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FocusContext.js.html
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<h1 class="page-title">Source: FocusContext.js</h1>
<section>
<article>
<pre
class="sunlight-highlight-javascript linenums">import { Transform } from "./Transform";
import { CoordinateSystem } from "./CoordinateSystem";
/**
* @typedef {Object} Viewport
* @property {number} x - Viewport x position
* @property {number} y - Viewport y position
* @property {number} dx - Viewport horizontal offset
* @property {number} dy - Viewport vertical offset
* @property {number} w - Viewport width
* @property {number} h - Viewport height
*/
/**
* @typedef {Object} Focus
* @property {Object} position - Lens center position in dataset coordinates
* @property {number} position.x - X coordinate
* @property {number} position.y - Y coordinate
* @property {number} radius - Lens radius in dataset units
*/
/**
* FocusContext manages the focus+context visualization technique for lens-based interaction.
* It handles the distribution of user interactions between lens movement (focus) and camera
* movement (context) to maintain optimal viewing conditions.
*
* Key responsibilities:
* - Maintains proper spacing between lens and viewport boundaries
* - Distributes pan and zoom operations between lens and camera
* - Ensures lens stays within valid viewport bounds
* - Adapts camera transform to accommodate lens position
* - Manages lens radius constraints
*/
class FocusContext {
/**
* Distributes a pan operation between lens movement and camera transform to maintain focus+context
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object to be updated
* @param {Transform} context - The camera transform to be updated
* @param {Object} delta - Pan amount in dataset pixels
* @param {number} delta.x - Horizontal pan amount
* @param {number} delta.y - Vertical pan amount
* @param {Object} imageSize - Dataset dimensions
* @param {number} imageSize.w - Dataset width
* @param {number} imageSize.h - Dataset height
*/
static pan(viewport, focus, context, delta, imageSize) {
let txy = this.getAmountOfFocusContext(viewport, focus, context, delta);
// When t is 1: already in focus&context, move only the lens.
// When t is 0.5: border situation, move both focus & context to keep the lens steady on screen.
// In this case the context should be moved of deltaFocus*scale to achieve steadyness.
// Thus interpolate deltaContext between 0 and deltaFocus*s (with t ranging from 1 to 0.5)
const deltaFocus = { x: delta.x * txy.x, y: delta.y * txy.y };
const deltaContext = {
x: -deltaFocus.x * context.z * 2 * (1 - txy.x),
y: -deltaFocus.y * context.z * 2 * (1 - txy.y)
};
context.x += deltaContext.x;
context.y += deltaContext.y;
focus.position.x += deltaFocus.x;
focus.position.y += deltaFocus.y;
// Clamp lens position on dataset boundaries
if (Math.abs(focus.position.x) > imageSize.w / 2) {
focus.position.x = imageSize.w / 2 * Math.sign(focus.position.x);
}
if (Math.abs(focus.position.y) > imageSize.h / 2) {
focus.position.y = imageSize.h / 2 * Math.sign(focus.position.y);
}
}
/**
* Distributes a scale operation between lens radius and camera zoom to maintain focus+context
* @param {Camera} camera - The camera object containing viewport and zoom constraints
* @param {Focus} focus - The lens object to be updated
* @param {Transform} context - The camera transform to be updated
* @param {number} dz - Scale factor to be applied (multiplier)
*/
static scale(camera, focus, context, dz) {
const viewport = camera.viewport;
const radiusRange = this.getRadiusRangeCanvas(viewport);
const r = focus.radius * context.z;
// Distribute lens scale between radius scale and context scale
// When radius is going outside radius boundary, scale of the inverse amounts radius and zoom scale | screen size constant
// When radius is changing from boundary condition to a valid one change only radius and no change to zoom scale.
