shrinks isopleth function
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@ -175,12 +175,6 @@ BallRenderer.prototype = {
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var y = (index - 4 * x) / (4 * this.width);
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return [x,y];
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},
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// Clockwise. Again, there definitely is a better way.
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getNeighbors: function(index){
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var n = index - this.chWidth;
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var s = index + this.chWidth;
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return [n, n + 4, index + 4, s + 4, s, s - 4, index - 4, n -4];
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},
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isEmpty: function(layer) {
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for (var i = 0; i<layer.length; i+=4){
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if(layer[i+3] > 0) return false;
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@ -230,37 +224,21 @@ BallRenderer.prototype = {
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}
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},
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isopleth: function(){
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var iso = this.createArray();
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var contour = this.contourLayer;
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var eq = false;
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for (var i = 0, len = contour.length; i<len; i+=4){
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if(!eq){
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var alpha = contour[i + 3];
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if(typeof this.isoplethLayer === 'undefined') this.isoplethLayer = new Uint8Array(this.size * 4);
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for (var i = 0, len = this.contourLayer.length; i<len; i+=4){
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var alpha = this.contourLayer[i + 3];
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if (alpha > 20 && alpha < 255){
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var neighbors = this.getNeighbors(i);
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var refCol = contour[neighbors[0]+3];
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for (var n = 1, ln = neighbors.length; n<ln; ++n){
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if (contour[neighbors[n]+3] !== refCol) break;
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if (n === ln-1) eq = true;
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}
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if(!eq){
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var n = i - this.chWidth,
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s = i + this.chWidth,
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neighbors = [n, n + 4, i + 4, s + 4, s, s - 4, i - 4, n -4];
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for (var n = 0, ln = neighbors.length; n<ln; ++n){
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var index = neighbors[n];
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if(index>0 && (contour[index+3] === 0 || contour[index+3] !== contour[i+3])){
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iso[index + 3] = contour[i+3];
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iso[index] = 153;
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iso[index + 1] = 60;
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iso[index + 2] = 243;
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if(index>0 && (this.contourLayer[index+3] === 0 || this.contourLayer[index+3] !== this.contourLayer[i+3])){
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this.isoplethLayer[index + 3] = Math.min(this.contourLayer[i+3],255);
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}
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}
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}
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}
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}
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else{
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eq = false;
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}
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}
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this.isoplethLayer = iso;
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},
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heatmap: function (gradient){
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