@antv/g2
Version:
the Grammar of Graphics in Javascript
45 lines • 1.64 kB
JavaScript
import { Band } from '@antv/scale';
import { deepMix } from '@antv/util';
import { column, columnOf } from './utils/helper';
import { domainOf } from './utils/order';
export function rangeOf(value, scaleOptions, padding) {
if (value === null)
return [-0.5, 0.5];
const domain = domainOf(value, scaleOptions);
const scale = new Band({ domain, range: [0, 1], padding });
const step = scale.getBandWidth();
return [-step / 2, step / 2];
}
export function interpolate(t, a, b) {
return a * (1 - t) + b * t;
}
/**
* The jitter transform produce dx and dy channels for marks (especially for point)
* with ordinal x and y dimension, say to make them jitter in their own space.
*/
export const Jitter = (options = {}) => {
const { padding = 0, paddingX = padding, paddingY = padding, random = Math.random, } = options;
return (I, mark) => {
const { encode, scale } = mark;
const { x: scaleX, y: scaleY } = scale;
const [X] = columnOf(encode, 'x');
const [Y] = columnOf(encode, 'y');
const rangeX = rangeOf(X, scaleX, paddingX);
const rangeY = rangeOf(Y, scaleY, paddingY);
const DY = I.map(() => interpolate(random(), ...rangeY));
const DX = I.map(() => interpolate(random(), ...rangeX));
return [
I,
deepMix({
scale: {
x: { padding: 0.5 },
y: { padding: 0.5 },
},
}, mark, {
encode: { dy: column(DY), dx: column(DX) },
}),
];
};
};
Jitter.props = {};
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