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Multi-Foci Force Layout
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license: gpl-3.0 |
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<style> | |
circle { | |
stroke: #fff; | |
} | |
</style> | |
<body> | |
<script src="//d3js.org/d3.v3.min.js"></script> | |
<script> | |
var width = 960, | |
height = 500, | |
padding = 6, // separation between nodes | |
maxRadius = 12; | |
var n = 200, // total number of nodes | |
m = 10; // number of distinct clusters | |
var color = d3.scale.category10() | |
.domain(d3.range(m)); | |
var x = d3.scale.ordinal() | |
.domain(d3.range(m)) | |
.rangePoints([0, width], 1); | |
var nodes = d3.range(n).map(function() { | |
var i = Math.floor(Math.random() * m), | |
v = (i + 1) / m * -Math.log(Math.random()); | |
return { | |
radius: Math.sqrt(v) * maxRadius, | |
color: color(i), | |
cx: x(i), | |
cy: height / 2 | |
}; | |
}); | |
var force = d3.layout.force() | |
.nodes(nodes) | |
.size([width, height]) | |
.gravity(0) | |
.charge(0) | |
.on("tick", tick) | |
.start(); | |
var svg = d3.select("body").append("svg") | |
.attr("width", width) | |
.attr("height", height); | |
var circle = svg.selectAll("circle") | |
.data(nodes) | |
.enter().append("circle") | |
.attr("r", function(d) { return d.radius; }) | |
.style("fill", function(d) { return d.color; }) | |
.call(force.drag); | |
function tick(e) { | |
circle | |
.each(gravity(.2 * e.alpha)) | |
.each(collide(.5)) | |
.attr("cx", function(d) { return d.x; }) | |
.attr("cy", function(d) { return d.y; }); | |
} | |
// Move nodes toward cluster focus. | |
function gravity(alpha) { | |
return function(d) { | |
d.y += (d.cy - d.y) * alpha; | |
d.x += (d.cx - d.x) * alpha; | |
}; | |
} | |
// Resolve collisions between nodes. | |
function collide(alpha) { | |
var quadtree = d3.geom.quadtree(nodes); | |
return function(d) { | |
var r = d.radius + maxRadius + padding, | |
nx1 = d.x - r, | |
nx2 = d.x + r, | |
ny1 = d.y - r, | |
ny2 = d.y + r; | |
quadtree.visit(function(quad, x1, y1, x2, y2) { | |
if (quad.point && (quad.point !== d)) { | |
var x = d.x - quad.point.x, | |
y = d.y - quad.point.y, | |
l = Math.sqrt(x * x + y * y), | |
r = d.radius + quad.point.radius + (d.color !== quad.point.color) * padding; | |
if (l < r) { | |
l = (l - r) / l * alpha; | |
d.x -= x *= l; | |
d.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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Is there a D3 v4 example of this anywhere?