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Posted to commits@echarts.apache.org by GitBox <gi...@apache.org> on 2020/11/12 08:43:44 UTC

[GitHub] [incubator-echarts] learnningUser opened a new issue #13607: Zoom thermal map, the label on the left is misplaced

learnningUser opened a new issue #13607:
URL: https://github.com/apache/incubator-echarts/issues/13607


   ### Version
   4.9.0
   
   ### Steps to reproduce
   Add zoom attribute style to div of thermal diagram, and the left click label will be misplaced
   
   ### What is expected?
   No matter how much scale the div, the tags click on will not be misplaced
   
   ### What is actually happening?
    scale the  div of thermal diagram,left click label will be misplaced
   
   <!-- This issue is generated by echarts-issue-helper. DO NOT REMOVE -->
   <!-- This issue is in English. DO NOT REMOVE -->### Version
   4.9.0
   
   
   
   
   
   
   
   
   
   ### Steps to reproduce
   Add zoom attribute style to div of thermal diagram, and the left click label will be misplaced
   
   ### What is expected?
   No matter how much scale the div, the tags click on will not be misplaced
   
   ### What is actually happening?
    scale the  div of thermal diagram,left click label will be misplaced
   
   <!-- This issue is generated by echarts-issue-helper. DO NOT REMOVE -->
   ![b2190aad4d599e95ca9e22f0ef55120](https://user-images.githubusercontent.com/39079586/98916484-2ecab480-2506-11eb-9300-5a9f68bb3676.png)
   


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[GitHub] [incubator-echarts] learnningUser commented on issue #13607: Zoom thermal map, the label on the left is misplaced

Posted by GitBox <gi...@apache.org>.
learnningUser commented on issue #13607:
URL: https://github.com/apache/incubator-echarts/issues/13607#issuecomment-726687050


   var noise = getNoiseHelper();
   var xData = [];
   var yData = [];
   noise.seed(Math.random());
   
   function generateData(theta, min, max) {
       var data = [];
       for (var i = 0; i <= 200; i++) {
           for (var j = 0; j <= 100; j++) {
               // var x = (max - min) * i / 200 + min;
               // var y = (max - min) * j / 100 + min;
               data.push([i, j, noise.perlin2(i / 40, j / 20) + 0.5]);
               // data.push([i, j, normalDist(theta, x) * normalDist(theta, y)]);
           }
           xData.push(i);
       }
       for (var j = 0; j < 100; j++) {
           yData.push(j);
       }
       return data;
   }
   var data = generateData(2, -5, 5);
   
   option = {
       tooltip: {},
       grid: {
           right: 10,
           left: 140
       },
       xAxis: {
           type: 'category',
           data: xData
       },
       yAxis: {
           type: 'category',
           data: yData
       },
       visualMap: {
           type: 'piecewise',
           min: 0,
           max: 1,
           calculable: true,
           realtime: false,
           splitNumber: 8,
           inRange: {
               color: ['#313695', '#4575b4', '#74add1', '#abd9e9', '#e0f3f8', '#ffffbf', '#fee090', '#fdae61', '#f46d43', '#d73027', '#a50026']
           }
       },
       legend: {
           selectedMode: false
       },
       series: [{
           name: 'Gaussian',
           type: 'heatmap',
           data: data,
           emphasis: {
               itemStyle: {
                   borderColor: '#333',
                   borderWidth: 1
               }
           },
           progressive: 1000,
           animation: false
       }]
   };
   
   
   $('#chart-panel').css('zoom', 1.03);
   ///////////////////////////////////////////////////////////////////////////
   // Simplex and perlin noise helper from https://github.com/josephg/noisejs
   ///////////////////////////////////////////////////////////////////////////
   function getNoiseHelper(global) {
   
       var module = {};
   
       function Grad(x, y, z) {
           this.x = x;
           this.y = y;
           this.z = z;
       }
   
       Grad.prototype.dot2 = function(x, y) {
           return this.x * x + this.y * y;
       };
   
       Grad.prototype.dot3 = function(x, y, z) {
           return this.x * x + this.y * y + this.z * z;
       };
   
       var grad3 = [new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0),
           new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1),
           new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)
       ];
   
       var p = [151, 160, 137, 91, 90, 15,
           131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
           190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
           88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
           77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
           102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
           135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
           5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
           223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
           129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
           251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
           49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
           138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
       ];
       // To remove the need for index wrapping, double the permutation table length
       var perm = new Array(512);
       var gradP = new Array(512);
   
