Mouseover to repel nodes. Adapted from my talk on force layouts. Compare to the canvas version.
-
-
Save zbryikt/2456e6e60d0c39493cde to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<body> | |
<script src="http://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])); | |
i = 0; | |
while (++i < n) collideWall(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 collideWall(node) { | |
/* // no. this is not funny at all | |
if(node.x <= 70) { node.x = 70; } | |
if(node.y <= 70) { node.y = 70; } | |
if(node.x >= 350) { node.x = 350; } | |
if(node.y >= 350) { node.y = 350; } | |
*/ | |
if(!node.dx) node.dx = 0; | |
if(!node.dy) node.dy = 0; | |
if(node.x <= 70 && Math.abs(node.dx)<0.0001) { | |
node.dx = (70 - node.x) * 0.3; | |
} | |
if(node.y <= 70 && Math.abs(node.dy)<0.0001) { | |
node.dy = (70 - node.y) * 0.3; | |
} | |
if(node.x >= 350 && Math.abs(node.dx)<0.0001) { | |
node.dx = (350 - node.x) * 0.3; | |
} | |
if(node.y >= 350 && Math.abs(node.dy)<0.0001) { | |
node.dy = (350 - node.y) * 0.3; | |
} | |
node.x += (node.dx); | |
node.y += (node.dy); | |
node.dx *= 0.1; | |
node.dy *= 0.1; | |
} | |
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> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment