scRNA-seq_analysis

This commit is contained in:
veghp 2019-07-08 12:22:01 +01:00
commit 82cc2d191e
188 changed files with 146184 additions and 0 deletions

View file

@ -0,0 +1,589 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Created on Tue Aug 7 13:45:37 2018
@author: Dorin-Mirel Popescu
"""
import sys
args = sys.argv
save_to = args[1]
data_frame_fname = args[2]
template = """
<!doctype html>
<html lang='en'>
<head>
<meta charset='utf-8'>
<title>3D viewer</title>
<meta name='description' content='The HTML5 Herald'>
<meta name='author' content='Dorin-Mirel Popescu'>
</head>
<body>
<table>
<tr>
<th align='left'>
<label for = 'particleSizeBar'>Particle size: </label>
<input type='range' name = 'particleSizeBar' min = 10 max = 300 onchange='setParticleSize(value)' value = 150 /><br />
<label for = 'alphaInput'>Transparency: </label>
<input type='range' name = 'alphaInput' min = 0 max = 1000 onchange='setAlpha(value)' value = 1000 /><br />
<label for = 'canvasSizeInput'>Canvas size: </label>
<input type='range' name = 'canvasSizeInput' min = 200 max = 2000 onchange='setCanvasSize(value)' value = 500 /><br />
<label for = "zoom">Zoom: </label>
<input type='range' name = 'zoom' min = 100 max = 1000 onchange='setZoom(value)' value = 400 /><br />
<label for = 'bgInput'>Dark background: </label>
<input type='radio' name = 'bgInput' onchange='setBackground(value)' value = 'dark' />
<label for = 'bgInput'>White background: </label>
<input type='radio' name = 'bgInput' onchange='setBackground(value)' value = 'white' checked />
<br />
</th>
</tr>
<tr>
<td style='vertical-align: text-top' >
<canvas id='canvas' width=600 height=600></canvas>
</td>
<td style='vertical-align: top'>
<label>Categories: </label><br />
<label for='toggleRadio'>Show all:</label>
<input type='checkbox' name = 'toggleRadio' id='toggleRadio' onchange='toggleShowTypes()' checked /><br />
<form id = 'ControlPanel'>
radiocommands
</form>
</td>
</tr>
</table>
<script id='vertex-shader' type='x-shader/x-fragment'>
attribute vec4 a_Position;
attribute vec3 a_Color;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ProjMatrix;
uniform float u_basePointSize;
uniform float u_Alpha;
varying vec4 v_Color;
void main() {
vec4 cubePos = u_ProjMatrix * u_ViewMatrix * u_ModelMatrix * a_Position;
float currentWidth = 0.0;
//currentWidth = u_basePointSize;
currentWidth = 3.0 + (u_basePointSize - 3.0) * (1.0 - cubePos.z / cubePos.w) / 2.0;
gl_Position = cubePos;
gl_PointSize = currentWidth;
v_Color = vec4(a_Color, u_Alpha);
}
</script>
<script id ='fragment-shader' type='x-shader/x-fragment'>
precision mediump float;
varying vec4 v_Color;
void main() {
float r = 0.0;
vec2 cxy = 2.0 * gl_PointCoord - 1.0;
r = dot(cxy, cxy);
if (r > 1.0){
discard;
}
vec2 D = vec2(0.0, 0.0), centers = vec2(.65, .35);
float light = 0.0;
light = length(centers - gl_PointCoord);
light = .1 + .9 * (pow(50.0, -light));
gl_FragColor = v_Color * light + (1.0 - light) * vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script type = 'text/javascript'>
var Matrix4 = function(opt_src) {
var i, s, d;
if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) {
s = opt_src.elements;
d = new Float32Array(16);
for (i = 0; i < 16; ++i) {
d[i] = s[i];
}
this.elements = d;
} else {
this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
}
};
Matrix4.prototype.setTranslate = function(x, y, z) {
var e = this.elements;
e[0] = 1; e[4] = 0; e[8] = 0; e[12] = x;
e[1] = 0; e[5] = 1; e[9] = 0; e[13] = y;
e[2] = 0; e[6] = 0; e[10] = 1; e[14] = z;
e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1;
return this;
};
Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz;
fx = centerX - eyeX;
fy = centerY - eyeY;
fz = centerZ - eyeZ;
// Normalize f.
rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz);
fx *= rlf;
fy *= rlf;
fz *= rlf;
// Calculate cross product of f and up.
sx = fy * upZ - fz * upY;
sy = fz * upX - fx * upZ;
sz = fx * upY - fy * upX;
// Normalize s.
rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz);
sx *= rls;
sy *= rls;
sz *= rls;
// Calculate cross product of s and f.
ux = sy * fz - sz * fy;
uy = sz * fx - sx * fz;
uz = sx * fy - sy * fx;
// Set to this.
