UNPKG

whitesource

Version:
772 lines (657 loc) 29.6 kB
/* * D3 Venn Diagram Code by Ben Fred * Released under MIT license * Examples and source code available on GitHub: * https://github.com/benfred/venn.js * */ (function(venn) { "use strict"; /** given a list of set objects, and their corresponding overlaps. updates the (x, y, radius) attribute on each set such that their positions roughly correspond to the desired overlaps */ venn.venn = function(sets, overlaps, parameters) { parameters = parameters || {}; parameters.maxIterations = parameters.maxIterations || 500; var lossFunction = parameters.lossFunction || venn.lossFunction; var initialLayout = parameters.layoutFunction || venn.greedyLayout; // initial layout is done greedily sets = initialLayout(sets, overlaps); // transform x/y coordinates to a vector to optimize var initial = new Array(2*sets.length); for (var i = 0; i < sets.length; ++i) { initial[2 * i] = sets[i].x; initial[2 * i + 1] = sets[i].y; } // optimize initial layout from our loss function var totalFunctionCalls = 0; var solution = venn.fmin( function(values) { totalFunctionCalls += 1; var current = new Array(sets.length); for (var i = 0; i < sets.length; ++i) { current[i] = {x: values[2 * i], y: values[2 * i + 1], radius : sets[i].radius, size : sets[i].size}; } return lossFunction(current, overlaps); }, initial, parameters); // transform solution vector back to x/y points var positions = solution.solution; for (i = 0; i < sets.length; ++i) { sets[i].x = positions[2 * i]; sets[i].y = positions[2 * i + 1]; } return sets; }; /** Returns the distance necessary for two circles of radius r1 + r2 to have the overlap area 'overlap' */ venn.distanceFromIntersectArea = function(r1, r2, overlap) { // handle complete overlapped circles if (Math.min(r1, r2) * Math.min(r1,r2) * Math.PI <= overlap) { return Math.abs(r1 - r2); } return venn.bisect(function(distance) { return circleIntersection.circleOverlap(r1, r2, distance) - overlap; }, 0, r1 + r2); }; /// gets a matrix of euclidean distances between all sets in venn diagram venn.getDistanceMatrix = function(sets, overlaps) { // initialize an empty distance matrix between all the points var distances = []; for (var i = 0; i < sets.length; ++i) { distances.push([]); for (var j = 0; j < sets.length; ++j) { distances[i].push(0); } } // compute distances between all the points for (var i = 0; i < overlaps.length; ++i) { var current = overlaps[i]; if (current.sets.length !== 2) { continue; } var left = current.sets[0], right = current.sets[1], r1 = Math.sqrt(sets[left].size / Math.PI), r2 = Math.sqrt(sets[right].size / Math.PI), distance = venn.distanceFromIntersectArea(r1, r2, current.size); distances[left][right] = distances[right][left] = distance; } return distances; }; /** Lays out a Venn diagram greedily, going from most overlapped sets to least overlapped, attempting to position each new set such that the overlapping areas to already positioned sets are basically right */ venn.greedyLayout = function(sets, overlaps) { // give each set a default position + radius var setOverlaps = {}; for (var i = 0; i < sets.length; ++i) { setOverlaps[i] = []; sets[i].radius = Math.sqrt(sets[i].size / Math.PI); sets[i].x = sets[i].y = 0; } // map each set to a list of all the other sets that overlap it for (i = 0; i < overlaps.length; ++i) { var current = overlaps[i]; if (current.sets.length !== 2) { continue; } var left = current.sets[0], right = current.sets[1]; setOverlaps[left].push ({set:right, size:current.size}); setOverlaps[right].push({set:left, size:current.size}); } // get list of most overlapped sets var mostOverlapped = []; for (var set in setOverlaps) { if (setOverlaps.hasOwnProperty(set)) { var size = 0; for (i = 0; i < setOverlaps[set].length; ++i) { size += setOverlaps[set][i].size; } mostOverlapped.push({set: set, size:size}); } } // sort by size desc function sortOrder(a,b) { return b.size - a.size; } mostOverlapped.sort(sortOrder); // keep track of what sets have been laid out var positioned = {}; function isPositioned(element) { return element.set in positioned; } // adds a point to the output function positionSet(point, index) { sets[index].x = point.x; sets[index].y = point.y; positioned[index] = true; } // add most overlapped set at (0,0) positionSet({x: 