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Created September 19, 2016 16:08
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BBox Collision Detection

d3.forceSimulation bounding box collision detection. This is useful for label adjustment or rectangular nodes. Each node receives a bounding box array of a top right and bottom left corner of that node relative to its x position. In the case of this dataset, that size is based on the length of the word in the source dataset.

A function for calculating this array based off the data isis passed into the forceRectCollide function, which is later passed as a "collide" constraint in your force settings.

var collide = d3.forceRectCollide(function (d,i) {
    var hw = halfWidth(d)
    if (i%3 === 0) {
      return [[-hw / 2, -hw],[hw / 2, hw]]
    }
    return [[-hw, -hw / 2],[hw,hw / 2]]
  })
  .strength(1)
  .iterations(2)

The code above creates a vertical or horizontal rectangle. Make sure you make your corresponding on-screen rectangle match the size of your constraint.

// 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,
tree,
node,
xi,
yi,
bbi,
nx1,
ny1,
nx2,
ny2
var cornerNodes = []
nodes.forEach(function (d, i) {
cornerNodes.push({node: d, vx: d.vx, vy: d.vy, x: d.x + ((boundingBoxes[i][1][0] + boundingBoxes[i][0][0]) / 2), y: d.y + ((boundingBoxes[i][0][1] + boundingBoxes[i][1][1]) / 2)})
cornerNodes.push({node: d, vx: d.vx, vy: d.vy, x: d.x + boundingBoxes[i][0][0], y: d.y + boundingBoxes[i][0][1]})
cornerNodes.push({node: d, vx: d.vx, vy: d.vy, x: d.x + boundingBoxes[i][0][0], y: d.y + boundingBoxes[i][1][1]})
cornerNodes.push({node: d, vx: d.vx, vy: d.vy, x: d.x + boundingBoxes[i][1][0], y: d.y + boundingBoxes[i][0][1]})
cornerNodes.push({node: d, vx: d.vx, vy: d.vy, x: d.x + boundingBoxes[i][1][0], y: d.y + boundingBoxes[i][1][1]})
})
var cn = cornerNodes.length
for (var k = 0; k < iterations; ++k) {
tree = d3Quadtree.quadtree(cornerNodes, x$1, y$1).visitAfter(prepareCorners);
for (i = 0; i < cn; ++i) {
var nodeI = ~~(i / 5);
node = nodes[nodeI]
bbi = boundingBoxes[nodeI]
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
if (data) {
var bWidth = bbLength(bbi, 0),
bHeight = bbLength(bbi, 1);
if (data.node.index !== nodeI) {
var dataNode = data.node
var bbj = boundingBoxes[dataNode.index],
dnx1 = dataNode.x + dataNode.vx + bbj[0][0],
dny1 = dataNode.y + dataNode.vy + bbj[0][1],
dnx2 = dataNode.x + dataNode.vx + bbj[1][0],
dny2 = dataNode.y + dataNode.vy + bbj[1][1],
dWidth = bbLength(bbj, 0),
dHeight = bbLength(bbj, 1)
if (nx1 <= dnx2 && dnx1 <= nx2 && ny1 <= dny2 && dny1 <= ny2) {
var xSize = [Math.min.apply(null, [dnx1, dnx2, nx1, nx2]), Math.max.apply(null, [dnx1, dnx2, nx1, nx2])]
var ySize = [Math.min.apply(null, [dny1, dny2, ny1, ny2]), Math.max.apply(null, [dny1, dny2, ny1, ny2])]
var xOverlap = (bWidth + dWidth) - (xSize[1] - xSize[0])
var yOverlap = (bHeight + dHeight) - (ySize[1] - ySize[0])
var xBPush = xOverlap * strength * (yOverlap / bHeight)
var yBPush = yOverlap * strength * (xOverlap / bWidth)