       // This isn't a very good seeding function, but it works ok. It supports 2^16
       // different seed values. Write something better if you need more seeds.
       module.seed = function(seed) {
           if (seed > 0 && seed < 1) {
               // Scale the seed out
               seed *= 65536;
           }
   
           seed = Math.floor(seed);
           if (seed < 256) {
               seed |= seed << 8;
           }
   
           for (var i = 0; i < 256; i++) {
               var v;
               if (i & 1) {
                   v = p[i] ^ (seed & 255);
               } else {
                   v = p[i] ^ ((seed >> 8) & 255);
               }
   
               perm[i] = perm[i + 256] = v;
               gradP[i] = gradP[i + 256] = grad3[v % 12];
           }
       };
   
       module.seed(0);
   
       /*
       for(var i=0; i<256; i++) {
         perm[i] = perm[i + 256] = p[i];
         gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
       }*/
   
       // Skewing and unskewing factors for 2, 3, and 4 dimensions
       var F2 = 0.5 * (Math.sqrt(3) - 1);
       var G2 = (3 - Math.sqrt(3)) / 6;
   
       var F3 = 1 / 3;
       var G3 = 1 / 6;
   
       // 2D simplex noise
       module.simplex2 = function(xin, yin) {
           var n0, n1, n2; // Noise contributions from the three corners
           // Skew the input space to determine which simplex cell we're in
           var s = (xin + yin) * F2; // Hairy factor for 2D
           var i = Math.floor(xin + s);
           var j = Math.floor(yin + s);
           var t = (i + j) * G2;
           var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
           var y0 = yin - j + t;
           // For the 2D case, the simplex shape is an equilateral triangle.
           // Determine which simplex we are in.
           var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
           if (x0 > y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
               i1 = 1;
               j1 = 0;
           } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
               i1 = 0;
               j1 = 1;
           }
           // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
           // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
           // c = (3-sqrt(3))/6
           var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
           var y1 = y0 - j1 + G2;
           var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
           var y2 = y0 - 1 + 2 * G2;
           // Work out the hashed gradient indices of the three simplex corners
           i &= 255;
           j &= 255;
           var gi0 = gradP[i + perm[j]];
           var gi1 = gradP[i + i1 + perm[j + j1]];
           var gi2 = gradP[i + 1 + perm[j + 1]];
           // Calculate the contribution from the three corners
           var t0 = 0.5 - x0 * x0 - y0 * y0;
           if (t0 < 0) {
               n0 = 0;
           } else {
               t0 *= t0;
               n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
           }
           var t1 = 0.5 - x1 * x1 - y1 * y1;
           if (t1 < 0) {
               n1 = 0;
           } else {
               t1 *= t1;
               n1 = t1 * t1 * gi1.dot2(x1, y1);
           }
           var t2 = 0.5 - x2 * x2 - y2 * y2;
           if (t2 < 0) {
               n2 = 0;
           } else {
               t2 *= t2;
               n2 = t2 * t2 * gi2.dot2(x2, y2);
           }
           // Add contributions from each corner to get the final noise value.
           // The result is scaled to return values in the interval [-1,1].
           return 70 * (n0 + n1 + n2);
       };
   
       // 3D simplex noise
       module.simplex3 = function(xin, yin, zin) {
           var n0, n1, n2, n3; // Noise contributions from the four corners
   
           // Skew the input space to determine which simplex cell we're in
           var s = (xin + yin + zin) * F3; // Hairy factor for 2D
           var i = Math.floor(xin + s);
           var j = Math.floor(yin + s);
           var k = Math.floor(zin + s);
   
           var t = (i + j + k) * G3;
           var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
           var y0 = yin - j + t;
           var z0 = zin - k + t;
   
           // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
           // Determine which simplex we are in.
           var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
           var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
           if (x0 >= y0) {
               if (y0 >= z0) {
                   i1 = 1;
                   j1 = 0;
                   k1 = 0;
                   i2 = 1;
                   j2 = 1;
                   k2 = 0;
               } else if (x0 >= z0) {
                   i1 = 1;
                   j1 = 0;
                   k1 = 0;
                   i2 = 1;
                   j2 = 0;
                   k2 = 1;
               } else {
                   i1 = 0;
                   j1 = 0;
                   k1 = 1;
                   i2 = 1;
                   j2 = 0;
                   k2 = 1;
               }
           } else {
               if (y0 < z0) {
                   i1 = 0;
                   j1 = 0;
                   k1 = 1;
                   i2 = 0;
                   j2 = 1;
                   k2 = 1;
               } else if (x0 < z0) {
                   i1 = 0;
                   j1 = 1;
                   k1 = 0;
                   i2 = 0;
                   j2 = 1;
                   k2 = 1;
               } else {
                   i1 = 0;
                   j1 = 1;
                   k1 = 0;
                   i2 = 1;
                   j2 = 1;
                   k2 = 0;
               }
           }
           // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
           // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
           // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
           // c = 1/6.
           var x1 = x0 - i1 + G3; // Offsets for second corner
           var y1 = y0 - j1 + G3;
           var z1 = z0 - k1 + G3;
   
           var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
           var y2 = y0 - j2 + 2 * G3;
           var z2 = z0 - k2 + 2 * G3;
   
           var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
           var y3 = y0 - 1 + 3 * G3;
           var z3 = z0 - 1 + 3 * G3;
   
           // Work out the hashed gradient indices of the four simplex corners
           i &= 255;
           j &= 255;
           k &= 255;
           var gi0 = gradP[i + perm[j + perm[k]]];
           var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]];
           var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]];
           var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]];
   
           // Calculate the contribution from the four corners
           var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
           if (t0 < 0) {
               n0 = 0;
           } else {
               t0 *= t0;
               n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
           }
           var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
           if (t1 < 0) {
               n1 = 0;
           } else {
               t1 *= t1;
               n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
           }
           var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
           if (t2 < 0) {
               n2 = 0;
           } else {
               t2 *= t2;
               n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
           }
           var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
           if (t3 < 0) {
               n3 = 0;
           } else {
               t3 *= t3;
               n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
           }
           // Add contributions from each corner to get the final noise value.
           // The result is scaled to return values in the interval [-1,1].
           return 32 * (n0 + n1 + n2 + n3);
   
       };
   
       // ##### Perlin noise stuff
   
       function fade(t) {
           return t * t * t * (t * (t * 6 - 15) + 10);
       }
   
       function lerp(a, b, t) {
           return (1 - t) * a + t * b;
       }
   
       // 2D Perlin Noise
       module.perlin2 = function(x, y) {
           // Find unit grid cell containing point
           var X = Math.floor(x),
               Y = Math.floor(y);
           // Get relative xy coordinates of point within that cell
           x = x - X;
           y = y - Y;
           // Wrap the integer cells at 255 (smaller integer period can be introduced here)
           X = X & 255;
           Y = Y & 255;
   
           // Calculate noise contributions from each of the four corners
           var n00 = gradP[X + perm[Y]].dot2(x, y);
           var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1);
           var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y);
           var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1);
   
           // Compute the fade curve value for x
           var u = fade(x);
   
           // Interpolate the four results
           return lerp(
               lerp(n00, n10, u),
               lerp(n01, n11, u),
               fade(y));
       };
   
       // 3D Perlin Noise
       module.perlin3 = function(x, y, z) {
           // Find unit grid cell containing point
           var X = Math.floor(x),
               Y = Math.floor(y),
               Z = Math.floor(z);
           // Get relative xyz coordinates of point within that cell
           x = x - X;
           y = y - Y;
           z = z - Z;
           // Wrap the integer cells at 255 (smaller integer period can be introduced here)
           X = X & 255;
           Y = Y & 255;
           Z = Z & 255;
   
           // Calculate noise contributions from each of the eight corners
           var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z);
           var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1);
           var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z);
           var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1);
           var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z);
           var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1);
           var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z);
           var n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1);
   
           // Compute the fade curve value for x, y, z
           var u = fade(x);
           var v = fade(y);
           var w = fade(z);
   
           // Interpolate
           return lerp(
               lerp(
                   lerp(n000, n100, u),
                   lerp(n001, n101, u), w),
               lerp(
                   lerp(n010, n110, u),
                   lerp(n011, n111, u), w),
               v);
       };
   
   
       return module;
   }


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[GitHub] [incubator-echarts] echarts-bot[bot] commented on issue #13607: Zoom thermal map, the label on the left is misplaced

Posted by GitBox <gi...@apache.org>.
echarts-bot[bot] commented on issue #13607:
URL: https://github.com/apache/incubator-echarts/issues/13607#issuecomment-726586623


   @learnningUser Please provide a demo for the issue either with https://codepen.io/Ovilia/pen/dyYWXWM or https://www.makeapie.com/editor.html.


