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Bounding Box Collision

A simple first stab at building a bounding-box style collision detection rule for d3V4 forceSimulation. Bounding box is a rule that produces a top-left and bottom right corner with coordinates local to the center of the node. So, in this case the size of the bounding box is fixed at a height of 20px offset by 10px and a variable width based on the length of the label of the node.

Source code here

// https://d3js.org/d3-force/ Version 1.0.0. Copyright 2016 Mike Bostock.
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('d3-quadtree'), require('d3-collection'), require('d3-dispatch'), require('d3-timer')) :
typeof define === 'function' && define.amd ? define(['exports', 'd3-quadtree', 'd3-collection', 'd3-dispatch', 'd3-timer'], factory) :
(factory((global.d3 = global.d3 || {}),global.d3,global.d3,global.d3,global.d3));
}(this, function (exports,d3Quadtree,d3Collection,d3Dispatch,d3Timer) { 'use strict';
function center(x, y) {
var nodes;
if (x == null) x = 0;
if (y == null) y = 0;
function force() {
var i,
n = nodes.length,
node,
sx = 0,
sy = 0;
for (i = 0; i < n; ++i) {
node = nodes[i], sx += node.x, sy += node.y;
}
for (sx = sx / n - x, sy = sy / n - y, i = 0; i < n; ++i) {
node = nodes[i], node.x -= sx, node.y -= sy;
}
}
force.initialize = function(_) {
nodes = _;
};
force.x = function(_) {
return arguments.length ? (x = +_, force) : x;
};
force.y = function(_) {
return arguments.length ? (y = +_, force) : y;
};
return force;
}
function constant(x) {
return function() {
return x;
};
}
function jiggle() {
return (Math.random() - 0.5) * 1e-6;
}
function x(d) {
return d.x + d.vx;
}
function y(d) {
return d.y + d.vy;
}
function collide(radius) {
var nodes,
radii,
strength = 1,
iterations = 1;
if (typeof radius !== "function") radius = constant(radius == null ? 1 : +radius);
function force() {
var i, n = nodes.length,
tree,
node,
xi,
yi,
ri,
ri2;
for (var k = 0; k < iterations; ++k) {
tree = d3Quadtree.quadtree(nodes, x, y).visitAfter(prepare);
for (i = 0; i < n; ++i) {
node = nodes[i];
ri = radii[i], ri2 = ri * ri;
xi = node.x + node.vx;
yi = node.y + node.vy;
tree.visit(apply);
}
}
function apply(quad, x0, y0, x1, y1) {
var data = quad.data, rj = quad.r, r = ri + rj;
if (data) {
if (data.index > i) {
var x = xi - data.x - data.vx,
y = yi - data.y - data.vy,
l = x * x + y * y;
if (l < r * r) {
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
l = (r - (l = Math.sqrt(l))) / l * strength;
node.vx += (x *= l) * (r = (rj *= rj) / (ri2 + rj));
node.vy += (y *= l) * r;
data.vx -= x * (r = 1 - r);
data.vy -= y * r;
}
}
return;
}
return x0 > xi + r || x1 < xi - r || y0 > yi + r || y1 < yi - r;
}
}
function prepare(quad) {
if (quad.data) return quad.r = radii[quad.data.index];
for (var i = quad.r = 0; i < 4; ++i) {
if (quad[i] && quad[i].r > quad.r) {
quad.r = quad[i].r;
}
}
}
force.initialize = function(_) {
var i, n = (nodes = _).length; radii = new Array(n);
for (i = 0; i < n; ++i) radii[i] = +radius(nodes[i], i, nodes);
};
force.iterations = function(_) {
return arguments.length ? (iterations = +_, force) : iterations;
};
force.strength = function(_) {
return arguments.length ? (strength = +_, force) : strength;
};
force.radius = function(_) {
return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), force) : radius;
};
return force;
}
function x$1(d) {
return d.x + d.vx;
}
function y$1(d) {
return d.y + d.vy;
}
function rectCollide(bbox) {
var nodes,
boundingBoxes,
strength = 1,
iterations = 1;
if (typeof bbox !== "function") bbox = constant(bbox == null ? [[0,0][1,1]] : bbox);
function force() {
var i,
n = nodes.length,
tree,
node,
xi,
yi,
bbi,
nx1,
ny1,
nx2,
ny2
for (var k = 0; k < iterations; ++k) {
tree = d3Quadtree.quadtree(nodes, x$1, y$1).visitAfter(prepare);
for (i = 0; i < n; ++i) {
node = nodes[i];
bbi = boundingBoxes[i],