// From 0.5 to boundary condition, zoomScale vary is interpolated between 1 and 1/dz.
const t = Math.max(0, Math.min(1, (r - radiusRange.min) / (radiusRange.max - radiusRange.min)));
let zoomScaleAmount = 1;
if (dz > 1 && t > 0.5) {
const t1 = (t - 0.5) * 2;
zoomScaleAmount = 1 * (1 - t1) + t1 / dz;
} else if (dz < 1 && t < 0.5) {
const t1 = 2 * t;
zoomScaleAmount = (1 - t1) / dz + t1 * 1;
}
let radiusScaleAmount = dz;
const newR = r * radiusScaleAmount;
// Clamp radius
if (newR < radiusRange.min) {
radiusScaleAmount = radiusRange.min / r;
} else if (newR > radiusRange.max) {
radiusScaleAmount = radiusRange.max / r;
}
// Clamp scale
if (context.z * zoomScaleAmount < camera.minZoom) {
zoomScaleAmount = camera.minZoom / context.z;
} else if (context.z * zoomScaleAmount > camera.maxZoom) {
zoomScaleAmount = camera.maxZoom / context.z;
}
// Scale around lens center
context.x += focus.position.x * context.z * (1 - zoomScaleAmount);
context.y += focus.position.y * context.z * (1 - zoomScaleAmount);
context.z = context.z * zoomScaleAmount;
focus.radius *= radiusScaleAmount;
}
/**
* Adjusts the camera transform to ensure focus+context conditions are met for a given lens
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object
* @param {Transform} context - The camera transform to be updated
* @param {number} desiredScale - Target scale for the camera transform
*/
static adaptContext(viewport, focus, context, desiredScale) {
// Get current projected annotation center position
//const pOld = context.sceneToViewportCoords(viewport, focus.position);
const useGL = true;
const pOld = CoordinateSystem.fromSceneToViewportNoCamera(focus.position, context, viewport, useGL);
context.z = desiredScale;
FocusContext.adaptContextScale(viewport, focus, context);
// After scale, restore projected annotation position, in order to avoid
// moving the annotation center outside the boundaries
//const pNew = context.sceneToViewportCoords(viewport, focus.position);
const pNew = CoordinateSystem.fromSceneToViewportNoCamera(focus.position, context, viewport, useGL);
const delta = [pNew.x - pOld.x, pNew.y - pOld.y];
context.x -= delta.x;
context.y += delta.y;
// Force annotation inside the viewport
FocusContext.adaptContextPosition(viewport, focus, context);
}
/**
* Adjusts camera scale to ensure projected lens fits within viewport bounds
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object
* @param {Transform} context - The camera transform to be updated
* @private
*/
static adaptContextScale(viewport, focus, context) {
const oldZ = context.z;
const radiusRange = this.getRadiusRangeCanvas(viewport);
const focusRadiusCanvas = focus.radius * context.z;
let zoomScaleAmount = 1;
if (focusRadiusCanvas < radiusRange.min) {
context.z = radiusRange.min / focus.radius;
// zoomScaleAmount = (radiusRange.min / focus.radius) / context.z;
} else if (focusRadiusCanvas > radiusRange.max) {
context.z = radiusRange.max / focus.radius;
// zoomScaleAmount = (radiusRange.max / focus.radius) / context.z;
}
}
/**
* Adjusts camera position to maintain proper focus+context conditions
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object
* @param {Transform} context - The camera transform to be updated
* @private
*/
static adaptContextPosition(viewport, focus, context) {
const delta = this.getCanvasBorder(focus, context);
let box = this.getShrinkedBox(viewport, delta);
const useGL = true;
const screenP = CoordinateSystem.fromSceneToViewportNoCamera(focus.position, context, viewport, useGL);
const deltaMinX = Math.max(0, (box.xLow - screenP.x));
const deltaMaxX = Math.min(0, (box.xHigh - screenP.x));
context.x += deltaMinX != 0 ? deltaMinX : deltaMaxX;
const deltaMinY = Math.max(0, (box.yLow - screenP.y));
const deltaMaxY = Math.min(0, (box.yHigh - screenP.y));
context.y += deltaMinY != 0 ? deltaMinY : deltaMaxY;
}
/**
* Calculates focus+context distribution factors for pan operations
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object
* @param {Transform} context - The current camera transform
* @param {Object} panDir - Pan direction vector
* @param {number} panDir.x - Horizontal direction (-1 to 1)
* @param {number} panDir.y - Vertical direction (-1 to 1)
* @returns {Object} Distribution factors for x and y directions (0.5 to 1)
* @private
*/
static getAmountOfFocusContext(viewport, focus, context, panDir) {
// Returns a value t which is used to distribute pan between focus and context.
