rotX
?
(
-
this
.
view3D
.
rotX
/
360
)
*
(
Math
.
PI
*
2
)
:
0
;
this
.
angleOy
=
this
.
view3D
&&
this
.
view3D
.
rotY
?
(
-
this
.
view3D
.
rotY
/
360
)
*
(
Math
.
PI
*
2
)
:
0
;
this
.
angleOz
=
this
.
view3D
&&
this
.
view3D
.
rotZ
?
(
-
this
.
view3D
.
rotZ
/
360
)
*
(
Math
.
PI
*
2
)
:
0
;
//
this.angleOz = this.view3D && this.view3D.rotZ ? (- this.view3D.rotZ / 360) * (Math.PI * 2) : 0;
if
(
!
this
.
view3D
.
getRAngAx
()
&&
AscFormat
.
c_oChartTypes
.
Pie
===
this
.
chartsDrawer
.
calcProp
.
type
)
{
...
...
@@ -1231,9 +1231,6 @@ Processor3D.prototype._calculateCameraDiff = function (/*isSkip*/)
//***Calculate cameraDiffZ***
if
(
!
this
.
view3D
.
getRAngAx
())
{
//медленная функция поиска сдвигов камеры(все сдвиги корректны)
//this._calculateCameraDiffZ(points, faces);
//быстрая функция поиска сдвигов камеры
//console.time("sdf");
this
.
_calculateCameraDiffZX
(
points
,
faces
);
...
...
@@ -2119,160 +2116,11 @@ Processor3D.prototype._correctZPositionOY = function(x1, x2, z1, z2, minZ, y1, y
return
{
minZ
:
diffXZ3
.
minZ
,
diffY
:
diffXZ3
.
diffY
};
};
Processor3D
.
prototype
.
_calculateCameraDiffZ
=
function
(
points
,
faces
)
{
var
widthCanvas
=
this
.
widthCanvas
;
var
originalWidthChart
=
widthCanvas
-
this
.
left
-
this
.
right
;
var
heightCanvas
=
this
.
heightCanvas
;
var
heightChart
=
heightCanvas
-
this
.
top
-
this
.
bottom
;
var
widthChart
=
originalWidthChart
;
var
depthChart
=
this
.
depthPerspective
;
var
minMaxOx
=
this
.
_getMinMaxOx
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostLeftPointX
.
x
,
minMaxOx
.
mostLeftPointX
.
y
,
minMaxOx
.
mostLeftPointX
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostRightPointX
.
x
,
minMaxOx
.
mostRightPointX
.
y
,
minMaxOx
.
mostRightPointX
.
z
);
var
x1
=
point1
.
x
;
var
x2
=
point2
.
x
;
var
y1
=
point1
.
y
;
var
y2
=
point2
.
y
;
var
diffX
=
Math
.
abs
(
x1
-
x2
);
var
diffY
=
Math
.
abs
(
y1
-
y2
);
//TODO медленная функция, рассчитать сдвиги!
while
(
diffX
>
widthChart
||
diffY
>
heightChart
)
{
var
minMaxOx
=
this
.
_getMinMaxOx
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostLeftPointX
.
x
,
minMaxOx
.
mostLeftPointX
.
y
,
minMaxOx
.
mostLeftPointX
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostRightPointX
.
x
,
minMaxOx
.
mostRightPointX
.
y
,
minMaxOx
.
mostRightPointX
.
z
);
var
x1
=
point1
.
x
;
var
x2
=
point2
.
x
;
var
y1
=
point1
.
y
;
var
y2
=
point2
.
y
;
var
leftMargin
=
this
.
left
-
x1
;
var
rightMargin
=
x2
-
(
this
.
left
+
originalWidthChart
);
var
topMargin
=
this
.
top
-
y1
;
var
bottomMargin
=
y2
-
(
this
.
top
+
heightChart
);
if
(
leftMargin
>
rightMargin
)
{
this
.
cameraDiffX
++
;
}
else
{
this
.
cameraDiffX
--
;
}
var
diffX
=
Math
.
abs
(
x1
-
x2
);
var
diffY
=
Math
.
abs
(
y1
-
y2
);
this
.
cameraDiffZ
++
;
}
var
minMaxOy
=
this
.
