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javascript - 如何在 d3v4 中的两点之间绘制箭头?

转载 作者:搜寻专家 更新时间:2023-11-01 04:29:47 25 4
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我创建了一个自定义路径渲染器,它在我的 d3 图中的节点之间绘制一个箭头,如代码片段所示。我遇到了最后一个问题,

如何旋转箭头部分,使其指向曲线的方向而不是源的方向?

var w2 = 6,
ar2 = w2 * 2,
ah = w2 * 3,
baseHeight = 30;

// Arrow function
function CurvedArrow(context, index) {
this._context = context;
this._index = index;
}
CurvedArrow.prototype = {
areaStart: function() {
this._line = 0;
},
areaEnd: function() {
this._line = NaN;
},
lineStart: function() {
this._point = 0;
},
lineEnd: function() {
if (this._line || (this._line !== 0 && this._point === 1)) {
this._context.closePath();
}
this._line = 1 - this._line;
},
point: function(x, y) {
x = +x, y = +y; // jshint ignore:line
switch (this._point) {
case 0:
this._point = 1;
this._p1x = x;
this._p1y = y;
break;
case 1:
this._point = 2; // jshint ignore:line
default:
var p1x = this._p1x,
p1y = this._p1y,
p2x = x,
p2y = y,
dx = p2x - p1x,
dy = p2y - p1y,
px = dy,
py = -dx,
pr = Math.sqrt(px * px + py * py),
nx = px / pr,
ny = py / pr,
dr = Math.sqrt(dx * dx + dy * dy),
wx = dx / dr,
wy = dy / dr,
ahx = wx * ah,
ahy = wy * ah,
awx = nx * ar2,
awy = ny * ar2,
phx = nx * w2,
phy = ny * w2,

//Curve figures
alpha = Math.floor((this._index - 1) / 2),
direction = p1y < p2y ? -1 : 1,
height = (baseHeight + alpha * 3 * ar2) * direction,


// r5
//r7 r6|\
// ------------ \
// ____________ /r4
//r1 r2|/
// r3

r1x = p1x - phx,
r1y = p1y - phy,
r2x = p2x - phx - ahx,
r2y = p2y - phy - ahy,
r3x = p2x - awx - ahx,
r3y = p2y - awy - ahy,
r4x = p2x,
r4y = p2y,
r5x = p2x + awx - ahx,
r5y = p2y + awy - ahy,
r6x = p2x + phx - ahx,
r6y = p2y + phy - ahy,
r7x = p1x + phx,
r7y = p1y + phy,
//Curve 1
c1mx = (r2x + r1x) / 2,
c1my = (r2y + r1y) / 2,
m1b = (c1mx - r1x) / (r1y - c1my),
den1 = Math.sqrt(1 + Math.pow(m1b, 2)),
mp1x = c1mx + height * (1 / den1),
mp1y = c1my + height * (m1b / den1),
//Curve 2
c2mx = (r7x + r6x) / 2,
c2my = (r7y + r6y) / 2,
m2b = (c2mx - r6x) / (r6y - c2my),
den2 = Math.sqrt(1 + Math.pow(m2b, 2)),
mp2x = c2mx + height * (1 / den2),
mp2y = c2my + height * (m2b / den2);

this._context.moveTo(r1x, r1y);
this._context.quadraticCurveTo(mp1x, mp1y, r2x, r2y);
this._context.lineTo(r3x, r3y);
this._context.lineTo(r4x, r4y);
this._context.lineTo(r5x, r5y);
this._context.lineTo(r6x, r6y);
this._context.quadraticCurveTo(mp2x, mp2y, r7x, r7y);

break;
}
}
};
var w = 600,
h = 220;
var t0 = Date.now();

var points = [{
R: 100,
r: 3,
speed: 2,
phi0: 190
}];
var path = d3.line()
.curve(function(ctx) {
return new CurvedArrow(ctx, 1);
});

var svg = d3.select("svg");
var container = svg.append("g")
.attr("transform", "translate(" + w / 2 + "," + h / 2 + ")")

container.selectAll("g.planet").data(points).enter().append("g")
.attr("class", "planet").each(function(d, i) {
d3.select(this).append("circle").attr("r", d.r).attr("cx", d.R)
.attr("cy", 0).attr("class", "planet");
});
container.append("path");
var planet = d3.select('.planet circle');

d3.timer(function() {
var delta = (Date.now() - t0);
planet.attr("transform", function(d) {
return "rotate(" + d.phi0 + delta * d.speed / 50 + ")";
});

var g = document.createElementNS("http://www.w3.org/2000/svg", "g");
g.setAttributeNS(null, "transform", planet.attr('transform'));
var matrix = g.transform.baseVal.consolidate().matrix;
svg.selectAll("path").attr('d', function(d) {
return path([
[0, 0],
[matrix.a * 100, matrix.b * 100]
])
});
});
path {
stroke: #11a;
fill: #eee;
}
<script src="https://d3js.org/d3.v4.min.js"></script>
<svg width="600" height="220"></svg>

最佳答案

我最终做了@Mark 在评论中建议的事情,我计算了沿着两点之间法线中点的曲线高度的点,然后计算从起点到中点的单位向量,再次从中点到结束。然后我可以使用它们来获得所有需要的分数。

var arrowRadius = 6,
arrowPointRadius = arrowRadius * 2,
arrowPointHeight = arrowRadius * 3,
baseHeight = 30;

// Arrow function
function CurvedArrow(context, index) {
this._context = context;
this._index = index;
}
CurvedArrow.prototype = {
areaStart: function() {
this._line = 0;
},
areaEnd: function() {
this._line = NaN;
},
lineStart: function() {
this._point = 0;
},
lineEnd: function() {
if (this._line || (this._line !== 0 && this._point === 1)) {
this._context.closePath();
}
this._line = 1 - this._line;
},
point: function(x, y) {
x = +x, y = +y; // jshint ignore:line
switch (this._point) {
case 0:
this._point = 1;
this._p1x = x;
this._p1y = y;
break;
case 1:
this._point = 2; // jshint ignore:line
default:
var p1x = this._p1x,
p1y = this._p1y,
p2x = x,
p2y = y,

//Curve figures

// mp1
// |
// | height
// |
// p1 ----------------------- p2
//
alpha = Math.floor((this._index - 1) / 2),
direction = p1y < p2y ? -1 : 1,
height = (baseHeight + alpha * 3 * arrowPointRadius) * direction,
c1mx = (p2x + p1x) / 2,
c1my = (p2y + p1y) / 2,
m1b = (c1mx - p1x) / (p1y - c1my),
den1 = Math.sqrt(1 + Math.pow(m1b, 2)),
// Perpendicular point from the midpoint.
mp1x = c1mx + height * (1 / den1),
mp1y = c1my + height * (m1b / den1),

// Arrow figures
dx = p2x - mp1x,
dy = p2y - mp1y,
dr = Math.sqrt(dx * dx + dy * dy),
// Normal unit vectors
nx = dy / dr,
wy = nx,
wx = dx / dr,
ny = -wx,
ahx = wx * arrowPointHeight,
ahy = wy * arrowPointHeight,
awx = nx * arrowPointRadius,
awy = ny * arrowPointRadius,
phx = nx * arrowRadius,
phy = ny * arrowRadius,

// Start arrow offset.
sdx = mp1x - p1x,
sdy = mp1y - p1y,
spr = Math.sqrt(sdy * sdy + sdx * sdx),
snx = sdy / spr,
sny = -sdx / spr,
sphx = snx * arrowRadius,
sphy = sny * arrowRadius,

// r5
//r7 r6|\
// ------------ \
// ____________ /r4
//r1 r2|/
// r3

r1x = p1x - sphx,
r1y = p1y - sphy,
r2x = p2x - phx - ahx,
r2y = p2y - phy - ahy,
r3x = p2x - awx - ahx,
r3y = p2y - awy - ahy,
r4x = p2x,
r4y = p2y,
r5x = p2x + awx - ahx,
r5y = p2y + awy - ahy,
r6x = p2x + phx - ahx,
r6y = p2y + phy - ahy,
r7x = p1x + sphx,
r7y = p1y + sphy,
mpc1x = mp1x - phx,
mpc1y = mp1y - phy,
mpc2x = mp1x + phx,
mpc2y = mp1y + phy;

this._context.moveTo(r1x, r1y);
this._context.quadraticCurveTo(mpc1x, mpc1y, r2x, r2y);
this._context.lineTo(r3x, r3y);
this._context.lineTo(r4x, r4y);
this._context.lineTo(r5x, r5y);
this._context.lineTo(r6x, r6y);
this._context.quadraticCurveTo(mpc2x, mpc2y, r7x, r7y);
this._context.closePath();

break;
}
}
};

var w = 600,
h = 220;
var t0 = Date.now();

var points = [{
R: 100,
r: 3,
speed: 2,
phi0: 190
}];
var path = d3.line()
.curve(function(ctx) {
return new CurvedArrow(ctx, 1);
});

var svg = d3.select("svg");
var container = svg.append("g")
.attr("transform", "translate(" + w / 2 + "," + h / 2 + ")")

container.selectAll("g.planet").data(points).enter().append("g")
.attr("class", "planet").each(function(d, i) {
d3.select(this).append("circle").attr("r", d.r).attr("cx", d.R)
.attr("cy", 0).attr("class", "planet");
});
container.append("path");
var planet = d3.select('.planet circle');

d3.timer(function() {
var delta = (Date.now() - t0);
planet.attr("transform", function(d) {
return "rotate(" + d.phi0 + delta * d.speed / 50 + ")";
});

var g = document.createElementNS("http://www.w3.org/2000/svg", "g");
g.setAttributeNS(null, "transform", planet.attr('transform'));
var matrix = g.transform.baseVal.consolidate().matrix;
svg.selectAll("path").attr('d', function(d) {
return path([
[0, 0],
[matrix.a * 100, matrix.b * 100]
])
});
});
path {
stroke: #11a;
fill: #eee;
}
<script src="https://d3js.org/d3.v4.min.js"></script>
<svg width="600" height="220"></svg>

关于javascript - 如何在 d3v4 中的两点之间绘制箭头?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39899970/

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