iOS Charting Documentation - SciChart iOS Charts SDK v3.x

The Polar 3D Chart Type

In SciChart, Polar 3D Charts are provided by the combination of the Free Surface 3D Series and SCIPolarDataSeries3D underlying DataSeries.

The location of the SCIPolarDataSeries3D is defined by following properties:

The size of the SCICylindroidDataSeries3D is defined by following properties:

Polar Chart 3D

NOTE: Examples for the Polar Series 3D can be found in the SciChart iOS Examples Suite as well as on GitHub:

Create a Polar 3D Chart

To create a Polar 3D Chart, use the following code:

const int sizeU = 30; const int sizeV = 10; SCIPolarDataSeries3D *ds = [[SCIPolarDataSeries3D alloc] initWithXType:SCIDataType_Double heightType:SCIDataType_Double uSize:sizeU vSize:sizeV uMin:0.0 uMax:M_PI * 1.75]; ds.a = @(1.0); ds.b = @(5.0); for (int u = 0; u < sizeU; ++u) { double weightU = 1.0 - ABS(2.0 * u / sizeU - 1.0); for (int v = 0; v < sizeV; ++v) { double weightV = 1.0 - ABS(2. * v / sizeV - 1.0); double offset = [SCDRandomUtil nextDouble]; [ds setDisplacement:@(offset * weightU * weightV) uIndex:u vIndex:v]; } } unsigned int colors[7] = { 0xFF00008B, 0xFF0000FF, 0xFF00FFFF, 0xFFADFF2F, 0xFFFFFF00, 0xFFFF0000, 0xFF8B0000 }; float stops[7] = { 0.0, 0.1, 0.3, 0.5, 0.7, 0.9, 1.0}; SCIGradientColorPalette *palette = [[SCIGradientColorPalette alloc] initWithColors:colors stops:stops count:7]; SCIFreeSurfaceRenderableSeries3D *rs0 = [SCIFreeSurfaceRenderableSeries3D new]; rs0.dataSeries = ds; rs0.drawMeshAs = SCIDrawMeshAs_SolidWireframe; rs0.stroke = 0x77228B22; rs0.contourInterval = 0.1; rs0.contourStroke = 0x77228B22; rs0.strokeThickness = 2.0; rs0.lightingFactor = 0.8; rs0.meshColorPalette = palette; rs0.paletteMinMaxMode = SCIFreeSurfacePaletteMinMaxMode_Relative; rs0.paletteMinimum = [[SCIVector3 alloc] initWithX:0.0 y:0.0 z:0.0]; rs0.paletteMaximum = [[SCIVector3 alloc] initWithX:0.0 y:0.5 z:0.0];
let SizeU: Int = 30 let SizeV: Int = 10 let meshDataSeries = SCIPolarDataSeries3D(xType: .double, heightType: .double, uSize: SizeU, vSize: SizeV, uMin: 0.0, uMax: Double.pi * 1.75) meshDataSeries.set(a: 1.0) meshDataSeries.set(b: 5.0) for u in 0 ..< SizeU { let weightU = 1.0 - abs(2.0 * Double(u) / Double(SizeU) - 1.0) for v in 0 ..< SizeV { let weightV = 1.0 - abs(2.0 * Double(v) / Double(SizeV) - 1.0) let offset = SCDRandomUtil.nextDouble() meshDataSeries.setDisplacement(offset * weightU * weightV, atU: u, v: v) } } let colors: [UInt32] = [0xFF1D2C6B, 0xFF0000FF, 0xFF00FFFF, 0xFFADFF2F, 0xFFFFFF00, 0xFFFF0000, 0xFF8B0000] let stops: [Float] = [0.0, 0.1, 0.3, 0.5, 0.7, 0.9, 1.0] let palette = SCIGradientColorPalette(colors: colors, stops: stops, count: 7) let rs0 = SCIFreeSurfaceRenderableSeries3D() rs0.dataSeries = meshDataSeries rs0.drawMeshAs = .solidWireframe rs0.stroke = 0x77228B22 rs0.contourInterval = 0.1 rs0.contourStroke = 0x77228B22 rs0.strokeThickness = 2.0 rs0.lightingFactor = 0.8 rs0.meshColorPalette = palette rs0.paletteMinMaxMode = .relative rs0.paletteMinimum = SCIVector3(x: 0.0, y: 0.0, z: 0.0) rs0.paletteMaximum = SCIVector3(x: 0.0, y: 0.5, z: 0.0)
const int uSize = 30, vSize = 10; var dataSeries3D = new PolarDataSeries3D<double, double>(uSize, vSize, 0d, Math.PI * 1.75) { A = 1, B = 5 }; var random = new Random(); for (int u = 0; u < uSize; u++) { var weightU = 1d - Math.Abs(2d * u / uSize - 1d); for (int v = 0; v < vSize; v++) { var weightV = 1d - Math.Abs(2d * v / vSize - 1d); var offset = random.NextDouble(); dataSeries3D.SetDisplacement(u, v, offset * weightU * weightV); } } var rSeries3D = new SCIFreeSurfaceRenderableSeries3D { DataSeries = dataSeries3D, DrawMeshAs = SCIDrawMeshAs.SolidWireframe, Stroke = 0x77228B22, ContourInterval = 0.1f, ContourStroke = 0x77228B22, StrokeThickness = 1f, MeshColorPalette = new SCIGradientColorPalette( new[] { ColorUtil.Sapphire, ColorUtil.Blue, ColorUtil.Cyan, ColorUtil.GreenYellow, ColorUtil.Yellow, ColorUtil.Red, ColorUtil.DarkRed }, new[] { 0, .1f, .3f, .5f, .7f, .9f, 1}), PaletteMaximum = new SCIVector3(0, 0.5f, 0), };

NOTE: See other constrained and unconstrained Free Surface Series types in the corresponding articles.