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December 11, 2015 14:59
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updated Mike Bostock's collision detection example for d3.v3.js
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta http-equiv="Content-Type" content="text/html;charset=utf-8"/> | |
<script src="http://d3js.org/d3.v3.min.js"></script> | |
<link type="text/css" rel="stylesheet" href="style.css"/> | |
<style type="text/css"> | |
circle { | |
stroke: #000; | |
stroke-opacity: .5; | |
} | |
</style> | |
</head> | |
<body> | |
<div id="body"> | |
<div id="footer"> | |
Collision Detection | |
<div class="hint">move the mouse to repel nodes</div> | |
</div> | |
</div> | |
<script type="text/javascript"> | |
var w = 1280, | |
h = 800; | |
var nodes = d3.range(200).map(function() { return {radius: Math.random() * 12 + 4}; }), | |
color = d3.scale.category10(); | |
var force = d3.layout.force() | |
.gravity(0.05) | |
.charge(function(d, i) { return i ? 0 : -2000; }) | |
.nodes(nodes) | |
.size([w, h]); | |
var root = nodes[0]; | |
root.radius = 0; | |
root.fixed = true; | |
force.start(); | |
var svg = d3.select("#body").append("svg:svg") | |
.attr("width", w) | |
.attr("height", h); | |
svg.selectAll("circle") | |
.data(nodes.slice(1)) | |
.enter().append("svg:circle") | |
.attr("r", function(d) { return d.radius - 2; }) | |
.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> | |
</body> | |
</html> |
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