Skip to content

Instantly share code, notes, and snippets.

@dannyko
Last active December 11, 2015 14:59
Show Gist options
  • Save dannyko/4618287 to your computer and use it in GitHub Desktop.
Save dannyko/4618287 to your computer and use it in GitHub Desktop.
updated Mike Bostock's collision detection example for d3.v3.js
<!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>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment