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circles_force.js
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circles_force.js
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// https://bl.ocks.org/mbostock/3231298#index.html
// Modified version based on Mike Bostock's 'collision detection' script https://bl.ocks.org/mbostock/3231307
// February 11th 2019
// work is released under Released under the GNU General Public License, version 3
// canvas size
var width = window.innerWidth;
var height = window.innerHeight;
// simulation settings
var num_of_nodes = 1000;
var charge_strength = -1000;
var attraction_strength = 0.0025;
// node dims
var min_r = 1;
var max_r = 5;
var r_offset = -1;
var nodes = d3.range(num_of_nodes).map(function() { return {radius: Math.random() * (max_r - min_r) + min_r}; }),
root = nodes[0],
color = '#AA3939'
root.radius = 1;
root.fixed = true;
root.px = Math.random()*window.innerWidth;
root.py = Math.random()*window.innerHeight;
var force = d3.layout.force()
.gravity(attraction_strength)
.charge(function(d, i) { return i ? 0 : charge_strength; })
.nodes(nodes)
.size([width, height]);
force.start();
var svg = d3.select("body").append("svg")
.attr("width", width)
.attr("height", height);
svg.selectAll("circle")
.data(nodes.slice(1))
.enter().append("circle")
.attr("r", function(d) { return d.radius + r_offset; })
.style("fill", function(d, i) { return color; });
force.on("tick", function(e) {
var q = d3.geom.quadtree(nodes),
i = 5,
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; });
});
d3.select('body').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;
};
}