Refractoring the magnitude sum object cache calculation which should (hopefully) reduce bugs and improve maintainability.
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601efc6122
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2 changed files with 60 additions and 47 deletions
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@ -133,10 +133,19 @@ export default class GainBode extends ExecutableObject {
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update() {
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super.update()
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if(Objects.currentObjects['Somme gains Bode'] !== undefined && Objects.currentObjects['Somme gains Bode'].length > 0) {
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Objects.currentObjects['Somme gains Bode'][0].recalculateCache()
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let sumObjs = Objects.currentObjects['Somme gains Bode']
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if(sumObjs !== undefined && sumObjs.length > 0) {
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sumObjs[0].recalculateCache()
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} else {
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Objects.createNewRegisteredObject('Somme gains Bode')
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}
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}
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delete() {
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super.delete()
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let sumObjs = Objects.currentObjects['Somme gains Bode']
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if(sumObjs !== undefined && sumObjs.length > 0) {
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sumObjs[0].recalculateCache()
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}
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}
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}
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@ -16,7 +16,7 @@
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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import { parseDomain, Expression, Domain } from "../mathlib.mjs"
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import { Range, Expression, Domain } from "../mathlib.mjs"
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import * as P from "../parameters.mjs"
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import Objects from "../objects.mjs"
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import Latex from "../math/latex.mjs"
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@ -53,9 +53,9 @@ export default class SommeGainsBode extends ExecutableObject {
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}
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execute(x = 0) {
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for(let [dbfn, inDrawDom] of this.cachedParts) {
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for(let [limitedDrawFunction, inDrawDom] of this.cachedParts) {
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if(inDrawDom.includes(x)) {
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return dbfn.execute(x)
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return limitedDrawFunction.execute(x)
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}
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}
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return null
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@ -66,9 +66,9 @@ export default class SommeGainsBode extends ExecutableObject {
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}
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simplify(x = 1) {
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for(let [dbfn, inDrawDom] of this.cachedParts) {
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for(let [limitedDrawFunction, inDrawDom] of this.cachedParts) {
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if(inDrawDom.includes(x)) {
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return dbfn.simplify(x)
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return limitedDrawFunction.simplify(x)
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}
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}
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return ''
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@ -77,61 +77,65 @@ export default class SommeGainsBode extends ExecutableObject {
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recalculateCache() {
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this.cachedParts = []
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// Calculating this is fairly resource expansive so it's cached.
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if(Objects.currentObjects['Gain Bode'] !== undefined) {
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let magnitudeObjects = Objects.currentObjects['Gain Bode']
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if(magnitudeObjects === undefined || magnitudeObjects.length < 1) {
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Objects.deleteObject(this.name)
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} else {
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console.log('Recalculating cache gain')
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// Minimum to draw (can be expended if needed, just not infinite or it'll cause issues.
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let drawMin = 0.001
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const MIN_DRAW = 1e-20
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// Format: [[x value of where the filter transitions, magnitude, high-pass (bool)]]
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const magnitudes = []
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const XVALUE = 0
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const MAGNITUDE = 1
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const PASS = 2
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magnitudes.push([Number.MAX_VALUE, 0, true]) // Draw the ending section
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// Collect data from current magnitude (or gain in French) objects.
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let baseY = 0
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let om0xGains = {1000000000: 0} // To draw the last part
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let om0xPass = {1000000000: 'high'} // To draw the last part
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for(/** @type {GainBode} */ let gainObj of Objects.currentObjects['Gain Bode']) { // Sorting by their om_0 position.
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let om0x = gainObj.om_0.x.execute()
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if(om0xGains[om0x] === undefined) {
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om0xGains[om0x] = gainObj.gain.execute()
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om0xPass[om0x] = gainObj.pass === 'high'
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} else {
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om0xGains[om0x+0.001] = gainObj.gain.execute()
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om0xPass[om0x+0.001] = gainObj.pass === 'high'
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}
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baseY += gainObj.execute(drawMin)
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for(/** @type {GainBode} */ let magnitudeObj of magnitudeObjects) { // Sorting by their om_0 position.