_getMinMaxOy
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOy
.
mostTopPointY
.
x
,
minMaxOy
.
mostTopPointY
.
y
,
minMaxOy
.
mostTopPointY
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOy
.
mostBottomPointY
.
x
,
minMaxOy
.
mostBottomPointY
.
y
,
minMaxOy
.
mostBottomPointY
.
z
);
var
y1
=
point1
.
y
;
var
y2
=
point2
.
y
;
var
minMaxOx
=
this
.
_getMinMaxOx
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostLeftPointX
.
x
,
minMaxOx
.
mostLeftPointX
.
y
,
minMaxOx
.
mostLeftPointX
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostRightPointX
.
x
,
minMaxOx
.
mostRightPointX
.
y
,
minMaxOx
.
mostRightPointX
.
z
);
var
x1
=
point1
.
x
;
var
x2
=
point2
.
x
;
var
diffY
=
Math
.
abs
(
y1
-
y2
);
//TODO медленная функция, рассчитать сдвиги!
while
(
diffY
>
heightChart
)
{
var
minMaxOy
=
this
.
_getMinMaxOy
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOy
.
mostTopPointY
.
x
,
minMaxOy
.
mostTopPointY
.
y
,
minMaxOy
.
mostTopPointY
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOy
.
mostBottomPointY
.
x
,
minMaxOy
.
mostBottomPointY
.
y
,
minMaxOy
.
mostBottomPointY
.
z
);
var
y1
=
point1
.
y
;
var
y2
=
point2
.
y
;
var
minMaxOx
=
this
.
_getMinMaxOx
(
points
,
faces
);
var
point1
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostLeftPointX
.
x
,
minMaxOx
.
mostLeftPointX
.
y
,
minMaxOx
.
mostLeftPointX
.
z
);
var
point2
=
this
.
convertAndTurnPoint
(
minMaxOx
.
mostRightPointX
.
x
,
minMaxOx
.
mostRightPointX
.
y
,
minMaxOx
.
mostRightPointX
.
z
);
var
x1
=
point1
.
x
;
var
x2
=
point2
.
x
;
var
leftMargin
=
this
.
left
-
x1
;
var
rightMargin
=
x2
-
(
this
.
left
+
originalWidthChart
);
var
topMargin
=
this
.
top
-
y1
;
var
bottomMargin
=
y2
-
(
this
.
top
+
heightChart
);
if
(
leftMargin
>
rightMargin
)
{
this
.
cameraDiffX
++
;
}
else
{
this
.
cameraDiffX
--
;
}
var
diffY
=
Math
.
abs
(
y1
-
y2
);
this
.
cameraDiffZ
++
;
}
},
Processor3D
.
prototype
.
_calculateCameraDiffX
=
function
(
minMaxOx
)
{
//test ровно по центру, но циклом
var
maxLeftPoint
=
minMaxOx
.
left
;
var
maxRightPoint
=
minMaxOx
.
right
;
/*var mostLeftPointX = minMaxOx.mostLeftPointX;
var mostRightPointX = minMaxOx.mostRightPointX;
var top = this.top;
var bottom = this.bottom;
var left = this.left;
var right = this.right;
var widthCanvas = this.widthCanvas;
var originalWidthChart = widthCanvas - left - right;
var heightCanvas = this.heightCanvas;
var heightChart = heightCanvas - top - bottom;
var widthChart = originalWidthChart;
var depthChart = this.depthPerspective;
var reverseDiff = false;
var diffLeft = maxLeftPoint - left;
var diffRight = (widthChart + right) - maxRightPoint;
if(diffLeft > 0 && diffRight > 0 && diffRight < diffLeft)
reverseDiff = true;
else if(diffLeft > 0 && diffRight < 0)
reverseDiff = true;
else if(diffLeft < 0 && diffRight < 0 && diffRight < diffLeft)
reverseDiff = true;
while(true)
{
var point1 = this.convertAndTurnPoint(mostLeftPointX.x, mostLeftPointX.y, mostLeftPointX.z, true);
var point2 = this.convertAndTurnPoint(mostRightPointX.x, mostRightPointX.y, mostRightPointX.z, true);
maxLeftPoint = point1.x;
maxRightPoint = point2.x;
if(((Math.abs(maxLeftPoint - left) + 2) >= Math.abs(maxRightPoint - (widthChart + right)) && Math.abs(maxLeftPoint - left) - 2 <= Math.abs(maxRightPoint - (widthChart + right))) || Math.abs(this.cameraDiffX) > 1000)
break;
if(reverseDiff)
this.cameraDiffX--;
else
this.cameraDiffX++;
}*/
//так ближе к тому, как смещает excel
var
widthCanvas
=
this
.
widthCanvas
;
...
...
@@ -2282,55 +2130,6 @@ Processor3D.prototype._calculateCameraDiffX = function (minMaxOx)
var
diffRight
=
(
this
.
left
+
originalWidthChart
)
-
maxRightPoint
;
this
.
cameraDiffX
=
(((
diffRight
-
diffLeft
)
/
2
)
*
(
1
/
(
this
.
rPerspective
)
+
this
.
cameraDiffZ
))
/
(
1
/
(
this
.
rPerspective
));
//***Calculate cameraDiffX***
/*var aspectRatio = (originalWidthChart) / (heightChart);
var minMaxOx = this._getMinMaxOx(points, faces);
var x = minMaxOx.mostLeftPointX.x / aspectRatio;
var y = minMaxOx.mostLeftPointX.y;
var z = minMaxOx.mostLeftPointX.z;
var x1 = minMaxOx.mostRightPointX.x / aspectRatio;
var y1 = minMaxOx.mostRightPointX.y;
var z1 = minMaxOx.mostRightPointX.z;
var centerXDiff = heightChart / 2 + this.left / 2;
var centerYDiff = heightChart / 2 + this.top;
var centerZDiff = this.depthPerspective / 2;
var cosy = Math.cos(this.angleOy);
var siny = Math.sin(this.angleOy);
var cosx = Math.cos(this.angleOx);
var sinx = Math.sin(this.angleOx);
var cosz = Math.cos(this.angleOz);
var sinz = Math.sin(this.angleOz);
var right1 = heightChart + left;*/
/*x = x - centerXDiff;
y = y - centerYDiff;
z = z - centerZDiff;
x1 = x1 - centerXDiff;
y1 = y1 - centerYDiff;
z1 = z1 - centerZDiff;*/
//(cosy * x - siny * z + this.cameraDiffX) / (1 + (cosx * (cosy * z + siny * cosz * x) - sinx * y + this.cameraDiffZ) * (this.rPerspective)) -left =
//right - (cosy * x - siny * z + this.cameraDiffX) / (1 + (cosx * (cosy * z + siny * cosz * x) - sinx * y + this.cameraDiffZ) * (this.rPerspective))
/*var c = cosy * x - siny * z;
var c1 = cosy * x1 - siny * z1;
var b = (1 + (cosx * (cosy * z + siny * cosz * x) - sinx * y + this.cameraDiffZ) * (this.rPerspective));
var b1 = (1 + (cosx * (cosy * z1 + siny * cosz * x1) - sinx * y1 + this.cameraDiffZ) * (this.rPerspective));*/
//(c + this.cameraDiffX) / b - left = right - (c1 + this.cameraDiffX) / b1;
//с / b + this.cameraDiffX / b + c1 / b1 + this.cameraDiffX / b1 = right + left
//this.cameraDiffX / b + this.cameraDiffX / b1 = right + left - c1 / b1 - c / b
//this.cameraDiffX = (-c1 / b1 - c / b + left + right1) * ((b * b1) / (b1 + b));
};
Processor3D
.
prototype
.
_calculateCameraDiffY
=
function
(
maxTopPoint
,
maxBottomPoint
)
...
...