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[GitHub] [incubator-echarts] echarts-bot[bot] commented on issue #13607: Zoom thermal map, the label on the left is misplaced

Posted by GitBox <gi...@apache.org>.
echarts-bot[bot] commented on issue #13607:
URL: https://github.com/apache/incubator-echarts/issues/13607#issuecomment-725932342


   Hi! We've received your issue and please be patient to get responded. 🎉
   The average response time is expected to be within one day for weekdays.
   
   In the meanwhile, please make sure that **you have posted enough image to demo your request**. You may also check out the [API](http://echarts.apache.org/api.html) and [chart option](http://echarts.apache.org/option.html) to get the answer.
   
   If you don't get helped for a long time (over a week) or have an urgent question to ask, you may also send an email to dev@echarts.apache.org. Please attach the issue link if it's a technical question.
   
   If you are interested in the project, you may also subscribe our [mailing list](https://echarts.apache.org/en/maillist.html).
   
   Have a nice day! 🍵


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[GitHub] [incubator-echarts] learnningUser edited a comment on issue #13607: Zoom thermal map, the label on the left is misplaced

Posted by GitBox <gi...@apache.org>.
learnningUser edited a comment on issue #13607:
URL: https://github.com/apache/incubator-echarts/issues/13607#issuecomment-726687050