xi = node.x + node.vx;
yi = node.y + node.vy;
nx1 = xi + bbi[0][0]
ny1 = yi + bbi[0][1]
nx2 = xi + bbi[1][0]
ny2 = yi + bbi[1][1]
tree.visit(apply);
}
}
function apply(quad, x0, y0, x1, y1) {
var data = quad.data,
bWidth = bbLength(bbi, 0),
bHeight = bbLength(bbi, 1);
if (data) {
if (data.index > i) {
var bbj = boundingBoxes[data.index],
dnx1 = data.x + data.vx + bbj[0][0],
dny1 = data.y + data.vy + bbj[0][1],
dnx2 = data.x + data.vx + bbj[1][0],
dny2 = data.y + data.vy + bbj[1][1],
dWidth = bbLength(bbj, 0),
dHeight = bbLength(bbj, 1),
x = node.x - data.x,
y = node.y - data.y,
lx = Math.abs(x),
ly = Math.abs(y);
if (nx1 <= dnx2 && dnx1 <= nx2 && ny1 <= dny2 && dny1 <= ny2) {
if (x === 0) x = jiggle(), lx += x * x;
if (y === 0) y = jiggle(), ly += y * y;
node.vx += lx * (1 / lx) * ((bWidth * bWidth) / (dWidth * dWidth + bWidth));
node.vy += ly * (1 / ly) * ((bHeight * bHeight) / (dHeight * dHeight + bHeight));
data.vx -= lx * (1 / lx) * (((bWidth * bWidth) / (dWidth * dWidth + bWidth)));
data.vy -= ly * (1 / ly) * (((bHeight * bHeight) / (dHeight * dHeight + bHeight)));
}
}
return;
}
return x0 > nx2 || x1 < nx1 || y0 > ny2 || y1 < ny1;
}
}
function prepare(quad) {
if (quad.data) return quad.bb = boundingBoxes[quad.data.index];
for (var i = quad.bb = [[0,0],[0,0]]; i < 4; ++i) {
if (quad[i] && bbArea(quad[i].bb) > bbArea(quad.bb)) {
quad.bb = quad[i].bb;
}
}
}
function bbArea(bbox) {
return (bbox[1][0] - bbox[0][0]) * (bbox[1][1] - bbox[0][1])
}
function bbLength(bbox, heightWidth) {
return (bbox[1][heightWidth] - bbox[0][heightWidth])
}
force.initialize = function(_) {
var i, n = (nodes = _).length; boundingBoxes = new Array(n);
for (i = 0; i < n; ++i) boundingBoxes[i] = bbox(nodes[i], i, nodes);
};
force.iterations = function(_) {
return arguments.length ? (iterations = +_, force) : iterations;
};
force.strength = function(_) {
return arguments.length ? (strength = +_, force) : strength;
};
force.bbox = function(_) {
return arguments.length ? (bbox = typeof _ === "function" ? _ : constant(+_), force) : bbox;
};
return force;
}
function index(d, i) {
return i;
}
function link(links) {
var id = index,
strength = defaultStrength,
strengths,
distance = constant(30),
distances,
nodes,
count,
bias,
iterations = 1;
if (links == null) links = [];
function defaultStrength(link) {
return 1 / Math.min(count[link.source.index], count[link.target.index]);
}
function force(alpha) {
for (var k = 0, n = links.length; k < iterations; ++k) {
for (var i = 0, link, source, target, x, y, l, b; i < n; ++i) {
link = links[i], source = link.source, target = link.target;
x = target.x + target.vx - source.x - source.vx || jiggle();
y = target.y + target.vy - source.y - source.vy || jiggle();
l = Math.sqrt(x * x + y * y);
l = (l - distances[i]) / l * alpha * strengths[i];
x *= l, y *= l;
target.vx -= x * (b = bias[i]);
target.vy -= y * b;
source.vx += x * (b = 1 - b);
source.vy += y * b;
}
}
}
function initialize() {
if (!nodes) return;
var i,
n = nodes.length,
m = links.length,
nodeById = d3Collection.map(nodes, id),
link;
for (i = 0, count = new Array(n); i < n; ++i) {
count[i] = 0;
}
for (i = 0; i < m; ++i) {
link = links[i], link.index = i;
if (typeof link.source !== "object") link.source = nodeById.get(link.source);
if (typeof link.target !== "object") link.target = nodeById.get(link.target);
++count[link.source.index], ++count[link.target.index];
}
for (i = 0, bias = new Array(m); i < m; ++i) {
link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);
}
strengths = new Array(m), initializeStrength();
distances = new Array(m), initializeDistance();
}
function initializeStrength() {
if (!nodes) return;
for (var i = 0, n = links.length; i < n; ++i) {
strengths[i] = +strength(links[i], i, links);
}
}
function initializeDistance() {
if (!nodes) return;
for (var i = 0, n = links.length; i < n; ++i) {
distances[i] = +distance(links[i], i, links);
