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javascript - 在这种基于力的布局中,排斥力从何而来?

转载 作者:行者123 更新时间:2023-11-30 15:13:27 24 4
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在 Mike Bostock 的这个 block 中,当您移动鼠标时,节点会被推开。从示例中的代码来看,我不明白这是怎么回事。

我看到一个节点在生成布局后已从节点数组中删除,其固定属性设置为 true,并且其位置根据鼠标移动进行更新,并且在滴答期间不执行。但是从来没有分配给它任何力。

看起来这个力是用魔法创造出来的或以某种方式推断出来的。这里发生了什么?

var width = 640,
height = 480,
τ = 2 * Math.PI,
gravity = .05;

var sample = poissonDiscSampler(width, height, 30),
nodes = [{x: 0, y: 0}],
s;

while (s = sample()) nodes.push(s);

var force = d3.layout.force()
.size([width, height])
.nodes(nodes.slice())
.gravity(0)
.charge(function(d, i) { return i ? -30 : -3000; })
.on("tick", ticked)
.start();

var voronoi = d3.geom.voronoi()
.x(function(d) { return d.x; })
.y(function(d) { return d.y; });

var root = nodes.shift();

root.fixed = true;

var links = voronoi.links(nodes);

var canvas = d3.select("body").append("canvas")
.attr("width", width)
.attr("height", height)
.on("ontouchstart" in document ? "touchmove" : "mousemove", moved);

var context = canvas.node().getContext("2d");

function moved() {
var p1 = d3.mouse(this);
root.px = p1[0];
root.py = p1[1];
force.resume();
}

function ticked() {
force.resume();

for (var i = 0, n = nodes.length; i < n; ++i) {
var node = nodes[i];
node.y += (node.cy - node.y) * gravity;
node.x += (node.cx - node.x) * gravity;
}

context.clearRect(0, 0, width, height);

context.beginPath();
for (var i = 0, n = links.length; i < n; ++i) {
var link = links[i];
context.moveTo(link.source.x, link.source.y);
context.lineTo(link.target.x, link.target.y);
}
context.lineWidth = 1;
context.strokeStyle = "#bbb";
context.stroke();

context.beginPath();
for (var i = 0, n = nodes.length; i < n; ++i) {
var node = nodes[i];
context.moveTo(node.x, node.y);
context.arc(node.x, node.y, 2, 0, τ);
}
context.lineWidth = 3;
context.strokeStyle = "#fff";
context.stroke();
context.fillStyle = "#000";
context.fill();
}

// Based on https://www.jasondavies.com/poisson-disc/
function poissonDiscSampler(width, height, radius) {
var k = 30, // maximum number of samples before rejection
radius2 = radius * radius,
R = 3 * radius2,
cellSize = radius * Math.SQRT1_2,
gridWidth = Math.ceil(width / cellSize),
gridHeight = Math.ceil(height / cellSize),
grid = new Array(gridWidth * gridHeight),
queue = [],
queueSize = 0,
sampleSize = 0;

return function() {
if (!sampleSize) return sample(Math.random() * width, Math.random() * height);

// Pick a random existing sample and remove it from the queue.
while (queueSize) {
var i = Math.random() * queueSize | 0,
s = queue[i];

// Make a new candidate between [radius, 2 * radius] from the existing sample.
for (var j = 0; j < k; ++j) {
var a = 2 * Math.PI * Math.random(),
r = Math.sqrt(Math.random() * R + radius2),
x = s.x + r * Math.cos(a),
y = s.y + r * Math.sin(a);

// Reject candidates that are outside the allowed extent,
// or closer than 2 * radius to any existing sample.
if (0 <= x && x < width && 0 <= y && y < height && far(x, y)) return sample(x, y);
}

queue[i] = queue[--queueSize];
queue.length = queueSize;
}
};

function far(x, y) {
var i = x / cellSize | 0,
j = y / cellSize | 0,
i0 = Math.max(i - 2, 0),
j0 = Math.max(j - 2, 0),
i1 = Math.min(i + 3, gridWidth),
j1 = Math.min(j + 3, gridHeight);

for (j = j0; j < j1; ++j) {
var o = j * gridWidth;
for (i = i0; i < i1; ++i) {
if (s = grid[o + i]) {
var s,
dx = s.x - x,
dy = s.y - y;
if (dx * dx + dy * dy < radius2) return false;
}
}
}

return true;
}

function sample(x, y) {
var s = {x: x, y: y, cx: x, cy: y};
queue.push(s);
grid[gridWidth * (y / cellSize | 0) + (x / cellSize | 0)] = s;
++sampleSize;
++queueSize;
return s;
}
}
<!DOCTYPE html>
<meta charset="utf-8">
<body>
<script src="//d3js.org/d3.v3.min.js"></script>
</body>

最佳答案

当然,这里没有魔法。这是您必须在 d3.layout.force() 中查看的行:

.charge(function(d, i) { return i ? -30 : -3000; })

它说的基本上是这样的:

Apply a charge of -30 to each node, unless it is the first one. In that case, apply a charge of -3000.