@@ -2561,66 +2360,6 @@ Point3D.prototype =
this
.
x
=
multiplyMatrix
.
x
;
this
.
y
=
multiplyMatrix
.
y
;
this
.
z
=
multiplyMatrix
.
z
;
},
multiplyMatrix
:
function
(
A
,
B
,
pointOnMatrtix
)
{
var
C
=
[];
if
(
!
pointOnMatrtix
)
{
C
[
0
]
=
[];
C
[
0
][
0
]
=
A
[
0
][
0
]
*
B
[
0
][
0
]
+
A
[
0
][
1
]
*
B
[
1
][
0
]
+
A
[
0
][
2
]
*
B
[
2
][
0
]
+
A
[
0
][
3
]
*
B
[
3
][
0
];
C
[
0
][
1
]
=
A
[
0
][
0
]
*
B
[
0
][
1
]
+
A
[
0
][
1
]
*
B
[
1
][
1
]
+
A
[
0
][
2
]
*
B
[
2
][
1
]
+
A
[
0
][
3
]
*
B
[
3
][
1
];
C
[
0
][
2
]
=
A
[
0
][
0
]
*
B
[
0
][
2
]
+
A
[
0
][
1
]
*
B
[
1
][
2
]
+
A
[
0
][
2
]
*
B
[
2
][
2
]
+
A
[
0
][
3
]
*
B
[
3
][
2
];
C
[
0
][
3
]
=
A
[
0
][
0
]
*
B
[
0
][
3
]
+
A
[
0
][
1
]
*
B
[
1
][
3
]
+
A
[
0
][
2
]
*
B
[
2
][
3
]
+
A
[
0
][
3
]
*
B
[
3
][
3
];
C
[
1
]
=
[];
C
[
1
][
0
]
=
A
[
1
][
0
]
*
B
[
0
][
0
]
+
A
[
1
][
1
]
*
B
[
1
][
0
]
+
A
[
1
][
2
]
*
B
[
2
][
0
]
+
A
[
1
][
3
]
*
B
[
3
][
0
];
C
[
1
][
1
]
=
A
[
1
][
0
]
*
B
[
0
][
1
]
+
A
[
1
][
1
]
*
B
[
1
][
1
]
+
A
[
1
][
2
]
*
B
[
2
][
1
]
+
A
[
1
][
3
]
*
B
[
3
][
1
];
C
[
1
][
2
]
=
A
[
1
][
0
]
*
B
[
0
][
2
]
+
A
[
1
][
1
]
*
B
[
1
][
2
]
+
A
[
1
][
2
]
*
B
[
2
][
2
]
+
A
[
1
][
3
]
*
B
[
3
][
2
];
C
[
1
][
3
]
=
A
[
1
][
0
]
*
B
[
0
][
3
]
+
A
[
1
][
1
]
*
B
[
1
][
3
]
+
A
[
1
][
2
]
*
B
[
2
][
3
]
+
A
[
1
][
3
]
*
B
[
3
][
3
];
C
[
2
]
=
[];
C
[
2
][
0
]
=
A
[
2
][
0
]
*
B
[
0
][
0
]
+
A
[
2
][
1
]
*
B
[
1
][
0
]
+
A
[
2
][
2
]
*
B
[
2
][
0
]
+
A
[
2
][
3
]
*
B
[
3
][
0
];
C
[
2
][
1
]
=
A
[
2
][
0
]
*
B
[
0
][
1
]
+
A
[
2
][
1
]
*
B
[
1
][
1
]
+
A
[
2
][
2
]
*
B
[
2
][
1
]
+
A
[
2
][
3
]
*
B
[
3
][
1
];
C
[
2
][
2
]
=
A
[
2
][
0
]
*
B
[
0
][
2
]
+
A
[
2
][
1
]
*
B
[
1
][
2
]
+
A
[
2
][
2
]
*
B
[
2
][
2
]
+
A
[
2
][
3
]
*
B
[
3
][
2
];
C
[
2
][
3
]
=
A
[
2
][
0
]
*
B
[
0
][
3
]
+
A
[
2
][
1
]
*
B
[
1
][
3
]
+
A
[
2
][
2
]
*
B
[
2
][
3
]
+
A
[
2
][
3
]
*
B
[
3
][
3
];
C
[
3
]
=
[];
C
[
3
][
0
]
=
A
[
3
][
0
]
*
B
[
0
][
0
]
+
A
[
3
][
1
]
*
B
[
1
][
0
]
+
A
[
3
][
2
]
*
B
[
2
][
0
]