0, y: 0}, mostOverlapped[0].set); // get distances between all points var distances = venn.getDistanceMatrix(sets, overlaps); for (i = 1; i < mostOverlapped.length; ++i) { var setIndex = mostOverlapped[i].set, set = sets[setIndex], overlap = setOverlaps[setIndex].filter(isPositioned); overlap.sort(sortOrder); if (overlap.length === 0) { throw "Need overlap information for set " + JSON.stringify( set ); } var points = []; for (var j = 0; j < overlap.length; ++j) { // get appropriate distance from most overlapped already added set var p1 = sets[overlap[j].set], d1 = distances[setIndex][overlap[j].set]; // sample positions at 90 degrees for maximum aesthetics points.push({x : p1.x + d1, y : p1.y}); points.push({x : p1.x - d1, y : p1.y}); points.push({y : p1.y + d1, x : p1.x}); points.push({y : p1.y - d1, x : p1.x}); // if we have at least 2 overlaps, then figure out where the // set should be positioned analytically and try those too for (var k = j + 1; k < overlap.length; ++k) { var p2 = sets[overlap[k].set], d2 = distances[setIndex][overlap[k].set]; var extraPoints = circleIntersection.circleCircleIntersection( { x: p1.x, y: p1.y, radius: d1}, { x: p2.x, y: p2.y, radius: d2}); for (var l = 0; l < extraPoints.length; ++l) { points.push(extraPoints[l]); } } } // we have some candidate positions for the set, examine loss // at each position to figure out where to put it at var bestLoss = 1e50, bestPoint = points[0]; for (var j = 0; j < points.length; ++j) { sets[setIndex].x = points[j].x; sets[setIndex].y = points[j].y; var loss = venn.lossFunction(sets, overlaps); if (loss < bestLoss) { bestLoss = loss; bestPoint = points[j]; } } positionSet(bestPoint, setIndex); } return sets; }; /// Uses multidimensional scaling to approximate a first layout here venn.classicMDSLayout = function(sets, overlaps) { // get the distance matrix var distances = venn.getDistanceMatrix(sets, overlaps); // get positions for each set var positions = mds.classic(distances); // translate back to (x,y,radius) coordinates for (var i = 0; i < sets.length; ++i) { sets[i].x = positions[i][0]; sets[i].y = positions[i][1]; sets[i].radius = Math.sqrt(sets[i].size / Math.PI); } return sets; }; /** Given a bunch of sets, and the desired overlaps between these sets - computes the distance from the actual overlaps to the desired overlaps. Note that this method ignores overlaps of more than 2 circles */ venn.lossFunction = function(sets, overlaps) { var output = 0; function getCircles(indices) { return indices.map(function(i) { return sets[i]; }); } for (var i = 0; i < overlaps.length; ++i) { var area = overlaps[i], overlap; if (area.sets.length == 2) { var left = sets[area.sets[0]], right = sets[area.sets[1]]; overlap = circleIntersection.circleOverlap(left.radius, right.radius, circleIntersection.distance(left, right)); } else { overlap = circleIntersection.intersectionArea(getCircles(area.sets)); } output += (overlap - area.size) * (overlap - area.size); } return output; }; /** Scales a solution from venn.venn or venn.greedyLayout such that it fits in a rectangle of width/height - with padding around the borders. */ venn.scaleSolution = function(solution, width, height, padding) { var minMax = function(d) { var hi = Math.max.apply(null, solution.map( function(c) { return c[d] + c.radius; } )), lo = Math.min.apply(null, solution.map( function(c) { return c[d] - c.radius;} )); return {max:hi, min:lo}; }; width -= 2*padding; height -= 2*padding; var xRange = minMax('x'), yRange = minMax('y'), xScaling = width / (xRange.max - xRange.min), yScaling = height / (yRange.max - yRange.min), scaling = Math.min(yScaling, xScaling); for (var i = 0; i < solution.length; ++i) { var set = solution[i]; set.radius = scaling * set.radius; set.x = padding + (set.x - xRange.min) * scaling; set.y = padding + (set.y - yRange.min) * scaling; } solution.scaling = scaling; return solution; }; function weightedSum(a, b) { var ret = new Array(a[1].length || 0); for (var j = 0; j < ret.length; ++j) { ret[j] = a[0] * a[1][j] + b[0] * b[1][j]; } return ret; } function centerVennDiagram( diagram, width, height, padding ) { var diagramBoundaries; var allowedWidth = width - ( 2 * ( padding || 0 ) ); var allowedHeight = height - ( 2 * ( padding || 0 ) ); var scale; var transformX, transformY; var