为什么?

那是一个 ternary operator .它将评估一个条件。如果条件为真,它将执行第一个表达式,如果条件为假,则执行第二个。

在 JavaScript 中,0 是假的,而所有其他正整数当然是真值。由于 i 是索引,因此只有第一个索引(当 i0 时)的计算结果为 false。所有其他索引将评估为真。

因此,对于第一个索引,我们有:

return false ? -30 : -3000;
//this will return -3000

而对于所有其他索引,我们有:

return true ? -30 : -3000;
//this will return -30

我们可以在下面的代码片段中清楚地看到这一点,我在其中将 -3000 更改为 +3000。现在,第一个节点(光标所在的位置)将困惑地吸引而不是排斥:

var width = 640,
height = 480,
τ = 2 * Math.PI,
gravity = .05;

var sample = poissonDiscSampler(width, height, 30),
nodes = [{x: 0, y: 0}],
s;

while (s = sample()) nodes.push(s);

var force = d3.layout.force()
.size([width, height])
.nodes(nodes.slice())
.gravity(0)
.charge(function(d, i) { return i ? -30 : +3000; })
.on("tick", ticked)
.start();

var voronoi = d3.geom.voronoi()
.x(function(d) { return d.x; })
.y(function(d) { return d.y; });

var root = nodes.shift();

root.fixed = true;

var links = voronoi.links(nodes);

var canvas = d3.select("body").append("canvas")
.attr("width", width)
.attr("height", height)
.on("ontouchstart" in document ? "touchmove" : "mousemove", moved);

var context = canvas.node().getContext("2d");

function moved() {
var p1 = d3.mouse(this);
root.px = p1[0];
root.py = p1[1];
force.resume();
}

function ticked() {
force.resume();

for (var i = 0, n = nodes.length; i < n; ++i) {
var node = nodes[i];
node.y += (node.cy - node.y) * gravity;
node.x += (node.cx - node.x) * gravity;
}

context.clearRect(0, 0, width, height);

context.beginPath();
for (var i = 0, n = links.length; i < n; ++i) {
var link = links[i];
context.moveTo(link.source.x, link.source.y);
context.lineTo(link.target.x, link.target.y);
}
context.lineWidth = 1;
context.strokeStyle = "#bbb";
context.stroke();

context.beginPath();
for (var i = 0, n = nodes.length; i < n; ++i) {
var node = nodes[i];
context.moveTo(node.x, node.y);
context.arc(node.x, node.y, 2, 0, τ);
}
context.lineWidth = 3;
context.strokeStyle = "#fff";
context.stroke();
context.fillStyle = "#000";
context.fill();
}

// Based on https://www.jasondavies.com/poisson-disc/
function poissonDiscSampler(width, height, radius) {
var k = 30, // maximum number of samples before rejection
radius2 = radius * radius,
R = 3 * radius2,
cellSize = radius * Math.SQRT1_2,
gridWidth = Math.ceil(width / cellSize),
gridHeight = Math.ceil(height / cellSize),
grid = new Array(gridWidth * gridHeight),
queue = [],
queueSize = 0,
sampleSize = 0;

return function() {
if (!sampleSize) return sample(Math.random() * width, Math.random() * height);

// Pick a random existing sample and remove it from the queue.
while (queueSize) {
var i = Math.random() * queueSize | 0,
s = queue[i];

// Make a new candidate between [radius, 2 * radius] from the existing sample.
for (var j = 0; j < k; ++j) {
var a = 2 * Math.PI * Math.random(),
r = Math.sqrt(Math.random() * R + radius2),
x = s.x + r * Math.cos(a),
y = s.y + r * Math.sin(a);

// Reject candidates that are outside the allowed extent,
// or closer than 2 * radius to any existing sample.
if (0 <= x && x < width && 0 <= y && y < height && far(x, y)) return sample(x, y);
}

queue[i] = queue[--queueSize];
queue.length = queueSize;
}
};

function far(x, y) {
var i = x / cellSize | 0,
j = y / cellSize | 0,
i0 = Math.max(i - 2, 0),
j0 = Math.max(j - 2, 0),
i1 = Math.min(i + 3, gridWidth),
j1 = Math.min(j + 3, gridHeight);

for (j = j0; j < j1; ++j) {
var o = j * gridWidth;
for (i = i0; i < i1; ++i) {
if (s = grid[o + i]) {
var s,
dx = s.x - x,
dy = s.y - y;
if (dx * dx + dy * dy < radius2) return false;
}
}
}

return true;
}

function sample(x, y) {
var s = {x: x, y: y, cx: x, cy: y};
queue.push(s);
grid[gridWidth * (y / cellSize | 0) + (x / cellSize | 0)] = s;
++sampleSize;
++queueSize;
return s;
}
}
<!DOCTYPE html>
<meta charset="utf-8">
<body>
<script src="//d3js.org/d3.v3.min.js"></script>
</body>

关于javascript - 在这种基于力的布局中,排斥力从何而来?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44806856/

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