+
A
[
3
][
3
]
*
B
[
3
][
0
];
C
[
3
][
1
]
=
A
[
3
][
0
]
*
B
[
0
][
1
]
+
A
[
3
][
1
]
*
B
[
1
][
1
]
+
A
[
3
][
2
]
*
B
[
2
][
1
]
+
A
[
3
][
3
]
*
B
[
3
][
1
];
C
[
3
][
2
]
=
A
[
3
][
0
]
*
B
[
0
][
2
]
+
A
[
3
][
1
]
*
B
[
1
][
2
]
+
A
[
3
][
2
]
*
B
[
2
][
2
]
+
A
[
3
][
3
]
*
B
[
3
][
2
];
C
[
3
][
3
]
=
A
[
3
][
0
]
*
B
[
0
][
3
]
+
A
[
3
][
1
]
*
B
[
1
][
3
]
+
A
[
3
][
2
]
*
B
[
2
][
3
]
+
A
[
3
][
3
]
*
B
[
3
][
3
];
}
else
{
C
[
0
]
=
[];
C
[
0
][
0
]
=
A
[
0
][
0
]
*
B
[
0
][
0
]
+
A
[
0
][
1
]
*
B
[
1
][
0
]
+
A
[
0
][
2
]
*
B
[
2
][
0
]
+
A
[
0
][
3
]
*
B
[
3
][
0
];
C
[
0
][
1
]
=
A
[
0
][
0
]
*
B
[
0
][
1
]
+
A
[
0
][
1
]
*
B
[
1
][
1
]
+
A
[
0
][
2
]
*
B
[
2
][
1
]
+
A
[
0
][
3
]
*
B
[
3
][
1
];
C
[
0
][
2
]
=
A
[
0
][
0
]
*
B
[
0
][
2
]
+
A
[
0
][
1
]
*
B
[
1
][
2
]
+
A
[
0
][
2
]
*
B
[
2
][
2
]
+
A
[
0
][
3
]
*
B
[
3
][
2
];
C
[
0
][
3
]
=
A
[
0
][
0
]
*
B
[
0
][
3
]
+
A
[
0
][
1
]
*
B
[
1
][
3
]
+
A
[
0
][
2
]
*
B
[
2
][
3
]
+
A
[
0
][
3
]
*
B
[
3
][
3
];
C
[
1
]
=
[];
C
[
1
][
0
]
=
B
[
0
][
0
]
+
B
[
1
][
0
]
+
B
[
2
][
0
]
+
B
[
3
][
0
];
C
[
1
][
1
]
=
B
[
0
][
1
]
+
B
[
1
][
1
]
+
B
[
2
][
1
]
+
B
[
3
][
1
];
C
[
1
][
2
]
=
B
[
0
][
2
]
+
B
[
1
][
2
]
+
B
[
2
][
2
]
+
B
[
3
][
2
];
C
[
1
][
3
]
=
B
[
0
][
3
]
+
B
[
1
][
3
]
+
B
[
2
][
3
]
+
B
[
3
][
3
];
C
[
2
]
=
[];
C
[
2
][
0
]
=
B
[
0
][
0
]
+
B
[
1
][
0
]
+
B
[
2
][
0
]
+
B
[
3
][
0
];
C
[
2
][
1
]
=
B
[
0
][
1
]
+
B
[
1
][
1
]
+
B
[
2
][
1
]
+
B
[
3
][
1
];
C
[
2
][
2
]
=
B
[
0
][
2
]
+
B
[
1
][
2
]
+
B
[
2
][
2
]
+
B
[
3
][
2
];
C
[
2
][
3
]
=
B
[
0
][
3
]
+
B
[
1
][
3
]
+
B
[
2
][
3
]
+
B
[
3
][
3
];
C
[
3
]
=
[];
C
[
3
][
0
]
=
B
[
0
][
0
]
+
B
[
1
][
0
]
+
B
[
2
][
0
]
+
B
[
3
][
0
];
C
[
3
][
1
]
=
B
[
0
][
1
]
+
B
[
1
][
1
]
+
B
[
2
][
1
]
+
B
[
3
][
1
];
C
[
3
][
2
]
=
B
[
0
][
2
]
+
B
[
1
][
2
]
+
B
[
2
][
2
]
+
B
[
3
][
2
];
C
[
3
][
3
]
=
B
[
0
][
3
]
+
B
[
1
][
3
]
+
B
[
2
][
3
]
+
B
[
3
][
3
];
}
return
C
;
}
};
...
...
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