   ```js
   var noise = getNoiseHelper();
   var xData = [];
   var yData = [];
   noise.seed(Math.random());
   
   function generateData(theta, min, max) {
       var data = [];
       for (var i = 0; i <= 200; i++) {
           for (var j = 0; j <= 100; j++) {
               // var x = (max - min) * i / 200 + min;
               // var y = (max - min) * j / 100 + min;
               data.push([i, j, noise.perlin2(i / 40, j / 20) + 0.5]);
               // data.push([i, j, normalDist(theta, x) * normalDist(theta, y)]);
           }
           xData.push(i);
       }
       for (var j = 0; j < 100; j++) {
           yData.push(j);
       }
       return data;
   }
   var data = generateData(2, -5, 5);
   
   option = {
       tooltip: {},
       grid: {
           right: 10,
           left: 140
       },
       xAxis: {
           type: 'category',
           data: xData
       },
       yAxis: {
           type: 'category',
           data: yData
       },
       visualMap: {
           type: 'piecewise',
           min: 0,
           max: 1,
           calculable: true,
           realtime: false,
           splitNumber: 8,
           inRange: {
               color: ['#313695', '#4575b4', '#74add1', '#abd9e9', '#e0f3f8', '#ffffbf', '#fee090', '#fdae61', '#f46d43', '#d73027', '#a50026']
           }
       },
       legend: {
           selectedMode: false
       },
       series: [{
           name: 'Gaussian',
           type: 'heatmap',
           data: data,
           emphasis: {
               itemStyle: {
                   borderColor: '#333',
                   borderWidth: 1
               }
           },
           progressive: 1000,
           animation: false
       }]
   };
   
   
   $('#chart-panel').css('zoom', 1.03);
   ///////////////////////////////////////////////////////////////////////////
   // Simplex and perlin noise helper from https://github.com/josephg/noisejs
   ///////////////////////////////////////////////////////////////////////////
   function getNoiseHelper(global) {
   
       var module = {};
   
       function Grad(x, y, z) {
           this.x = x;
           this.y = y;
           this.z = z;
       }
   
       Grad.prototype.dot2 = function(x, y) {
           return this.x * x + this.y * y;
       };
   
       Grad.prototype.dot3 = function(x, y, z) {
           return this.x * x + this.y * y + this.z * z;
       };
   
       var grad3 = [new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0),
           new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1),
           new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)
       ];
   
       var p = [151, 160, 137, 91, 90, 15,
           131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
           190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
           88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
           77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
           102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
           135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
           5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
           223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
           129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
           251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
           49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
           138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
       ];
       // To remove the need for index wrapping, double the permutation table length
       var perm = new Array(512);
       var gradP = new Array(512);
   
       // This isn't a very good seeding function, but it works ok. It supports 2^16
       // different seed values. Write something better if you need more seeds.
       module.seed = function(seed) {
           if (seed > 0 && seed < 1) {
               // Scale the seed out
               seed *= 65536;
           }
   
           seed = Math.floor(seed);
           if (seed < 256) {
               seed |= seed << 8;
           }
   
           for (var i = 0; i < 256; i++) {
               var v;
               if (i & 1) {
                   v = p[i] ^ (seed & 255);
               } else {
                   v = p[i] ^ ((seed >> 8) & 255);
               }
   
               perm[i] = perm[i + 256] = v;
               gradP[i] = gradP[i + 256] = grad3[v % 12];
           }
       };
   
       module.seed(0);
   
       /*
       for(var i=0; i<256; i++) {
         perm[i] = perm[i + 256] = p[i];
         gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
       }*/
   
       // Skewing and unskewing factors for 2, 3, and 4 dimensions
       var F2 = 0.5 * (Math.sqrt(3) - 1);
       var G2 = (3 - Math.sqrt(3)) / 6;
   
       var F3 = 1 / 3;
       var G3 = 1 / 6;
   
       // 2D simplex noise
       module.simplex2 = function(xin, yin) {
           var n0, n1, n2; // Noise contributions from the three corners
           // Skew the input space to determine which simplex cell we're in
           var s = (xin + yin) * F2; // Hairy factor for 2D
           var i = Math.floor(xin + s);
           var j = Math.floor(yin + s);
           var t = (i + j) * G2;
           var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
           var y0 = yin - j + t;
           // For the 2D case, the simplex shape is an equilateral triangle.
           // Determine which simplex we are in.
           var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
           if (x0 > y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
               i1 = 1;
               j1 = 0;
           } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
               i1 = 0;
               j1 = 1;
           }
           // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
           // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
           // c = (3-sqrt(3))/6
           var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
           var y1 = y0 - j1 + G2;
           var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
           var y2 = y0 - 1 + 2 * G2;
           // Work out the hashed gradient indices of the three simplex corners
           i &= 255;
           j &= 255;
           var gi0 = gradP[i + perm[j]];
           var gi1 = gradP[i + i1 + perm[j + j1]];
           var gi2 = gradP[i + 1 + perm[j + 1]];
           // Calculate the contribution from the three corners
           var t0 = 0.5 - x0 * x0 - y0 * y0;
           if (t0 < 0) {
               n0 = 0;
           } else {
               t0 *= t0;
               n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
           }
           var t1 = 0.5 - x1 * x1 - y1 * y1;
           if (t1 < 0) {
               n1 = 0;
           } else {
               t1 *= t1;
               n1 = t1 * t1 * gi1.dot2(x1, y1);
           }
           var t2 = 0.5 - x2 * x2 - y2 * y2;
           if (t2 < 0) {
               n2 = 0;
           } else {
               t2 *= t2;
               n2 = t2 * t2 * gi2.dot2(x2, y2);
           }
           // Add contributions from each corner to get the final noise value.
           // The result is scaled to return values in the interval [-1,1].
           return 70 * (n0 + n1 + n2);
       };
   
       // 3D simplex noise