}
}
force.initialize = function(_) {
nodes = _;
initialize();
};
force.links = function(_) {
return arguments.length ? (links = _, initialize(), force) : links;
};
force.id = function(_) {
return arguments.length ? (id = _, force) : id;
};
force.iterations = function(_) {
return arguments.length ? (iterations = +_, force) : iterations;
};
force.strength = function(_) {
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength;
};
force.distance = function(_) {
return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;
};
return force;
}
function x$2(d) {
return d.x;
}
function y$2(d) {
return d.y;
}
var initialRadius = 10;
var initialAngle = Math.PI * (3 - Math.sqrt(5));
function simulation(nodes) {
var simulation,
alpha = 1,
alphaMin = 0.001,
alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),
alphaTarget = 0,
velocityDecay = 0.6,
forces = d3Collection.map(),
stepper = d3Timer.timer(step),
event = d3Dispatch.dispatch("tick", "end");
if (nodes == null) nodes = [];
function step() {
tick();
event.call("tick", simulation);
if (alpha < alphaMin) {
stepper.stop();
event.call("end", simulation);
}
}
function tick() {
var i, n = nodes.length, node;
alpha += (alphaTarget - alpha) * alphaDecay;
forces.each(function(force) {
force(alpha);
});
for (i = 0; i < n; ++i) {
node = nodes[i];
if (node.fx == null) node.x += node.vx *= velocityDecay;
else node.x = node.fx, node.vx = 0;
if (node.fy == null) node.y += node.vy *= velocityDecay;
else node.y = node.fy, node.vy = 0;
}
}
function initializeNodes() {
for (var i = 0, n = nodes.length, node; i < n; ++i) {
node = nodes[i], node.index = i;
if (isNaN(node.x) || isNaN(node.y)) {
var radius = initialRadius * Math.sqrt(i), angle = i * initialAngle;
node.x = radius * Math.cos(angle);
node.y = radius * Math.sin(angle);
}
if (isNaN(node.vx) || isNaN(node.vy)) {
node.vx = node.vy = 0;
}
}
}
function initializeForce(force) {
if (force.initialize) force.initialize(nodes);
return force;
}
initializeNodes();
return simulation = {
tick: tick,
restart: function() {
return stepper.restart(step), simulation;
},
stop: function() {
return stepper.stop(), simulation;
},
nodes: function(_) {
return arguments.length ? (nodes = _, initializeNodes(), forces.each(initializeForce), simulation) : nodes;
},
alpha: function(_) {
return arguments.length ? (alpha = +_, simulation) : alpha;
},
alphaMin: function(_) {
return arguments.length ? (alphaMin = +_, simulation) : alphaMin;
},
alphaDecay: function(_) {
return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;
},
alphaTarget: function(_) {
return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;
},
velocityDecay: function(_) {
return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;
},
force: function(name, _) {
return arguments.length > 1 ? ((_ == null ? forces.remove(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);
},
find: function(x, y, radius) {
var i = 0,
n = nodes.length,
dx,
dy,
d2,
node,
closest;
if (radius == null) radius = Infinity;
else radius *= radius;
for (i = 0; i < n; ++i) {
node = nodes[i];
dx = x - node.x;
dy = y - node.y;
d2 = dx * dx + dy * dy;
if (d2 < radius) closest = node, radius = d2;
}
return closest;
},
on: function(name, _) {
return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);
}
};
}
function manyBody() {
var nodes,
node,
alpha,
strength = constant(-30),
strengths,
distanceMin2 = 1,
distanceMax2 = Infinity,
theta2 = 0.81;
function force(_) {
var i, n = nodes.length, tree = d3Quadtree.quadtree(nodes, x$2, y$2).visitAfter(accumulate);
for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
}
function initialize() {
if (!nodes) return;
var i, n = nodes.length;
strengths = new Array(n);
for (i = 0; i < n; ++i) strengths[i] = +strength(nodes[i], i, nodes);
}
function accumulate(quad) {
var strength = 0, q, c, x, y, i;
// For internal nodes, accumulate forces from child quadrants.