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const om0x = magnitudeObj.om_0.x.execute()
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magnitudes.push([om0x, magnitudeObj.gain.execute(), magnitudeObj.pass === 'high'])
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baseY += magnitudeObj.execute(MIN_DRAW)
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}
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// Sorting the om_0x
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let om0xList = Object.keys(om0xGains).map(x => parseFloat(x)) // THEY WERE CONVERTED TO STRINGS...
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om0xList.sort((a,b) => a - b)
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// Sorting the data by their x transitions value
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magnitudes.sort((a,b) => a[XVALUE] - b[XVALUE])
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// Adding the total gains.
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let gainsBeforeP = []
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let gainsAfterP = []
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let gainTotal = 0
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for(let om0x of om0xList){
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if(om0xPass[om0x]) { // High-pass
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gainsBeforeP.push(om0xGains[om0x])
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gainsAfterP.push(0)
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gainTotal += om0xGains[om0x] // Gain at first
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let magnitudesBeforeTransition = []
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let magnitudesAfterTransition = []
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let totalMagnitudeAtStart = 0 // Magnitude at the lowest x value (sum of all high-pass magnitudes)
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for(let [om0x, magnitude, highpass] of magnitudes){
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if(highpass) {
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magnitudesBeforeTransition.push(magnitude)
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magnitudesAfterTransition.push(0)
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totalMagnitudeAtStart += magnitude
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} else {
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gainsBeforeP.push(0)
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gainsAfterP.push(om0xGains[om0x])
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magnitudesBeforeTransition.push(0)
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magnitudesAfterTransition.push(magnitude)
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}
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}
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// Calculating parts
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let previousPallier = drawMin
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for(let pallier = 0; pallier < om0xList.length; pallier++) {
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let dbfn = new Expression(`${gainTotal}*(ln(x)-ln(${previousPallier}))/ln(10)+${baseY}`)
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let inDrawDom = parseDomain(`]${previousPallier};${om0xList[pallier]}]`)
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this.cachedParts.push([dbfn, inDrawDom])
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previousPallier = om0xList[pallier]
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baseY = dbfn.execute(om0xList[pallier])
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gainTotal += gainsAfterP[pallier] - gainsBeforeP[pallier]
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let previousTransitionX = MIN_DRAW
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let currentMagnitude = totalMagnitudeAtStart
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for(let transitionID = 0; transitionID < magnitudes.length; transitionID++) {
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const transitionX = magnitudes[transitionID][XVALUE]
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// Create draw function that will be used during drawing.
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const limitedDrawFunction = new Expression(`${currentMagnitude}*(ln(x)-ln(${previousTransitionX}))/ln(10)+${baseY}`)
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const drawDomain = new Range(previousTransitionX, transitionX, true, false)
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this.cachedParts.push([limitedDrawFunction, drawDomain])
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// Prepare default values for next function.
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previousTransitionX = transitionX
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baseY = limitedDrawFunction.execute(transitionX)
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currentMagnitude += magnitudesAfterTransition[transitionID] - magnitudesBeforeTransition[transitionID]
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}
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}
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}
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draw(canvas) {
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if(this.cachedParts.length > 0) {
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for(let [dbfn, inDrawDom] of this.cachedParts) {
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Function.drawFunction(canvas, dbfn, inDrawDom, Domain.R)
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if(inDrawDom.includes(this.labelX)) {
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// Label
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for(let [limitedDrawFunction, drawDomain] of this.cachedParts) {
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Function.drawFunction(canvas, limitedDrawFunction, drawDomain, Domain.R)
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// Check if necessary to draw label
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if(drawDomain.includes(this.labelX)) {
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this.drawLabel(canvas, this.labelPosition, canvas.x2px(this.labelX), canvas.y2px(this.execute(this.labelX)))
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}
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}
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