Applying a tree layout on randomized depth-first traversal.
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February 9, 2016 01:55
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Randomized Depth-First IV
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license: gpl-3.0 |
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<style> | |
.link { | |
fill: none; | |
stroke: #000; | |
stroke-width: 1.5px; | |
} | |
</style> | |
<body> | |
<script src="//d3js.org/d3.v3.min.js"></script> | |
<script> | |
var margin = {top: 20, right: 20, bottom: 20, left: 20}, | |
width = 960 - margin.left - margin.right, | |
height = 500 - margin.top - margin.bottom; | |
var N = 1 << 0, | |
S = 1 << 1, | |
W = 1 << 2, | |
E = 1 << 3; | |
var root = generateTree(40, 40); | |
var tree = d3.layout.tree() | |
.size([height, width]); | |
var nodes = tree.nodes(root), | |
links = tree.links(nodes); | |
var svg = d3.select("body").append("svg") | |
.attr("width", width + margin.left + margin.right) | |
.attr("height", height + margin.top + margin.bottom) | |
.append("g") | |
.attr("transform", "translate(" + margin.left + "," + margin.top + ")"); | |
svg.selectAll(".link") | |
.data(links) | |
.enter().append("path") | |
.attr("class", "link") | |
.attr("d", function(d) { return "M" + d.source.y + "," + d.source.x + "L" + d.target.y + "," + d.target.x; }); | |
function generateTree(width, height) { | |
var cells = generateMaze(width, height), // each cell’s edge bits | |
visited = d3.range(width * height).map(function() { return false; }), | |
root = {index: cells.length - 1, children: []}, | |
frontier = [root], | |
parent, | |
child, | |
childIndex, | |
cell; | |
while ((parent = frontier.pop()) != null) { | |
cell = cells[parent.index]; | |
if (cell & E && !visited[childIndex = parent.index + 1]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & W && !visited[childIndex = parent.index - 1]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & S && !visited[childIndex = parent.index + width]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & N && !visited[childIndex = parent.index - width]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
} | |
return root; | |
} | |
function generateMaze(width, height) { | |
var cells = new Array(width * height), // each cell’s edge bits | |
frontier = []; | |
var start = (height - 1) * width; | |
cells[start] = 0; | |
frontier.push({index: start, direction: N}); | |
frontier.push({index: start, direction: E}); | |
shuffle(frontier, 0, 2); | |
while (!exploreFrontier()); | |
return cells; | |
function exploreFrontier() { | |
if ((edge = frontier.pop()) == null) return true; | |
var edge, | |
i0 = edge.index, | |
d0 = edge.direction, | |
i1 = i0 + (d0 === N ? -width : d0 === S ? width : d0 === W ? -1 : +1), | |
x0 = i0 % width, | |
y0 = i0 / width | 0, | |
x1, | |
y1, | |
d1, | |
open = cells[i1] == null; // opposite not yet part of the maze | |
if (d0 === N) x1 = x0, y1 = y0 - 1, d1 = S; | |
else if (d0 === S) x1 = x0, y1 = y0 + 1, d1 = N; | |
else if (d0 === W) x1 = x0 - 1, y1 = y0, d1 = E; | |
else x1 = x0 + 1, y1 = y0, d1 = W; | |
if (open) { | |
cells[i0] |= d0, cells[i1] |= d1; | |
var m = 0; | |
if (y1 > 0 && cells[i1 - width] == null) frontier.push({index: i1, direction: N}), ++m; | |
if (y1 < height - 1 && cells[i1 + width] == null) frontier.push({index: i1, direction: S}), ++m; | |
if (x1 > 0 && cells[i1 - 1] == null) frontier.push({index: i1, direction: W}), ++m; | |
if (x1 < width - 1 && cells[i1 + 1] == null) frontier.push({index: i1, direction: E}), ++m; | |
shuffle(frontier, frontier.length - m, frontier.length); | |
} | |
} | |
function shuffle(array, i0, i1) { | |
var m = i1 - i0, t, i, j; | |
while (m) { | |
i = Math.random() * m-- | 0; | |
t = array[m + i0], array[m + i0] = array[i + i0], array[i + i0] = t; | |
} | |
return array; | |
} | |
} | |
</script> |
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