       module.simplex3 = function(xin, yin, zin) {
           var n0, n1, n2, n3; // Noise contributions from the four corners
   
           // Skew the input space to determine which simplex cell we're in
           var s = (xin + yin + zin) * F3; // Hairy factor for 2D
           var i = Math.floor(xin + s);
           var j = Math.floor(yin + s);
           var k = Math.floor(zin + s);
   
           var t = (i + j + k) * G3;
           var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
           var y0 = yin - j + t;
           var z0 = zin - k + t;
   
           // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
           // Determine which simplex we are in.
           var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
           var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
           if (x0 >= y0) {
               if (y0 >= z0) {
                   i1 = 1;
                   j1 = 0;
                   k1 = 0;
                   i2 = 1;
                   j2 = 1;
                   k2 = 0;
               } else if (x0 >= z0) {
                   i1 = 1;
                   j1 = 0;
                   k1 = 0;
                   i2 = 1;
                   j2 = 0;
                   k2 = 1;
               } else {
                   i1 = 0;
                   j1 = 0;
                   k1 = 1;
                   i2 = 1;
                   j2 = 0;
                   k2 = 1;
               }
           } else {
               if (y0 < z0) {
                   i1 = 0;
                   j1 = 0;
                   k1 = 1;
                   i2 = 0;
                   j2 = 1;
                   k2 = 1;
               } else if (x0 < z0) {
                   i1 = 0;
                   j1 = 1;
                   k1 = 0;
                   i2 = 0;
                   j2 = 1;
                   k2 = 1;
               } else {
                   i1 = 0;
                   j1 = 1;
                   k1 = 0;
                   i2 = 1;
                   j2 = 1;
                   k2 = 0;
               }
           }
           // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
           // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
           // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
           // c = 1/6.
           var x1 = x0 - i1 + G3; // Offsets for second corner
           var y1 = y0 - j1 + G3;
           var z1 = z0 - k1 + G3;
   
           var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
           var y2 = y0 - j2 + 2 * G3;
           var z2 = z0 - k2 + 2 * G3;
   
           var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
           var y3 = y0 - 1 + 3 * G3;
           var z3 = z0 - 1 + 3 * G3;
   
           // Work out the hashed gradient indices of the four simplex corners
           i &= 255;
           j &= 255;
           k &= 255;
           var gi0 = gradP[i + perm[j + perm[k]]];
           var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]];
           var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]];
           var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]];
   
           // Calculate the contribution from the four corners
           var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
           if (t0 < 0) {
               n0 = 0;
           } else {
               t0 *= t0;
               n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
           }
           var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
           if (t1 < 0) {
               n1 = 0;
           } else {
               t1 *= t1;
               n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
           }
           var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
           if (t2 < 0) {
               n2 = 0;
           } else {
               t2 *= t2;
               n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
           }
           var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
           if (t3 < 0) {
               n3 = 0;
           } else {
               t3 *= t3;
               n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
           }
           // Add contributions from each corner to get the final noise value.
           // The result is scaled to return values in the interval [-1,1].
           return 32 * (n0 + n1 + n2 + n3);
   
       };
   
       // ##### Perlin noise stuff
   
       function fade(t) {
           return t * t * t * (t * (t * 6 - 15) + 10);
       }
   
       function lerp(a, b, t) {
           return (1 - t) * a + t * b;
       }
   
       // 2D Perlin Noise
       module.perlin2 = function(x, y) {
           // Find unit grid cell containing point
           var X = Math.floor(x),
               Y = Math.floor(y);
           // Get relative xy coordinates of point within that cell
           x = x - X;
           y = y - Y;
           // Wrap the integer cells at 255 (smaller integer period can be introduced here)
           X = X & 255;
           Y = Y & 255;
   
           // Calculate noise contributions from each of the four corners
           var n00 = gradP[X + perm[Y]].dot2(x, y);
           var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1);
           var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y);
           var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1);
   
           // Compute the fade curve value for x
           var u = fade(x);
   
           // Interpolate the four results
           return lerp(
               lerp(n00, n10, u),
               lerp(n01, n11, u),
               fade(y));
       };
   
       // 3D Perlin Noise
       module.perlin3 = function(x, y, z) {
           // Find unit grid cell containing point
           var X = Math.floor(x),
               Y = Math.floor(y),
               Z = Math.floor(z);
           // Get relative xyz coordinates of point within that cell
           x = x - X;
           y = y - Y;
           z = z - Z;
           // Wrap the integer cells at 255 (smaller integer period can be introduced here)
           X = X & 255;
           Y = Y & 255;
           Z = Z & 255;
   
           // Calculate noise contributions from each of the eight corners
           var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z);
           var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1);
           var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z);
           var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1);
           var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z);
           var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1);
           var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z);
           var n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1);
   
           // Compute the fade curve value for x, y, z
           var u = fade(x);
           var v = fade(y);
           var w = fade(z);
   
           // Interpolate
           return lerp(
               lerp(
                   lerp(n000, n100, u),
                   lerp(n001, n101, u), w),
               lerp(
                   lerp(n010, n110, u),
                   lerp(n011, n111, u), w),
               v);
       };
   
   
       return module;
   }
   ```


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