int sec;
int pressure, temperature;
/* Depth info */
- int val;
+ int depth;
int smoothed;
velocity_t velocity;
struct plot_data *min[3];
struct plot_data *data = pi->entry + i;
if (event->time.seconds < data->sec)
break;
- depth = data->val;
+ depth = data->depth;
}
/* draw a little tirangular marker and attach tooltip */
x = SCALEX(gc, event->time.seconds);
int sec = entry->sec, decimals;
double d;
- d = get_depth_units(entry->val, &decimals, NULL);
+ d = get_depth_units(entry->depth, &decimals, NULL);
- plot_text(gc, tro, sec, entry->val, "%.*f", decimals, d);
+ plot_text(gc, tro, sec, entry->depth, "%.*f", decimals, d);
}
static void plot_text_samples(struct graphics_context *gc, struct plot_info *pi)
for (i = 0; i < pi->nr; i++) {
struct plot_data *entry = pi->entry + i;
- if (entry->val < 2000)
+ if (entry->depth < 2000)
continue;
if (entry == entry->max[2])
struct plot_data *entry = pi->entry;
set_source_rgba(gc, 1, 0.2, 1, a);
- move_to(gc, entry->sec, entry->min[index]->val);
+ move_to(gc, entry->sec, entry->min[index]->depth);
for (i = 1; i < pi->nr; i++) {
entry++;
- line_to(gc, entry->sec, entry->min[index]->val);
+ line_to(gc, entry->sec, entry->min[index]->depth);
}
for (i = 1; i < pi->nr; i++) {
- line_to(gc, entry->sec, entry->max[index]->val);
+ line_to(gc, entry->sec, entry->max[index]->depth);
entry--;
}
cairo_close_path(gc->cr);
entry = pi->entry;
move_to(gc, 0, 0);
for (i = 0; i < pi->nr; i++, entry++)
- line_to(gc, entry->sec, entry->val);
+ line_to(gc, entry->sec, entry->depth);
cairo_close_path(gc->cr);
if (gc->printer) {
set_source_rgba(gc, 1, 1, 1, 0.2);
* representing the vertical velocity, so we need to
* chop this into short segments */
rgb_t color = rgb[entry->velocity];
- depth = entry->val;
+ depth = entry->depth;
set_source_rgb(gc, color.r, color.g, color.b);
- move_to(gc, entry[-1].sec, entry[-1].val);
+ move_to(gc, entry[-1].sec, entry[-1].depth);
line_to(gc, sec, depth);
cairo_stroke(cr);
}
/* Then go forward until we hit an entry past the time */
min = max = p;
- avg = p->val;
+ avg = p->depth;
nr = 1;
while (++p < last) {
- int val = p->val;
+ int depth = p->depth;
if (p->sec > time + seconds)
break;
- avg += val;
+ avg += depth;
nr ++;
- if (val < min->val)
+ if (depth < min->depth)
min = p;
- if (val > max->val)
+ if (depth > max->depth)
max = p;
}
entry->min[index] = min;
/* Smoothing function: 5-point triangular smooth */
for (i = 2; i < nr; i++) {
struct plot_data *entry = pi->entry+i;
- int val;
+ int depth;
if (i < nr-2) {
- val = entry[-2].val + 2*entry[-1].val + 3*entry[0].val + 2*entry[1].val + entry[2].val;
- entry->smoothed = (val+4) / 9;
+ depth = entry[-2].depth + 2*entry[-1].depth + 3*entry[0].depth + 2*entry[1].depth + entry[2].depth;
+ entry->smoothed = (depth+4) / 9;
}
/* vertical velocity in mm/sec */
/* Linus wants to smooth this - let's at least look at the samples that aren't FAST or CRAZY */
if (entry[0].sec - entry[-1].sec) {
- entry->velocity = velocity((entry[0].val - entry[-1].val) / (entry[0].sec - entry[-1].sec));
+ entry->velocity = velocity((entry[0].depth - entry[-1].depth) / (entry[0].sec - entry[-1].sec));
/* if our samples are short and we aren't too FAST*/
if (entry[0].sec - entry[-1].sec < 15 && entry->velocity < FAST) {
int past = -2;
while (i+past > 0 && entry[0].sec - entry[past].sec < 15)
past--;
- entry->velocity = velocity((entry[0].val - entry[past].val) /
+ entry->velocity = velocity((entry[0].depth - entry[past].depth) /
(entry[0].sec - entry[past].sec));
}
} else
struct plot_data *entry = pi->entry + i + 2;
sec = entry->sec = sample->time.seconds;
- depth = entry->val = sample->depth.mm;
+ depth = entry->depth = sample->depth.mm;
entry->same_cylinder = sample->cylinderindex == cylinderindex;
cylinderindex = sample->cylinderindex;