transform = ""; if ( diagram ) { diagramBoundaries = diagram[ 0 ][ 0 ].getBBox(); if ( diagramBoundaries && width && height ) { // See if we need to scale to fit the width/height if ( diagramBoundaries.width > allowedWidth ) { scale = allowedWidth / diagramBoundaries.width; } if ( diagramBoundaries.height > allowedHeight ) { if ( !scale || ( allowedHeight / diagramBoundaries.height ) < scale ) { scale = allowedHeight / diagramBoundaries.height; } } if ( scale ) { transform = "scale(" + scale + ")"; } else { scale = 1; } transformX = Math.floor( ( allowedWidth - ( diagramBoundaries.width * scale ) ) / 2 ); transformY = Math.floor( ( allowedHeight - ( diagramBoundaries.height * scale ) ) / 2 ); diagram.attr( "transform", "translate(" + transformX + "," + transformY + ") " + transform ); } } } /** finds the zeros of a function, given two starting points (which must * have opposite signs */ venn.bisect = function(f, a, b, parameters) { parameters = parameters || {}; var maxIterations = parameters.maxIterations || 100, tolerance = parameters.tolerance || 1e-10, fA = f(a), fB = f(b), delta = b - a; if (fA * fB > 0) { throw "Initial bisect points must have opposite signs"; } if (fA == 0) return a; if (fB == 0) return b; for (var i = 0; i < maxIterations; ++i) { delta /= 2; var mid = a + delta, fMid = f(mid); if (fMid * fA >= 0) { a = mid; } if ((Math.abs(delta) < tolerance) || (fMid == 0)) { return mid; } } return a + delta; } /** minimizes a function using the downhill simplex method */ venn.fmin = function(f, x0, parameters) { parameters = parameters || {}; var maxIterations = parameters.maxIterations || x0.length * 200, nonZeroDelta = parameters.nonZeroDelta || 1.1, zeroDelta = parameters.zeroDelta || 0.001, minErrorDelta = parameters.minErrorDelta || 1e-5, rho = parameters.rho || 1, chi = parameters.chi || 2, psi = parameters.psi || -0.5, sigma = parameters.sigma || 0.5, callback = parameters.callback; // initialize simplex. var N = x0.length, simplex = new Array(N + 1); simplex[0] = x0; simplex[0].fx = f(x0); for (var i = 0; i < N; ++i) { var point = x0.slice(); point[i] = point[i] ? point[i] * nonZeroDelta : zeroDelta; simplex[i+1] = point; simplex[i+1].fx = f(point); } var sortOrder = function(a, b) { return a.fx - b.fx; }; for (var iteration = 0; iteration < maxIterations; ++iteration) { simplex.sort(sortOrder); if (callback) { callback(simplex); } if (Math.abs(simplex[0].fx - simplex[N].fx) < minErrorDelta) { break; } // compute the centroid of all but the worst point in the simplex var centroid = new Array(N); for (i = 0; i < N; ++i) { centroid[i] = 0; for (var j = 0; j < N; ++j) { centroid[i] += simplex[j][i]; } centroid[i] /= N; } // reflect the worst point past the centroid and compute loss at reflected // point var worst = simplex[N]; var reflected = weightedSum([1+rho, centroid], [-rho, worst]); reflected.fx = f(reflected); var replacement = reflected; // if the reflected point is the best seen, then possibly expand if (reflected.fx <= simplex[0].fx) { var expanded = weightedSum([1+chi, centroid], [-chi, worst]); expanded.fx = f(expanded); if (expanded.fx < reflected.fx) { replacement = expanded; } } // if the reflected point is worse than the second worst, we need to // contract else if (reflected.fx >= simplex[N-1].fx) { var shouldReduce = false; var contracted; if (reflected.fx <= worst.fx) { // do an inside contraction contracted = weightedSum([1+psi, centroid], [-psi, worst]); contracted.fx = f(contracted); if (contracted.fx < worst.fx) { replacement = contracted; } else { shouldReduce = true; } } else { // do an outside contraction contracted = weightedSum([1-psi * rho, centroid], [psi*rho, worst]); contracted.fx = f(contracted); if (contracted.fx <= reflected.fx) { replacement = contracted; } else { shouldReduce = true; } } if (shouldReduce) { // do reduction. doesn't actually happen that often for (i = 1; i < simplex.length; ++i) { simplex[i] = weightedSum([1 - sigma, simplex[0]], [sigma - 1, simplex[i]]); simplex[i].fx = f(simplex[i]); } } } simplex[N] = replacement; } simplex.sort(sortOrder); return {f : simplex[0].fx, solution : simplex[0]}; }; venn.drawD3Diagram = function(element, dataset, width, height, parameters) { parameters = parameters || {}; var colours = d3.scale.category10(), circleFillColours = parameters.circleFillColours || colours, circleStrokeColours = parameters.circleStrokeColours || circleFillColours, circleStrokeWidth = parameters.circleStrokeWidth || function(i) { return 0; }, textFillColours = parameters.textFillColours || colours, textStrokeColours = parameters.textStrokeColours || textFillColours, nodeOpacity = parameters.opacity || 0.3, padding = parameters.padding || 6; dataset = venn.scaleSolution(dataset, width, height, padding); var svg = element.append("svg") .attr("width", width) .attr("height", height); var diagram = svg.append( "g" ); var nodes = diagram.selectAll("circle") .data(dataset) .enter() .append("g"); var circles = nodes.append("circle") .attr("r", function(d) { return d.radius; }) .style("fill-opacity", nodeOpacity) .attr("cx", function(d) { return d.x; }) .attr("cy", function(d) { return d.y; }) .style("stroke", function(d, i) { return circleStrokeColours(i); }) .style("stroke-width", function(d, i) { return circleStrokeWidth(i); }) .style("fill", function(d, i) { return circleFillColours(i); }); var text = nodes.append("text") .attr("x", function(d) { return d.x; }) .attr("y", function(d) { return d.y; }) .attr("text-anchor", "middle") .attr("dy", "0.35em") .style("stroke", function(d, i) { return textStrokeColours(i); }) .style("fill", function(d, i) { return textFillColours(i); }) .text(function(d) { return d.label; }); centerVennDiagram( diagram, width, height, padding ); return {'svg' : svg, 'nodes' : nodes, 'circles' : circles, 'text' : text }; }; venn.updateD3Diagram = function(element, dataset) { var svg = element.select("svg"), width = parseInt(svg.attr('width'), 10), height = parseInt(svg.attr('height'), 10); dataset = venn.scaleSolution(dataset, width, height, 6); element.selectAll("circle") .data(dataset) .transition() .duration(400) .attr("cx", function(d) { return d.x; }) .attr("cy", function(d) { return d.y; }) .attr("r", function(d) { return d.radius; }); element.selectAll("text") .data(dataset) .transition() .duration(400) .attr("x", function(d) { return d.x; }) .attr("y", function(d) { return d.y; }); }; }(window.venn = window.venn || {})); (function(circleIntersection) { "use strict"; var SMALL = 1e-10; /** Returns the intersection area of a bunch of circles (where each circle is an object having an x,y and radius property) */ circleIntersection.intersectionArea = function(circles, stats) { // get all the intersection points of the circles var intersectionPoints = getIntersectionPoints(circles); // filter out points that aren't included in all the circles var innerPoints = intersectionPoints.filter(function (p) { return circleIntersection.containedInCircles(p, circles); }); var arcArea = 0, polygonArea = 0, arcs = [], i; // if we have intersection points that are within all the circles, // then figure out the area contained by them if (innerPoints.length > 1) { // sort the points by angle from the center of the polygon, which lets // us just iterate over points to get the edges var center = circleIntersection.getCenter(innerPoints); for (i = 0; i < innerPoints.length; ++i ) { var p = innerPoints[i]; p.angle = Math.atan2(p.x - center.x, p.y - center.y); } innerPoints.sort(function(a,b) { return b.angle - a.angle;}); // iterate over all points, get arc between the points // and update the areas var p2 = innerPoints[innerPoints.length - 1]; for (i = 0; i < innerPoints.length; ++i) { var p1 = innerPoints[i]; // polygon area updates easily ... polygonArea += (p2.x + p1.x) * (p1.y - p2.y); // updating the arc area is a little more involved var midPoint = {x : (p1.x + p2.x) / 2, y : (p1.y + p2.y) / 2}, arc = null; for (var j = 0; j < p1.parentIndex.length; ++j) { if (p2.parentIndex.indexOf(p1.parentIndex[j]) > -1) { // figure out the angle halfway between the two points // on the current circle var circle = circles[p1.parentIndex[j]], a1 = Math.atan2(p1.x - circle.x, p1.y - circle.y), a2 = Math.atan2(p2.x - circle.x, p2.y - circle.y); var angleDiff = (a2 - a1); if (angleDiff < 0) { angleDiff += 2*Math.PI; } // and use that angle to figure out the width of the // arc var a = a2 - angleDiff/2, width = circleIntersection.distance(midPoint, { x : circle.x + circle.radius * Math.sin(a), y : circle.y + circle.radius * Math.cos(a) }); // pick the circle whose arc has the smallest width if ((arc === null) || (arc.width > width)) { arc = { circle : circle, width : width, p1 : p1, p2 : p2}; } } } arcs.push(arc); arcArea += circleIntersection.circleArea(arc.circle.radius, arc.width); p2 = p1; } } else { // no intersection points, is either disjoint - or is completely // overlapped. figure out which by examining the smallest circle var smallest = circles[0]; for (i = 1; i < circles.length; ++i) { if (circles[i].radius < smallest.radius) { smallest = circles[i]; } } // make sure the smallest circle is completely contained in all // the other circles var disjoint = false; for (i = 0; i < circles.length; ++i) { if (circleIntersection.distance(circles[i], smallest) > Math.abs(smallest.radius - circles[i].radius)) { disjoint = true; break; } } if (disjoint) { arcArea = polygonArea = 0; } else { arcArea = smallest.radius * smallest.radius * Math.PI; arcs.push({circle : smallest, p1: { x: smallest.x, y : smallest.y + smallest.radius}, p2: { x: smallest.x - SMALL, y : smallest.y + smallest.radius}, width : smallest.radius * 2 }); } } polygonArea /= 2; if (stats) { stats.area = arcArea + polygonArea; stats.arcArea = arcArea; stats.polygonArea = polygonArea; stats.arcs = arcs; stats.innerPoints = innerPoints; stats.intersectionPoints = intersectionPoints; } return arcArea + polygonArea; }; /** returns whether a point is contained by all of a list of circles */ circleIntersection.containedInCircles = function(point, circles) { for (var i = 0; i < circles.length; ++i) { if (circleIntersection.distance(point, circles[i]) > circles[i].radius + SMALL) { return false; } } return true; }; /** Gets all intersection points between a bunch of circles */ function getIntersectionPoints(circles) { var ret = []; for (var i = 0; i < circles.length; ++i) { for (var j = i + 1; j < circles.length; ++j) { var intersect = circleIntersection.circleCircleIntersection(circles[i], circles[j]); for (var k = 0; k < intersect.length; ++k) { var p = intersect[k]; p.parentIndex = [i,j]; ret.push(p); } } } return ret; } circleIntersection.circleIntegral = function(r, x) { var y = Math.sqrt(r * r - x * x); return x * y + r * r * Math.atan2(x, y); }; /** Returns the area of a circle of radius r - up to width */ circleIntersection.circleArea = function(r, width) { return circleIntersection.circleIntegral(r, width - r) - circleIntersection.circleIntegral(r, -r); }; /** euclidean distance between two points */ circleIntersection.distance = function(p1, p2) { return Math.sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y)); }; /** Returns the overlap area of two circles of radius r1 and r2 - that have their centers separated by distance d. Simpler faster circle intersection for only two circles */ circleIntersection.circleOverlap = function(r1, r2, d) { // no overlap if (d >= r1 + r2) { return 0; } // completely overlapped if (d <= Math.abs(r1 - r2)) { return Math.PI * Math.min(r1, r2) * Math.min(r1, r2); } var w1 = r1 - (d * d - r2 * r2 + r1 * r1) / (2 * d), w2 = r2 - (d * d - r1 * r1 + r2 * r2) / (2 * d); return circleIntersection.circleArea(r1, w1) + circleIntersection.circleArea(r2, w2); }; /** Given two circles (containing a x/y/radius attributes), returns the intersecting points if possible. note: doesn't handle cases where there are infinitely many intersection points (circles are equivalent):, or only one intersection point*/ circleIntersection.circleCircleIntersection = function(p1, p2) { var d = circleIntersection.distance(p1, p2), r1 = p1.radius, r2 = p2.radius; // if to far away, or self contained - can't be done if ((d >= (r1 + r2)) || (d <= Math.abs(r1 - r2))) { return []; } var a = (r1 * r1 - r2 * r2 + d * d) / (2 * d), h = Math.sqrt(r1 * r1 - a * a), x0 = p1.x + a * (p2.x - p1.x) / d, y0 = p1.y + a * (p2.y - p1.y) / d, rx = -(p2.y - p1.y) * (h / d), ry = -(p2.x - p1.x) * (h / d); return [{ x: x0 + rx, y : y0 - ry }, { x: x0 - rx, y : y0 + ry }]; }; /** Returns the center of a bunch of points */ circleIntersection.getCenter = function(points) { var center = { x: 0, y: 0}; for (var i =0; i < points.length; ++i ) { center.x += points[i].x; center.y += points[i].y; } center.x /= points.length; center.y /= points.length; return center; }; }(window.circleIntersection = window.circleIntersection || {}));