e = this.elements;
e[0] = sx;
e[1] = ux;
e[2] = -fx;
e[3] = 0;
e[4] = sy;
e[5] = uy;
e[6] = -fy;
e[7] = 0;
e[8] = sz;
e[9] = uz;
e[10] = -fz;
e[11] = 0;
e[12] = 0;
e[13] = 0;
e[14] = 0;
e[15] = 1;
// Translate.
return this.translate(-eyeX, -eyeY, -eyeZ);
};
Matrix4.prototype.translate = function(x, y, z) {
var e = this.elements;
e[12] += e[0] * x + e[4] * y + e[8] * z;
e[13] += e[1] * x + e[5] * y + e[9] * z;
e[14] += e[2] * x + e[6] * y + e[10] * z;
e[15] += e[3] * x + e[7] * y + e[11] * z;
return this;
};
Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
var e, rd, s, ct;
if (near === far || aspect === 0) {
throw 'null frustum';
}
if (near <= 0) {
throw 'near <= 0';
}
if (far <= 0) {
throw 'far <= 0';
}
fovy = Math.PI * fovy / 180 / 2;
s = Math.sin(fovy);
if (s === 0) {
throw 'null frustum';
}
rd = 1 / (far - near);
ct = Math.cos(fovy) / s;
e = this.elements;
e[0] = ct / aspect;
e[1] = 0;
e[2] = 0;
e[3] = 0;
e[4] = 0;
e[5] = ct;
e[6] = 0;
e[7] = 0;
e[8] = 0;
e[9] = 0;
e[10] = -(far + near) * rd;
e[11] = -1;
e[12] = 0;
e[13] = 0;
e[14] = -2 * near * far * rd;
e[15] = 0;
return this;
};
</script>
<script type='text/javascript'>
function selectData(){
controlPanel = document.getElementById('ControlPanel')
controlRadios = controlPanel.elements
values = []
for(i=0;i<controlRadios.length;i++){
if(controlRadios[i].checked){
values = values.concat(index_table[controlRadios[i].id])
}
}
new_indices = []
for (i=0;i<values.length;i++){
v = values[i]
new_indices.push(6*v)
new_indices.push(6*v+1)
new_indices.push(6*v+2)
new_indices.push(6*v+3)
new_indices.push(6*v+4)
new_indices.push(6*v+5)
}
current_data_buffer = []
new_indices.forEach(function(val, i){current_data_buffer.push(data_buffer[val])})
current_data_buffer = new Float32Array(current_data_buffer)
gl_context.bufferData(gl_context.ARRAY_BUFFER, current_data_buffer, gl_context.STATIC_DRAW); // load data to buffer
n = current_data_buffer.length / 6
gl_context.clear(gl_context.COLOR_BUFFER_BIT)
gl_context.drawArrays(gl_context.POINTS, 0, n)
}
function toggleShowTypes(){
toggleRadio = document.getElementById('toggleRadio')
controlPanel = document.getElementById('ControlPanel')
controlRadios = controlPanel.elements
for(i=0;i<controlRadios.length;i++){
controlRadios[i].checked = toggleRadio.checked
}
selectData()
}
function setParticleSize(value){
particleSize = parseInt(value)
gl_context.uniform1f(u_basePointSize, particleSize)
gl_context.clear(gl_context.COLOR_BUFFER_BIT)
gl_context.drawArrays(gl_context.POINTS, 0, n)
}
function setAlpha(value){
alphaValue = parseInt(value) / 1000
gl_context.uniform1f(u_Alpha, alphaValue)
gl_context.clear(gl_context.COLOR_BUFFER_BIT);
gl_context.drawArrays(gl_context.POINTS, 0, n)
}
function setCanvasSize(value){
value = parseInt(value)
canvas.width = value
canvas.height = value
gl_context = getContext(canvas)
gl_context = initContext(gl_context)
gl_context.viewport(0, 0, canvas.width, canvas.height)
if(bg_color == "white"){
gl_context.clearColor(1, 1, 1, 1)
}else{
gl_context.clearColor(0, 0, 0, 1)
}
gl_context.clear(gl_context.COLOR_BUFFER_BIT)
gl_context.drawArrays(gl_context.POINTS, 0, n)
}
function setZoom(value){
eyeVN = parseInt(value)
farField = eyeVN + 100;
rotateData(0, 0)
}
function setBackground(value){
if(value == "dark"){
gl_context.clearColor(0, 0, 0, 1)
bg_color = "dark"
}else{
gl_context.clearColor(1, 1, 1, 1)
bg_color = "white"
}
gl_context.clear(gl_context.COLOR_BUFFER_BIT)
gl_context.drawArrays(gl_context.POINTS, 0, n)
}
function shadersFromScriptElement(gl, ID, type){
shaderScript = document.getElementById(ID)
var str = ''
var k = shaderScript.firstChild;
while(k){
if (k.nodeType == 3){
str += k.textContent;
}
k = k.nextSibling
}
var shader = gl.createShader(type)
gl.shaderSource(shader, str)
gl.compileShader(shader)
return shader
}
function getContext(canvasWidget){
var names = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
for(var i=0; i<names.length; i++){
try{
var gl = canvasWidget.getContext(names[i])
