Creating an automatic strip map based on some geographic features and a chosen “spine.” The approximate steps:
Steps 4 & 5 are separate for this demo but they could be calculated in a single step in real life.
Some issues:
See also:
Line simplification
Ribbon Map of the Father of Waters
Lake Michigan Unfurled
Unrolling Maryland
Warp-off
John Ogilby’s Britannia Atlas
California Coastline Ring
A Linear View of the World: Strip Maps as a Unique Form of Cartographic Representation
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<style>
path {
fill: none;
stroke-width: 2px;
stroke-linejoin: round;
}
.state {
stroke: #999;
stroke-width: 1px;
fill: papayawhip;
}
.simplified {
stroke: #de1e3d;
stroke-width: 2px;
stroke-dasharray: 8,8;
}
.zone {
stroke: #0eb8ba;
}
.hidden {
display: none;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.5.17/d3.min.js"></script>
<script src="warper.js"></script>
<script src="simplify.js"></script>
<script>
var stripWidth = 80;
var projection = d3.geo.conicConformal()
.parallels([36, 37 + 15 / 60])
.rotate([119, -35 - 20 / 60])
.scale(3433)
.translate([355, 498]);
var line = d3.svg.line();
// Top point
var origin = [50, 100];
d3.json("norway.geojson",function(err,ca){
// Preproject to screen coords
ca.coordinates[0] = ca.coordinates[0].map(projection);
// Get coastline
var ls = ca.coordinates[0].slice(0, 155);
// Get simplified vertices
var simplified = simplify(ls, 1000);
var zones = d3.select("body").append("svg")
.attr("width", 960)
.attr("height", 720)
.selectAll("g")
.data(getZones(simplified))
.enter()
.append("g");
zones.append("defs")
.append("clipPath")
.attr("id",function(d, i){
return "clip" + i;
})
.append("path");
var inner = zones.append("g")
.attr("class",function(d, i) {
return i ? "hidden" : null;
});
inner.append("path")
.attr("class", "state");
inner.append("line")
.attr("class", "simplified fade hidden");
// Put boundary outside so it isn't clipped
zones.append("path")
.attr("class", "zone fade hidden");
zones.call(update);
// Step-by-step for demo purposes
d3.select("body")
.transition()
.duration(1000)
.each("end", clipState)
.transition()
.each("end", showLine)
.transition()
.each("end", showZones)
.transition()
.each("end", move);
// 1. Clip out the rest of CA
function clipState() {
inner.classed("hidden", false)
.attr("clip-path",function(d, i){
return "url(#clip" + i + ")";
});
}
// 2. Show the simplified line
function showLine() {
inner.select(".simplified")
.classed("hidden", false);
}
// 3. Show the zone boundaries
function showZones() {
zones.select(".zone")
.classed("hidden", false);
}
// 4. Rotate/translate all the zones
function move() {
warpZones(zones.data());
zones.transition()
.duration(2000)
.each("end",align)
.call(update);
}
// 5. Warp the zones to rectangles
function align(z) {
z.project = function(d){
return z.warp(z.translate(d));
};
z.boundary = z.corners;
d3.select(this)
.transition()
.duration(750)
.call(update)
.each("end",fade);
}
// 6. Fade out
function fade() {
d3.select(this).selectAll(".fade")
.transition()
.duration(500)
.style("opacity", 0);
}
// Redraw
function update(sel) {
sel.select(".zone")
.attr("d",function(d){
// TODO why does this not work?