// Return a value among 0.5 and 1. 1 is full focus and context,
// 0.5 is borderline focus and context.
const delta = this.getCanvasBorder(focus, context);
const box = this.getShrinkedBox(viewport, delta);
// const p = context.sceneToViewportCoords(viewport, focus.position);
const useGL = true;
const p = CoordinateSystem.fromSceneToViewportNoCamera(focus.position, context, viewport, useGL);
const halfCanvasW = viewport.w / 2 - delta;
const halfCanvasH = viewport.h / 2 - delta;
let xDistance = (panDir.x > 0 ?
Math.max(0, Math.min(halfCanvasW, box.xHigh - p.x)) / (halfCanvasW) :
Math.max(0, Math.min(halfCanvasW, p.x - box.xLow)) / ( /**
* Distributes a pan operation between lens movement and camera transform to maintain focus+context
* @param {Viewport} viewport - The current viewport
* @param {Focus} focus - The lens object to be updated
* @param {Transform} context - The camera transform to be updated
* @param {Object} delta - Pan amount in dataset pixels
* @param {number} delta.x - Horizontal pan amount
* @param {number} delta.y - Vertical pan amount
* @param {Object} imageSize - Dataset dimensions
* @param {number} imageSize.w - Dataset width
* @param {number} imageSize.h - Dataset height
*/halfCanvasW));
xDistance = this.smoothstep(xDistance, 0, 0.75);
let yDistance = (panDir.y > 0 ?
Math.max(0, Math.min(halfCanvasH, box.yHigh - p.y)) / (halfCanvasH) :
Math.max(0, Math.min(halfCanvasH, p.y - box.yLow)) / (halfCanvasH));
yDistance = this.smoothstep(yDistance, 0, 0.75);
// Use d/2+05, because when d = 0.5 camera movement = lens movement
// with the effect of the lens not moving from its canvas position.
const txy = { x: xDistance / 2 + 0.5, y: yDistance / 2 + 0.5 };
return txy;
}
/**
* Calculates minimum required distance between lens center and viewport boundary
* @param {Focus} focus - The lens object
* @param {Transform} context - The camera transform
* @returns {number} Minimum distance in canvas pixels
* @private
*/
static getCanvasBorder(focus, context) {
// Return the min distance in canvas pixel of the lens center from the boundary.
const radiusFactorFromBoundary = 1.5;
return context.z * focus.radius * radiusFactorFromBoundary; // Distance Lens Center Canvas Border
}
/**
* Creates a viewport box shrunk by specified padding
* @param {Viewport} viewport - The current viewport
* @param {number} delta - Padding amount in pixels
* @returns {Object} Box with xLow, yLow, xHigh, yHigh coordinates
* @private
*/
static getShrinkedBox(viewport, delta) {
// Return the viewport box in canvas pixels, shrinked of delta pixels on the min,max corners
const box = {
xLow: delta,
yLow: delta,
xHigh: viewport.w - delta,
yHigh: viewport.h - delta
};
return box;
}
/**
* Calculates acceptable lens radius range for current viewport
* @param {Viewport} viewport - The current viewport
* @returns {Object} Range object with min and max radius values in pixels
* @private
*/
static getRadiusRangeCanvas(viewport) {
// Returns the acceptable lens radius range in pixel for a certain viewport
const maxMinRadiusRatio = 3;
const minRadius = Math.min(viewport.w, viewport.h) * 0.1;
const maxRadius = minRadius * maxMinRadiusRatio;
return { min: minRadius, max: maxRadius };
}
/**
* Implements smoothstep interpolation between two values
* @param {number} x - Input value
* @param {number} x0 - Lower bound
* @param {number} x1 - Upper bound
* @returns {number} Smoothly interpolated value between 0 and 1
* @private
*/
static smoothstep(x, x0, x1) {
// Return the smoothstep interpolation at x, between x0 and x1.
if (x < x0) {
return 0;
} else if (x > x1) {
return 1;
} else {
const t = (x - x0) / (x1 - x0);
return t * t * (-2 * t + 3);
}
}
}
export { FocusContext }</pre>
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