// Plot implements the Plot method of the plot.Plotter interface. func (h *Contour) Plot(c draw.Canvas, plt *plot.Plot) { if naive { h.naivePlot(c, plt) return } var pal []color.Color if h.Palette != nil { pal = h.Palette.Colors() } trX, trY := plt.Transforms(&c) // Collate contour paths and draw them. // // The alternative naive approach is to draw each line segment as // conrec returns it. The integrated path approach allows graphical // optimisations and is necessary for contour fill shading. cp := contourPaths(h.GridXYZ, h.Levels, trX, trY) // ps is a palette scaling factor to scale the palette uniformly // across the given levels. This enables a discordance between the // number of colours and the number of levels. Sorting is not // necessary since contourPaths sorts the levels as a side effect. ps := float64(len(pal)-1) / (h.Levels[len(h.Levels)-1] - h.Levels[0]) if len(h.Levels) == 1 { ps = 0 } for i, z := range h.Levels { if math.IsNaN(z) { continue } for _, pa := range cp[z] { if isLoop(pa) { pa.Close() } style := h.LineStyles[i%len(h.LineStyles)] var col color.Color switch { case z < h.Min: col = h.Underflow case z > h.Max: col = h.Overflow case len(pal) == 0: col = style.Color default: col = pal[int((z-h.Levels[0])*ps+0.5)] // Apply palette scaling. } if col != nil && style.Width != 0 { c.SetLineStyle(style) c.SetColor(col) c.Stroke(pa) } } } }
// naivePlot implements the a naive rendering approach for contours. // It is here as a debugging mode since it simply draws line segments // generated by conrec without further computation. func (h *Contour) naivePlot(c draw.Canvas, plt *plot.Plot) { var pal []color.Color if h.Palette != nil { pal = h.Palette.Colors() } trX, trY := plt.Transforms(&c) // Sort levels prior to palette scaling since we can't depend on // sorting as a side effect from calling contourPaths. sort.Float64s(h.Levels) // ps is a palette scaling factor to scale the palette uniformly // across the given levels. This enables a discordance between the // number of colours and the number of levels. ps := float64(len(pal)-1) / (h.Levels[len(h.Levels)-1] - h.Levels[0]) if len(h.Levels) == 1 { ps = 0 } levelMap := make(map[float64]int) for i, z := range h.Levels { levelMap[z] = i } // Draw each line segment as conrec generates it. var pa vg.Path conrec(h.GridXYZ, h.Levels, func(_, _ int, l line, z float64) { if math.IsNaN(z) { return } pa = pa[:0] x1, y1 := trX(l.p1.X), trY(l.p1.Y) x2, y2 := trX(l.p2.X), trY(l.p2.Y) if !c.Contains(draw.Point{x1, y1}) || !c.Contains(draw.Point{x2, y2}) { return } pa.Move(x1, y1) pa.Line(x2, y2) pa.Close() style := h.LineStyles[levelMap[z]%len(h.LineStyles)] var col color.Color switch { case z < h.Min: col = h.Underflow case z > h.Max: col = h.Overflow case len(pal) == 0: col = style.Color default: col = pal[int((z-h.Levels[0])*ps+0.5)] // Apply palette scaling. } if col != nil && style.Width != 0 { c.SetLineStyle(style) c.SetColor(col) c.Stroke(pa) } }) }