}catch(e){}
if(gl){i=names.length}
}
var vshader = shadersFromScriptElement(gl, 'vertex-shader', gl.VERTEX_SHADER),
fshader = shadersFromScriptElement(gl, 'fragment-shader', gl.FRAGMENT_SHADER)
program = gl.createProgram();
gl.attachShader(program, vshader)
gl.attachShader(program, fshader)
gl.linkProgram(program)
gl.useProgram(program)
gl.program = program
return gl
}
function initContext(gl){
n = current_data_buffer.length / 6
var vertexColourBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColourBuffer)
gl.bufferData(gl.ARRAY_BUFFER, current_data_buffer, gl.STATIC_DRAW)
var FSIZE = data_buffer.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position')
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0)
gl.enableVertexAttribArray(a_Position)
var a_Color = gl.getAttribLocation(gl.program, 'a_Color')
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, 3 * FSIZE)
gl.enableVertexAttribArray(a_Color)
u_basePointSize = gl.getUniformLocation(gl.program, 'u_basePointSize')
gl.uniform1f(u_basePointSize, particleSize)
u_Alpha = gl.getUniformLocation(gl.program, "u_Alpha")
gl.uniform1f(u_Alpha, alphaValue)
u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
modelMatrix = new Matrix4(); // The model matrix
viewMatrix = new Matrix4(); // The view matrix
projMatrix = new Matrix4(); // The projection matrix
modelMatrix.setTranslate(0, 0, 0); //
viewMatrix.setLookAt(eyeX, eyeY, eyeZ, 0, 0, 0, upX, upY, upZ); // eyeX, eyeY, eyeZ, camX, camY, camZ, upX, upY, upY
projMatrix.setPerspective(30, canvas.width/canvas.height, 100, farField); // fov, ratio, near, far
// Pass the model, view, and projection matrix to the uniform variable respectively
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
gl.clearColor(1, 1, 1, 1); // add ternary conditional
gl.enable(gl.DEPTH_TEST)
gl.enable(gl.BLEND)
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
gl.clear(gl.COLOR_BUFFER_BIT);
return gl
}
var canvas = document.getElementById('canvas'),
particleSize = 150,
alphaValue = 1.0,
bg_color = "dark",
eyeX = 0.0,
eyeY = 0.0,
eyeZ = 400.0,
upX = 0.0,
upY = 1.0,
upZ = 0.0,
eyeVN = 400.0,
farField = 500.0,
previousX = null,
previousY = null,
currentX = null,
currentY = null;
data_buffer = new Float32Array([
datahere
])
index_table = []
indiceshere
current_data_buffer = data_buffer
gl_context = getContext(canvas)
gl_context = initContext(gl_context)
gl_context.drawArrays(gl_context.POINTS, 0, n)
function negCrossProduct(vecA, vecB){
crossproduct = [ - vecA[1] * vecB[2] + vecA[2] * vecB[1],
- vecA[2] * vecB[0] + vecA[0] * vecB[2],
- vecA[0] * vecB[1] + vecA[1] * vecB[0]
]
return(crossproduct)
}
function vectNorm(vector){
return(Math.sqrt((vector[0] * vector[0]) + (vector[1] * vector[1]) + (vector[2] * vector[2])))
}
function rotateData(hAngle, vAngle){
// change vector for very small angles is approximately the cross product of the eye vector and up vector
change = negCrossProduct([eyeX, eyeY, eyeZ], [upX, upY, upZ])
// normalize the change vector
normChange = vectNorm(change)
// scale the change vector by the horizontal angle
change = [hAngle * change[0]/normChange, hAngle * change[1]/normChange, hAngle * change[2]/normChange]
// update the eye vector by adding the change vector
eyeX = eyeX - change[0]
eyeY = eyeY - change[1]
eyeZ = eyeZ - change[2]
// renormalize the eye vector, otherwise it will increase with each change (due to approx error)
normEye = vectNorm([eyeX, eyeY, eyeZ])
eyeX = eyeVN * eyeX / normEye
eyeY = eyeVN * eyeY / normEye
eyeZ = eyeVN * eyeZ / normEye
// get the (eye, up) plane normal
planeInvNormal = negCrossProduct([eyeX, eyeY, eyeZ], [upX, upY, upZ])
// in the case of vertical angle, the up vector is already the change vector
normChange = vectNorm([upX, upY, upZ])
change = [vAngle * upX / normChange, vAngle * upY / normChange, vAngle * upZ / normChange]
// update the eye vector by adding the change vector
eyeX = eyeX + change[0]
eyeY = eyeY + change[1]
eyeZ = eyeZ + change[2]