// return line(d.boundary);
return line(d.boundary.slice(0,4)) + "Z";
});
sel.select(".state")
.attr("d",function(d){
return d.path(ca);
});
sel.select(".simplified")
.attr("x1",function(d){
return d.ends[0][0];
})
.attr("x2",function(d){
return d.ends[1][0];
})
.attr("y1",function(d){
return d.ends[0][1];
})
.attr("y2",function(d){
return d.ends[1][1];
});
sel.select("clipPath path")
.attr("d",function(d){
return line(d.boundary.slice(0,4)) + "Z";
});
}
});
// Turn a simplified LineString into one group per segment
function getZones(simp) {
return simp.slice(1).map(function(p, i){
return {
boundary: getBoundary(simp[i - 1], simp[i], p, simp[i + 2]),
ends: [simp[i], p],
path: d3.geo.path().projection(null)
};
});
}
function warpZones(zones) {
zones.forEach(function(z,i){
var angle = getAngle(z.ends[0], z.ends[1]),
anchor = i ? zones[i - 1].ends[1] : origin;
// Anchor points to end of prev segment
var translate = [
anchor[0] - z.ends[0][0],
anchor[1] - z.ends[0][1]
];
// Get translation/rotation function
z.translate = translateAndRotate(translate, z.ends[0], angle);
// Warp the boundary line and the simplified segment
z.ends = z.ends.map(z.translate);
z.boundary = z.boundary.map(z.translate);
var top = bisect(null, z.ends[0], z.ends[1]),
bottom = bisect(z.ends[0], z.ends[1], null);
z.corners = [top[0], top[1], bottom[1], bottom[0], top[0]];
z.corners.push(z.corners[0]);
// See: //bl.ocks.org/veltman/8f5a157276b1dc18ce2fba1bc06dfb48
z.warp = warper(z.boundary, z.corners);
z.project = function(d){
return z.translate(d);
};
z.path.projection(d3.geo.transform({
point: function(x, y) {
var p = z.project([x, y]);
this.stream.point(p[0], p[1]);
}
}));
});
}
function getBoundary(prev, first, second, next) {
// if prev is undefined, top is perpendicular through first
// otherwise top bisects the prev-first-second angle
// if next is undefined, bottom is perpendicular through second
// otherwise bottom bisects the first-second-next angle
var top = bisect(prev, first, second),
bottom = bisect(first, second, next);
return [top[0], top[1], bottom[1], bottom[0], top[0]];
}
function getAngle(a, b) {
return Math.atan2(b[1] - a[1], b[0] - a[0]);
}
// Given an anchor point, initial translate, and angle rotation
// Return a function to translate+rotate a point
function translateAndRotate(translate, anchor, angle) {
var cos = Math.cos(angle),
sin = Math.sin(angle);
return function(point) {
return [
translate[0] + anchor[0] + ( cos * (point[0] - anchor[0]) + sin * (point[1] - anchor[1])),
translate[1] + anchor[1] + ( -sin * (point[0] - anchor[0]) + cos * (point[1] - anchor[1]))
];
};
}
// Hacky angle bisector
function bisect(start, vertex, end) {
var at,
bt,
adjusted,
right,
left;
if (start) {
at = getAngle(start, vertex);
}
if (end) {
bt = getAngle(vertex, end);
}
if (!start) {
at = bt;
}
if (!end) {
bt = at;
}
adjusted = bt - at;
if (adjusted <= -Math.PI) {
adjusted = 2 * Math.PI + adjusted;
} else if (adjusted > Math.PI) {
adjusted = adjusted - 2 * Math.PI;
}
right = (adjusted - Math.PI) / 2;
left = Math.PI + right;
left += at;
right += at;
return [
[vertex[0] + stripWidth * Math.cos(left) / 2, vertex[1] + stripWidth * Math.sin(left) / 2],
[vertex[0] + stripWidth * Math.cos(right) / 2, vertex[1] + stripWidth * Math.sin(right) / 2]
];
}
function id(d) {
return d;
}
d3.select(self.frameElement).style("height", "720px");
</script>
</body>
</html>
// Rough Visvalingam simplification
// Better: https://bost.ocks.org/mike/simplify/
function simplify(points, threshold) {
var heap = binaryHeap(function(a, b){
return a.area < b.area;
}),
last = 0,
check;
points.forEach(function(point, i){
point[2] = i;
point.prev = points[i - 1];
point.next = points[i + 1];
