Convert D3.js Bubbles Into Forced/gravity Based Layout
Solution 1:
I think you were almost there but the specification of your dot
variable is not the best one. I would transform it like this:
var dot = svg.selectAll(".dot")
.data(data)
.enter()
Afterwards, once the circles have been plotted, what you do is that you create a force
layout, instantiate it with the nodes you just created, add a on("tick")
method, and then start
the layout. An example is the following:
var force = d3.layout.force().nodes(data).size([width, height])
.gravity(0)
.charge(0)
.on("tick", function(e){
dot
.each(gravity(.2 * e.alpha))
.each(collide(.5))
.attr("cx", function (d) {return d.x;})
.attr("cy", function (d) {return d.y;});
})
.start();
To have a complete answer, I will add also the gravity
and collide
methods from your fiddle (with adjusted variable names)
functiongravity(alpha) {
returnfunction (d) {
d.y += (d.cy - d.y) * alpha;
d.x += (d.cx - d.x) * alpha;
};
}
functioncollide(alpha) {
var padding = 6var quadtree = d3.geom.quadtree(dot);
returnfunction (d) {
var r = d.r + radiusp.domain()[1] + 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.r + quad.point.r + (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;
});
};
}
I think the problem you had was that perhaps you were applying the force layout to the g
element of each of the circles, which unfortunately was not working. I hope this will give you an idea how to proceed. Your last line of the dot
declaration was adding a g
element for each circle, which was a little difficult to handle.
Thanks.
PS I assume that the x
, y
, and r
attributes of your data
contain the x
,y
, and radius
.
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