[13764] | 1 | #region License Information
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| 2 |
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| 3 | /* HeuristicLab
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[17181] | 4 | * Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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[13764] | 5 | *
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| 6 | * This file is part of HeuristicLab.
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| 7 | *
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| 8 | * HeuristicLab is free software: you can redistribute it and/or modify
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| 9 | * it under the terms of the GNU General Public License as published by
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| 10 | * the Free Software Foundation, either version 3 of the License, or
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| 11 | * (at your option) any later version.
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| 12 | *
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| 13 | * HeuristicLab is distributed in the hope that it will be useful,
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| 16 | * GNU General Public License for more details.
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| 17 | *
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| 18 | * You should have received a copy of the GNU General Public License
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| 19 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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| 20 | */
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| 21 |
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| 22 | #endregion
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| 23 |
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| 24 | using System;
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| 25 |
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| 26 | namespace HeuristicLab.Visualization.ChartControlsExtensions {
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| 27 | public static class ChartUtil {
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| 28 | public static void CalculateAxisInterval(double min, double max, int ticks, out double axisMin, out double axisMax, out double axisInterval) {
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[14161] | 29 | if (double.IsInfinity(min) || double.IsNaN(min) || double.IsInfinity(max) || double.IsNaN(max) || (min >= max))
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| 30 | throw new ArgumentOutOfRangeException("Invalid range provided.");
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| 31 |
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| 32 | var range = max - min;
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| 33 | var dRange = (int)Math.Round(Math.Log10(range));
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| 34 | int decimalRank = dRange - 1;
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| 35 | var aMin = min.RoundDown(decimalRank);
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| 36 | var aMax = max.RoundUp(decimalRank);
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| 37 |
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| 38 | // if one of the interval ends is a multiple of 5 or 10, change the other interval end to be a multiple as well
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| 39 | if ((aMin.Mod(5).IsAlmost(0) || aMin.Mod(10).IsAlmost(0)) && Math.Abs(aMax) >= 5 && !(aMax.Mod(5).IsAlmost(0) || aMax.Mod(10).IsAlmost(0))) {
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[14972] | 40 | aMax = Math.Min(aMax + 5 - aMax.Mod(5), aMax + 10 - aMax.Mod(10));
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[14161] | 41 | } else if ((aMax.Mod(5).IsAlmost(0) || aMax.Mod(10).IsAlmost(0)) && Math.Abs(aMin) >= 5 && !(aMin.Mod(5).IsAlmost(0) || aMin.Mod(10).IsAlmost(0))) {
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| 42 | aMin = Math.Max(aMin - aMin.Mod(5), aMin - aMin.Mod(10));
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[13764] | 43 | }
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[14161] | 44 |
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| 45 | axisMin = aMin;
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| 46 | axisMax = aMax;
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| 47 | axisInterval = (aMax - aMin) / ticks;
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[13764] | 48 | }
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| 49 |
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[14161] | 50 | /// <summary>
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| 51 | /// Tries to find an axis interval with as few fractional digits as possible (because it looks nicer). we only try between 3 and 5 ticks (inclusive) because it wouldn't make sense to exceed this interval.
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| 52 | /// </summary>
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| 53 | public static void CalculateOptimalAxisInterval(double min, double max, out double axisMin, out double axisMax, out double axisInterval) {
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| 54 | CalculateAxisInterval(min, max, 5, out axisMin, out axisMax, out axisInterval);
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| 55 | int bestLsp = int.MaxValue;
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| 56 | for (int ticks = 3; ticks <= 5; ++ticks) {
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| 57 | double aMin, aMax, aInterval;
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| 58 | CalculateAxisInterval(min, max, ticks, out aMin, out aMax, out aInterval);
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| 59 | var x = aInterval;
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| 60 | int lsp = 0; // position of the least significant fractional digit
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| 61 | while (x - Math.Floor(x) > 0) {
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| 62 | ++lsp;
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| 63 | x *= 10;
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| 64 | }
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| 65 | if (lsp <= bestLsp) {
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| 66 | axisMin = aMin;
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| 67 | axisMax = aMax;
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| 68 | axisInterval = aInterval;
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| 69 | bestLsp = lsp;
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| 70 | }
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| 71 | }
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| 72 | }
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| 73 |
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| 74 | // find the number of decimals needed to represent the value
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[13764] | 75 | private static int Decimals(this double x) {
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[14161] | 76 | if (x.IsAlmost(0) || double.IsInfinity(x) || double.IsNaN(x))
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[13764] | 77 | return 0;
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| 78 |
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| 79 | var v = Math.Abs(x);
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[14161] | 80 | int d = 1;
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[13764] | 81 | while (v < 1) {
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| 82 | v *= 10;
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| 83 | d++;
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| 84 | }
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| 85 | return d;
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| 86 | }
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| 87 |
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[14161] | 88 | private static double RoundDown(this double value, int decimalRank) {
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| 89 | if (decimalRank > 0) {
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| 90 | var floor = (int)Math.Floor(value);
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| 91 | var pow = (int)Math.Pow(10, decimalRank);
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| 92 | var mod = Mod(floor, pow);
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| 93 | return floor - mod;
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| 94 | }
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| 95 | return value.Floor(Math.Abs(decimalRank));
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| 96 | }
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| 97 |
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| 98 | private static double RoundUp(this double value, int decimalRank) {
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| 99 | if (decimalRank > 0) {
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| 100 | var ceil = (int)Math.Ceiling(value);
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| 101 | var pow = (int)Math.Pow(10, decimalRank);
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| 102 | var mod = Mod(ceil, pow);
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| 103 | return ceil - mod + pow;
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| 104 | }
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| 105 | return value.Ceil(Math.Abs(decimalRank));
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| 106 | }
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| 107 |
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| 108 | private static double RoundNearest(this double value, int decimalRank) {
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| 109 | var nearestDown = value.RoundDown(decimalRank);
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| 110 | var nearestUp = value.RoundUp(decimalRank);
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| 111 |
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| 112 | if (nearestUp - value > value - nearestDown)
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| 113 | return nearestDown;
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| 114 |
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| 115 | return nearestUp;
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| 116 | }
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| 117 |
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[13764] | 118 | // rounds down to the nearest value according to the given number of decimal precision
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| 119 | private static double Floor(this double value, int precision) {
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| 120 | var n = Math.Pow(10, precision);
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| 121 | return Math.Round(Math.Floor(value * n) / n, precision);
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| 122 | }
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| 123 |
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[14161] | 124 | // rounds up to the nearest value according to the given number of decimal precision
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[13764] | 125 | private static double Ceil(this double value, int precision) {
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| 126 | var n = Math.Pow(10, precision);
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| 127 | return Math.Round(Math.Ceiling(value * n) / n, precision);
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| 128 | }
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| 129 |
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[14161] | 130 | private static bool IsAlmost(this double value, double other, double eps = 1e-12) {
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| 131 | return Math.Abs(value - other) < eps;
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[13764] | 132 | }
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[14161] | 133 |
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| 134 | private static double Mod(this double a, double b) {
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| 135 | return a - b * Math.Floor(a / b);
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| 136 | }
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[13764] | 137 | }
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| 138 | }
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