point.area = getArea(point.prev, point, point.next);
heap.insert(point);
});
while (check = heap.pop()) {
check.area = last = Math.max(check.area, last);
if (check.prev) {
check.prev.next = check.next;
recalc(check.prev);
}
if (check.next) {
check.next.prev = check.prev;
recalc(check.next);
}
}
return points.filter(function(p){
return p.area > threshold;
});
function recalc(point) {
point.area = getArea(point.prev, point, point.next);
heap.update(point);
}
function getArea(a,b,c) {
if (!a || !c) {
return Infinity;
}
return Math.abs(a[0] * b[1] - a[0] * c[1] + b[0] * c[1] - b[0] * a[1] + c[0] * a[1] - c[0] * b[1]) / 2;
}
}
function binaryHeap(comparator) {
var heap = {},
nodes = [];
heap.remove = function(val) {
var len = nodes.length,
end;
for (var i = 0; i < len; i++) {
if (nodes[i] === val) {
end = nodes.pop();
if (i < len - 1) {
nodes[i] = end;
this.sink(i);
}
break;
}
}
return this;
};
heap.pop = function() {
var top = nodes.shift();
if (nodes.length) {
nodes.unshift(nodes.pop());
this.sink(0);
}
return top;
};
heap.bubble = function(i) {
var pi = Math.floor((i + 1) / 2) - 1;
if (i > 0 && this.compare(i, pi)) {
this.swap(i, pi);
this.bubble(pi);
}
return this;
};
heap.sink = function(i) {
var len = nodes.length,
ci = 2 * i + 1;
if (ci < len - 1 && this.compare(ci + 1, ci)) {
ci++;
}
if (ci < len && this.compare(ci, i)) {
this.swap(i, ci);
this.sink(ci);
}
return this;
};
heap.compare = function(i, j) {
return comparator(nodes[i], nodes[j]);
};
heap.insert = function(d) {
this.bubble(nodes.push(d) - 1);
};
heap.size = function() {
return nodes.length;
}
heap.swap = function(i, j) {
var swap = nodes[i];
nodes[i] = nodes[j];
nodes[j] = swap;
};
heap.update = function(d) {
this.remove(d);
this.insert(d);
// bubble / sink instead?
}
heap.nodes = nodes;
return heap;
}
function warper(start,end) {
var u0 = start[0][0],
v0 = start[0][1],
u1 = start[1][0],
v1 = start[1][1],
u2 = start[2][0],
v2 = start[2][1],
u3 = start[3][0],
v3 = start[3][1],
x0 = end[0][0],
y0 = end[0][1],
x1 = end[1][0],
y1 = end[1][1],
x2 = end[2][0],
y2 = end[2][1],
x3 = end[3][0],
y3 = end[3][1];
var square = [
[1,u0,v0,u0 * v0,0,0,0,0],
[1,u1,v1,u1 * v1,0,0,0,0],
[1,u2,v2,u2 * v2,0,0,0,0],
[1,u3,v3,u3 * v3,0,0,0,0],
[0,0,0,0,1,u0,v0,u0 * v0],
[0,0,0,0,1,u1,v1,u1 * v1],
[0,0,0,0,1,u2,v2,u2 * v2],
[0,0,0,0,1,u3,v3,u3 * v3]
];
var inverted = invert(square);
var s = multiply(inverted,[x0,x1,x2,x3,y0,y1,y2,y3]);
return function(p) {
return [
s[0] + s[1] * p[0] + s[2] * p[1] + s[3] * p[0] * p[1],
s[4] + s[5] * p[0] + s[6] * p[1] + s[7] * p[0] * p[1],
];
};
}
function multiply(matrix,vector) {
return matrix.map(function(row){
var sum = 0;
row.forEach(function(c,i){
sum += c * vector[i];
});
return sum;
});
}
function invert(matrix) {
var size = matrix.length,
base,
swap,
augmented;
// Augment w/ identity matrix
augmented = matrix.map(function(row,i){
return row.slice(0).concat(row.slice(0).map(function(d,j){
return j === i ? 1 : 0;
}));
});
// Process each row
for (var r = 0; r < size; r++) {
base = augmented[r][r];
// Zero on diagonal, swap with a lower row
if (!base) {
for (var rr = r + 1; rr < size; rr++) {
if (augmented[rr][r]) {
// swap
swap = augmented[rr];
augmented[rr] = augmented[r];
augmented[r] = swap;
base = augmented[r][r];
break;
}
}
if (!base) {
throw new Error("Not invertable :(");
}
}
// 1 on the diagonal
for (var c = 0; c < size * 2; c++) {
augmented[r][c] = augmented[r][c] / base;
}
// Zeroes elsewhere
for (var q = 0; q < size; q++) {
if (q !== r) {
base = augmented[q][r];
for (var p = 0; p < size * 2; p++) {
augmented[q][p] -= base * augmented[r][p];
}
}
}
}
return augmented.map(function(row){
return row.slice(size);
});
}