var xDPush = xOverlap * strength * (yOverlap / dHeight)
var yDPush = yOverlap * strength * (xOverlap / dWidth)
if ((nx1 + nx2) / 2 < (dnx1 + dnx2) / 2) {
node.vx -= xBPush
dataNode.vx += xDPush
}
else {
node.vx += xBPush
dataNode.vx -= xDPush
}
if ((ny1 + ny2) / 2 < (dny1 + dny2) / 2) {
node.vy -= yBPush
dataNode.vy += yDPush
}
else {
node.vy += yBPush
dataNode.vy -= yDPush
}
}
}
return;
}
return x0 > nx2 || x1 < nx1 || y0 > ny2 || y1 < ny1;
}
}
function prepareCorners(quad) {
if (quad.data) {
return quad.bb = boundingBoxes[quad.data.node.index]
}
quad.bb = [[0,0],[0,0]]
for (var i = 0; i < 4; ++i) {
if (quad[i] && quad[i].bb[0][0] < quad.bb[0][0]) {
quad.bb[0][0] = quad[i].bb[0][0]
}
if (quad[i] && quad[i].bb[0][1] < quad.bb[0][1]) {
quad.bb[0][1] = quad[i].bb[0][1]
}
if (quad[i] && quad[i].bb[1][0] > quad.bb[1][0]) {
quad.bb[1][0] = quad[i].bb[1][0]
}
if (quad[i] && quad[i].bb[1][1] > quad.bb[1][1]) {
quad.bb[1][1] = quad[i].bb[1][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 });
}));
<html>
<head>
<title>Bounding Box Collision</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: 1000px;
width: 1000px;
border: 1px solid gray;
}
</style>
<body>
<div id="viz">
<svg class="main">
</svg>
</div>
</body>
<footer>
<script>
d3.csv("words.csv",function(error,data) {createWordcloud(data)});
function createWordcloud(data) {
var networkCenter = d3.forceCenter().x(500).y(500);
var textScale = d3.scaleLinear().domain([10,70]).range([2,30])
var forceX = d3.forceX(function (d) {return 500})
.strength(function (d) {return textScale(d.frequency) * 0.001})
var forceY = d3.forceY(function (d) {return 500})
.strength(function (d) {return textScale(d.frequency) * 0.001})
function halfWidth(d) {
return d.text.length * textScale(d.frequency)
}
var collide = d3.forceRectCollide(function (d,i) {
var hw = halfWidth(d)
if (i%3 === 0) {
return [[-hw / 2, -hw],[hw / 2, hw]]
}
return [[-hw, -hw / 2],[hw,hw / 2]]
})
.strength(1)
.iterations(2)
var color = d3.scaleOrdinal(d3.schemeCategory10)
var force = d3.forceSimulation(data)
.velocityDecay(0.6)
.force("center", networkCenter)
.force("x", forceX)
.force("y", forceY)
.force("collide", collide)
.on("tick", updateNetwork);
var nodeEnter = d3.select("svg.main")
.append("g")
.selectAll("g.node")
.data(data)
.enter()
.append("g")
.attr("class", "node")
nodeEnter.append("rect")
.attr("class", "base")
.style("stroke-width", 1)
.style("stroke", function (d, i) {return d3.color(color(i)).brighter(2)})
.each(function (d,i) {
var hw = halfWidth(d)
if (i%3 === 0) {
d3.select(this)
.style("fill", color(i))
.attr("x", -hw / 2)
.attr("y", -hw)
.attr("height", hw * 2)
.attr("width", hw)
}
else {
d3.select(this)
.style("fill", d3.color(color(i)).darker(2))
.attr("y", -hw / 2)
.attr("x", -hw)
.attr("width", hw * 2)
.attr("height", hw)
}
})
function updateNetwork() {
d3.select("svg.main").selectAll("g.node")
.attr("transform", function (d) {return "translate(" + d.x + "," + d.y + ")"})
}
}
</script>
</footer>
</html>
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