if (quad.length) {
for (x = y = i = 0; i < 4; ++i) {
if ((q = quad[i]) && (c = q.value)) {
strength += c, x += c * q.x, y += c * q.y;
}
}
quad.x = x / strength;
quad.y = y / strength;
}
// For leaf nodes, accumulate forces from coincident quadrants.
else {
q = quad;
q.x = q.data.x;
q.y = q.data.y;
do strength += strengths[q.data.index];
while (q = q.next);
}
quad.value = strength;
}
function apply(quad, x1, _, x2) {
if (!quad.value) return true;
var x = quad.x - node.x,
y = quad.y - node.y,
w = x2 - x1,
l = x * x + y * y;
// Apply the Barnes-Hut approximation if possible.
// Limit forces for very close nodes; randomize direction if coincident.
if (w * w / theta2 < l) {
if (l < distanceMax2) {
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
node.vx += x * quad.value * alpha / l;
node.vy += y * quad.value * alpha / l;
}
return true;
}
// Otherwise, process points directly.
else if (quad.length || l >= distanceMax2) return;
// Limit forces for very close nodes; randomize direction if coincident.
if (quad.data !== node || quad.next) {
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
}
do if (quad.data !== node) {
w = strengths[quad.data.index] * alpha / l;
node.vx += x * w;
node.vy += y * w;
} while (quad = quad.next);
}
force.initialize = function(_) {
nodes = _;
initialize();
};
force.strength = function(_) {
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
};
force.distanceMin = function(_) {
return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
};
force.distanceMax = function(_) {
return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
};
force.theta = function(_) {
return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
};
return force;
}
function x$3(x) {
var strength = constant(0.1),
nodes,
strengths,
xz;
if (typeof x !== "function") x = constant(x == null ? 0 : +x);
function force(alpha) {
for (var i = 0, n = nodes.length, node; i < n; ++i) {
node = nodes[i], node.vx += (xz[i] - node.x) * strengths[i] * alpha;
}
}
function initialize() {
if (!nodes) return;
var i, n = nodes.length;
strengths = new Array(n);
xz = new Array(n);
for (i = 0; i < n; ++i) {
strengths[i] = isNaN(xz[i] = +x(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);
}
}
force.initialize = function(_) {
nodes = _;
initialize();
};
force.strength = function(_) {
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
};
force.x = function(_) {
return arguments.length ? (x = typeof _ === "function" ? _ : constant(+_), initialize(), force) : x;
};
return force;
}
function y$3(y) {
var strength = constant(0.1),
nodes,
strengths,
yz;
if (typeof y !== "function") y = constant(y == null ? 0 : +y);
function force(alpha) {
for (var i = 0, n = nodes.length, node; i < n; ++i) {
node = nodes[i], node.vy += (yz[i] - node.y) * strengths[i] * alpha;
}
}
function initialize() {
if (!nodes) return;
var i, n = nodes.length;
strengths = new Array(n);
yz = new Array(n);
for (i = 0; i < n; ++i) {
strengths[i] = isNaN(yz[i] = +y(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);
}
}
force.initialize = function(_) {
nodes = _;
initialize();
};
force.strength = function(_) {
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
};
force.y = function(_) {
return arguments.length ? (y = typeof _ === "function" ? _ : constant(+_), initialize(), force) : y;
};
return force;
}
exports.forceCenter = center;
exports.forceCollide = collide;
exports.forceRectCollide = rectCollide;
exports.forceLink = link;
exports.forceManyBody = manyBody;
exports.forceSimulation = simulation;
exports.forceX = x$3;
exports.forceY = y$3;
Object.defineProperty(exports, '__esModule', { value: true });
}));
source target
FALSE p&q
FALSE p&¬q
FALSE ¬p&q
FALSE ¬p&¬q
p&q p
p&q q
p&q p IFF q
p&¬q p
p&¬q p IFF ¬q
p&¬q (¬q)
¬p&q p IFF ¬q
¬p&q q
¬p&q (¬p)
¬p&¬q p IFF q
¬p&¬q (¬q)
¬p&¬q (¬p)
p pvq
p q IMPLIES p
q pvq
q p IMPLIES q
p IFF q q IMPLIES p
p IFF q p IMPLIES q
p IFF ¬q pvq
p IFF ¬q ¬pv¬q
(¬q) q IMPLIES p
(¬q) ¬pv¬q
(¬p) p IMPLIES q
(¬p) ¬pv¬q
pvq TRUE
q IMPLIES p TRUE
p IMPLIES q TRUE
¬pv¬q TRUE
<html>
<head>
<title>d3v4 Boole Hasse Diagram</title>
<meta charset="utf-8" />
<script src="https://d3js.org/d3.v4.min.js"></script>
<script src="d3-force.js"></script>
</head>
<style>
svg {
height: 500px;
width: 500px;
border: 1px solid gray;
}
</style>
<body>
<div id="viz">
<svg class="main">
</svg>
</div>
</body>
<footer>
<script>
d3.csv("hasse_boole.csv",function(error,data) {createNetwork(data)});
function onlyUnique(value, index, self) {
return self.indexOf(value) === index;
}
function createNetwork(data) {
var edges = data;
var nodes = [];
var nodeHash = {};
edges.forEach(function (d) {
if (!nodeHash[d.source]) {
var newNode = {id: d.source}
nodes.push(newNode)
nodeHash[d.source] = newNode;
}
if (!nodeHash[d.target]) {
var newNode = {id: d.target}
nodes.push(newNode)
nodeHash[d.target] = newNode;
}
d.source = nodeHash[d.source];
d.target = nodeHash[d.target];
})
var rootNode = nodes.filter(function (d) {return d.id === "FALSE"})[0]
rootNode.row = 0;
friendlyBFS(rootNode);
//Easy to do because this is a simple DAG
function friendlyBFS(node) {
var targets = edges.filter(function (d) {return d.source === node}).map(function (d) {return d.target});
targets.forEach(function (d) {
d.row = node.row + 1;
friendlyBFS(d)
})
}
var networkCenter = d3.forceCenter().x(250).y(250);
var manyBody = d3.forceManyBody().strength(15)
var linkForce = d3.forceLink(edges)
.id(function (d) {return d.id}).distance(30).iterations(1)
//Generic gravity for the X position
var forceX = d3.forceX(function (d) {return 250})
.strength(1)
//strong y positioning based on row
/* var forceY = d3.forceY(function (d) {return d.row * 50})
.strength(5.5)
*/
var forceY = d3.forceY(function (d) {return 250})
var collide = d3.forceRectCollide(function (d) {
return [[-(d.id.length * 3),-10],[(d.id.length * 3),10]]
})
var force = d3.forceSimulation(nodes)
.force("charge", manyBody)
// .force("link", linkForce)
.force("center", networkCenter)
.force("x", forceX)
.force("y", forceY)
.force("collide", collide)
.on("tick", updateNetwork);
var edgeEnter = d3.select("svg.main").selectAll("g.edge")
.data(edges)
.enter()
.append("g")
.attr("class", "edge");
edgeEnter
.append("line")
.style("stroke-width", function (d) {return d.border ? "3px" : "1px"})
.style("stroke", "black")
.style("pointer-events", "none");
var nodeEnter = d3.select("svg.main").selectAll("g.node")
.data(nodes, function (d) {return d.id})
.enter()
.append("g")
.attr("class", "node")
nodeEnter.append("rect")
.attr("width", function (d) {return d.id.length * 6})
.attr("height", 20)
.attr("x", function (d) {return -(d.id.length * 3)})
.attr("y", -10)
.style("fill", "lightgray")
.style("stroke", "black")
.style("stroke-width", function (d) {return d.border ? "3px" : "1px"})
nodeEnter.append("text")
.style("text-anchor", "middle")
.attr("y", 3)
.style("stroke-width", "1px")
.style("stroke-opacity", 0.75)
.style("stroke", "white")
.style("font-size", "8px")
.text(function (d) {return d.id})
.style("pointer-events", "none")
nodeEnter.append("text")
.style("text-anchor", "middle")
.attr("y", 3)
.style("font-size", "8px")
.text(function (d) {return d.id})
.style("pointer-events", "none")
function updateNetwork(e) {
d3.select("svg.main").selectAll("line")
.attr("x1", function (d) {return d.source.x})
.attr("y1", function (d) {return d.source.y})
.attr("x2", function (d) {return d.target.x})
.attr("y2", function (d) {return d.target.y});
d3.select("svg.main").selectAll("g.node")
.attr("transform", function (d) {return "translate(" + d.x + "," + d.y + ")"});
}
}
</script>
</footer>
</html>
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