A fork of the SVG version. Mouseover to repel nodes. Adapted from my talk on force layouts.
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Collision Detection (Canvas)
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license: gpl-3.0 |
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<!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]; | |
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 canvas = d3.select("body").append("canvas") | |
.attr("width", width) | |
.attr("height", height); | |
var context = canvas.node().getContext("2d"); | |
force.on("tick", function(e) { | |
var q = d3.geom.quadtree(nodes), | |
i, | |
d, | |
n = nodes.length; | |
for (i = 1; i < n; ++i) q.visit(collide(nodes[i])); | |
context.clearRect(0, 0, width, height); | |
context.fillStyle = "steelblue"; | |
context.beginPath(); | |
for (i = 1; i < n; ++i) { | |
d = nodes[i]; | |
context.moveTo(d.x, d.y); | |
context.arc(d.x, d.y, d.radius, 0, 2 * Math.PI); | |
} | |
context.fill(); | |
}); | |
canvas.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> |
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