// renormalize the eye vector, other it will increase with each change (due to approx error)
normEye = Math.sqrt((eyeX * eyeX)+(eyeY * eyeY)+(eyeZ * eyeZ))
eyeX = eyeVN * eyeX / normEye
eyeY = eyeVN * eyeY / normEye
eyeZ = eyeVN * eyeZ / normEye
// but the up vector needs changing as well
newUp = negCrossProduct([eyeX, eyeY, eyeZ], planeInvNormal)
newUpNormal = vectNorm(newUp)
upX = -newUp[0] / newUpNormal
upY = -newUp[1] / newUpNormal
upZ = -newUp[2] / newUpNormal
gl_context.clear(gl_context.COLOR_BUFFER_BIT);
viewMatrix.setLookAt(eyeX, eyeY, eyeZ, 0, 0, 0, upX, upY, upZ);
projMatrix.setPerspective(30, canvas.width/canvas.height, 100, farField);
gl_context.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
gl_context.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
gl_context.drawArrays(gl_context.POINTS, 0, n);
}
function startRotating(ev){
previousX = ev.clientX
previousY = ev.clientY
canvas.addEventListener('mousemove', rotateEvent)
canvas.addEventListener('mouseup', stopRotation)
canvas.addEventListener('mouseout', stopRotation)
}
function stopRotation(ev){
canvas.removeEventListener('mousemove', rotateEvent)
canvas.removeEventListener('mouseup', stopRotation)
canvas.removeEventListener('mouseout', stopRotation)
}
function rotateEvent(ev){
currentX = ev.clientX
currentY = ev.clientY
var dX = currentX - previousX,
dY = currentY - previousY;
rotateData(2.0 * dX, 2.0 * dY)
previousX = currentX;
previousY = currentY;
}
canvas.addEventListener('mousedown', startRotating)
</script>
</body>
</html>
"""
import pandas as pd
import numpy as np
data = pd.read_csv(data_frame_fname, index_col = None)
# convert Colours to r, g, b values, then to floats < 1.0
def hexdec_to_1floats(hexdec):
return np.array([int(hexdec[1:][i:(i+2)], 16) for i in (0, 2, 4)]) / 255.0
# map Labels to colours
labels = sorted(list(data.Labels.unique()))
index_table = []
radio_commands = []
for index, label in enumerate(labels):
indices = data.Labels == label
indices = indices.values
indices = np.where(indices)
indices = ','.join([str(i) for i in indices[0]])
indices = "[{indices}]".format(indices = indices)
index_table.append("index_table['{label}'] = {indices}".format(label = label, indices = indices))
colour = data.Colours[data.Labels == label].values[0]
radio_command = "<div style='background-color:{colour}'><input style='float:left' type='checkbox' id='{label}' checked onchange='selectData()' /><label style='float:left' for='{label}'>{label}: </label><br /></div>".format(colour = colour, label = label)
radio_commands.append(radio_command)
index_table = ';\n '.join(index_table)
radio_commands = '\n '.join(radio_commands)
# make data string
coordinates = data.values[:, 0:3].astype('float32')
# next few steps are compressing the data into a stadard cube centered at (0,0,0) and L = 200
Xrange = np.percentile(coordinates[:, 0], q = [1, 99]) * 1.2
Yrange = np.percentile(coordinates[:, 1], q = [1, 99]) * 1.2
Zrange = np.percentile(coordinates[:, 2], q = [1, 99]) * 1.2
center = np.tile(np.array([np.mean(Xrange), np.mean(Yrange), np.mean(Zrange)]),
(coordinates.shape[0], 1))
coordinates = coordinates - center
Xrange = Xrange[1] - Xrange[0]
Yrange = Yrange[1] - Yrange[0]
Zrange = Zrange[1] - Zrange[0]
maxRange = max((Xrange, Yrange, Zrange))
ratio = 180.0 / maxRange
coordinates = coordinates * ratio
# next few steps the buffer data is created as string
colours = data.values[:, 4]
buffer_data = []
for index in range(coordinates.shape[0]):
coordinate = [str(i) for i in coordinates[index, :]]
colour = [str(i) for i in hexdec_to_1floats(colours[index]).astype('float32')]
vertex_data = coordinate + colour
buffer_data.append(",".join(vertex_data))
buffer_data = ",".join(buffer_data)
template_str = template.replace('datahere', buffer_data)
template_str = template_str.replace('indiceshere', index_table)
template_str = template_str.replace('radiocommands', radio_commands)
with open(save_to, 'w') as result:
result.write(template_str)