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Last active December 26, 2015 09:59
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SVG Path transition

This example demonstrates path interpolation using SVG's getPointAtLength feature. The source path and the target path are sampled uniformly using a configurable precision in pixels (here, 4px). During the transition, the path is replaced with a piecewise linear curve, or polyline, for easier interpolation. When the transition finishes, the path is restored to the original cubic Bézier. This technique is handy because it works for any path expressible with SVG's path data mini-language.

See also the circular shape tweening example.

<!DOCTYPE html>
<meta charset="utf-8">
<style>
path {
fill: none;
stroke: #000;
stroke-width: 1.5px;
}
</style>
<body>
<script src="http://d3js.org/d3.v3.min.js"></script>
<script>
var width = 960,
height = 500;
var svg = d3.select("body").append("svg")
.attr("width", width)
.attr("height", height);
var d0 = "M0,0c100,0 0,100 100,100c100,0 0,-100 100,-100",
d1 = "M0,0c100,0 0,100 100,100c100,0 0,-100 100,-100c100,0 0,100 100,100";
svg.append("path")
.attr("transform", "translate(180,150)scale(2,2)")
.attr("d", d0)
.call(transition, d0, d1);
function transition(path, d0, d1) {
path.transition()
.duration(2000)
//.attrTween("d", pathTween(d1, 4))
.each("end", function() { d3.select(this).call(transition, d1, d0); });
}
function pathTween(d1, precision) {
return function() {
var path0 = this,
path1 = path0.cloneNode(),
n0 = path0.getTotalLength(),
n1 = (path1.setAttribute("d", d1), path1).getTotalLength();
// Uniform sampling of distance based on specified precision.
var distances = [0], i = 0, dt = precision / Math.max(n0, n1);
while ((i += dt) < 1) distances.push(i);
distances.push(1);
// Compute point-interpolators at each distance.
var points = distances.map(function(t) {
var p0 = path0.getPointAtLength(t * n0),
p1 = path1.getPointAtLength(t * n1);
return d3.interpolate([p0.x, p0.y], [p1.x, p1.y]);
});
return function(t) {
return t < 1 ? "M" + points.map(function(p) { return p(t); }).join("L") : d1;
};
};
}
</script>
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