Mouseover to repel nodes. Adapted from my talk on force layouts. Compare to the canvas version.
forked from mbostock's block: Collision Detection
| license: gpl-3.0 |
Mouseover to repel nodes. Adapted from my talk on force layouts. Compare to the canvas version.
forked from mbostock's block: Collision Detection
| <!DOCTYPE html> | |
| <meta charset="utf-8"> | |
| <body> | |
| <script src="//d3js.org/d3.v3.min.js"></script> | |
| <script> | |
| var width = 960, | |
| height = 500; | |
| var nodes = d3.range(200).map(function() { return {radius: Math.random() * 12 + 4}; }), | |
| root = nodes[0], | |
| color = d3.scale.category10(); | |
| root.radius = 0; | |
| root.fixed = true; | |
| var force = d3.layout.force() | |
| .gravity(0.05) | |
| .charge(function(d, i) { return i ? 0 : -2000; }) | |
| .nodes(nodes) | |
| .size([width, height]); | |
| force.start(); | |
| var svg = d3.select("body").append("svg") | |
| .attr("width", width) | |
| .attr("height", height); | |
| svg.selectAll("circle") | |
| .data(nodes.slice(1)) | |
| .enter().append("circle") | |
| .attr("r", function(d) { return d.radius; }) | |
| .style("fill", function(d, i) { return color(i % 3); }); | |
| force.on("tick", function(e) { | |
| var q = d3.geom.quadtree(nodes), | |
| i = 0, | |
| n = nodes.length; | |
| while (++i < n) q.visit(collide(nodes[i])); | |
| svg.selectAll("circle") | |
| .attr("cx", function(d) { return d.x; }) | |
| .attr("cy", function(d) { return d.y; }); | |
| }); | |
| svg.on("mousemove", function() { | |
| var p1 = d3.mouse(this); | |
| root.px = p1[0]; | |
| root.py = p1[1]; | |
| force.resume(); | |
| }); | |
| function collide(node) { | |
| var r = node.radius + 16, | |
| nx1 = node.x - r, | |
| nx2 = node.x + r, | |
| ny1 = node.y - r, | |
| ny2 = node.y + r; | |
| return function(quad, x1, y1, x2, y2) { | |
| if (quad.point && (quad.point !== node)) { | |
| var x = node.x - quad.point.x, | |
| y = node.y - quad.point.y, | |
| l = Math.sqrt(x * x + y * y), | |
| r = node.radius + quad.point.radius; | |
| if (l < r) { | |
| l = (l - r) / l * .5; | |
| node.x -= x *= l; | |
| node.y -= y *= l; | |
| quad.point.x += x; | |
| quad.point.y += y; | |
| } | |
| } | |
| return x1 > nx2 || x2 < nx1 || y1 > ny2 || y2 < ny1; | |
| }; | |
| } | |
| </script> |