mirror of https://github.com/mhowlett/nplot.git
116 lines
4.7 KiB
C#
116 lines
4.7 KiB
C#
/*
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* NPlot - A charting library for .NET
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*
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* PageAlignedPhysicalAxis.cs
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* Copyright (C) 2003-2006 Matt Howlett and others.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
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* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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namespace NPlot
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{
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/// <summary>
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/// The bare minimum needed to do world->physical and physical->world transforms for
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/// vertical axes. Also includes tick placements. Built for speed.
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/// </summary>
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/// <remarks>currently unused</remarks>
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public class PageAlignedPhysicalAxis
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{
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private readonly int pLength_; // cached.
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private readonly int pMax_;
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private readonly int pMin_;
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private readonly double worldLength_; // cached.
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private readonly double worldMax_;
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private readonly double worldMin_;
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/// <summary>
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/// Construct from a fully-blown physical axis.
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/// </summary>
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/// <param name="physicalAxis">the physical axis to get initial values from.</param>
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public PageAlignedPhysicalAxis(PhysicalAxis physicalAxis)
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{
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worldMin_ = physicalAxis.Axis.WorldMin;
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worldMax_ = physicalAxis.Axis.WorldMax;
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worldLength_ = worldMax_ - worldMin_;
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if (physicalAxis.PhysicalMin.X == physicalAxis.PhysicalMax.X)
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{
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pMin_ = physicalAxis.PhysicalMin.Y;
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pMax_ = physicalAxis.PhysicalMax.Y;
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}
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else if (physicalAxis.PhysicalMin.Y == physicalAxis.PhysicalMax.Y)
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{
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pMin_ = physicalAxis.PhysicalMin.X;
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pMax_ = physicalAxis.PhysicalMax.X;
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}
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else
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{
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throw new NPlotException("Physical axis is not page aligned");
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}
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pLength_ = pMax_ - pMin_;
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}
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/// <summary>
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/// return the physical coordinate corresponding to the supplied world coordinate.
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/// </summary>
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/// <param name="world">world coordinate to determine physical coordinate for.</param>
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/// <returns>the physical coordinate corresoindng to the supplied world coordinate.</returns>
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public float WorldToPhysical(double world)
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{
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return (float) (((world - worldMin_)/worldLength_)*pLength_ + pMin_);
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}
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/// <summary>
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/// return the physical coordinate corresponding to the supplied world coordinate,
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/// clipped if it is outside the bounds of the axis
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/// </summary>
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/// <param name="world">world coordinate to determine physical coordinate for.</param>
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/// <returns>the physical coordinate corresoindng to the supplied world coordinate.</returns>
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public float WorldToPhysicalClipped(double world)
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{
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if (world > worldMax_)
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{
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return pMax_;
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}
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if (world < worldMin_)
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{
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return pMin_;
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}
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// is this quicker than returning WorldToPhysical?
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return (float) (((world - worldMin_)/worldLength_)*pLength_ + pMin_);
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}
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/// <summary>
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/// return the world coordinate corresponding to the supplied physical coordinate.
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/// </summary>
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/// <param name="physical">physical coordinate to determine world coordinate for.</param>
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/// <returns>the world coordinate corresponding to the supplied </returns>
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public double PhysicalToWorld(float physical)
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{
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return ((physical - pMin_)/pLength_)*worldLength_ + worldMin_;
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}
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}
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} |