Example for the Stackoverflow question: How can I contain D3 JS animation within a container
The balls use a modified version of the D3.js Force Layout. Parts of the code, such as the collision function are taken from Mike Bostock’s example Multi-Foci Force Layout.
The example lacks of a method to avoid the leak of circles when the collision algorithm and the container object detection act together.
<!DOCTYPE html>
<meta charset="utf-8">
<body>
<script src="http://d3js.org/d3.v3.js"></script>
<script>
//Based in
///http://bl.ocks.org/mbostock/1804919
///http://stackoverflow.com/questions/11397961/d3-js-suggested-node-position-in-force-layout
var margin = {top: 0, right: 0, bottom: 0, left: 0},
width = 960 - margin.left - margin.right,
height = 500 - margin.top - margin.bottom;
var n = 8,
m = 4,
padding = 6,
maxSpeed = 3,
radius = d3.scale.sqrt().range([0, 8]),
color = d3.scale.category10().domain(d3.range(m));
var nodes = [];
for (i in d3.range(n)){
nodes.push({radius: radius(1 + Math.floor(Math.random() * 3)),
color: color(Math.floor(Math.random() * m)),
x: 130 + (Math.random() * 110),
y: 250 + (Math.random() * 110),
speedX: (Math.random() - 0.5) * 2 *maxSpeed,
speedY: (Math.random() - 0.5) * 2 *maxSpeed});
}
var force = d3.layout.force()
.nodes(nodes)
.size([width, height])
.gravity(0)
.charge(0)
.on("tick", tick)
.start();
var svg = d3.select("body").append("svg")
.attr("width", width + margin.left + margin.right)
.attr("height", height + margin.top + margin.bottom)
.attr("id","svgBox")
.append("g")
.attr("transform", "translate(" + margin.left + "," + margin.top + ")");
var flask = svg.append("svg:path")
.attr("d","m 125.73629,173.90892 -85.222023,161.9399 -4.574042,20.94219 3.425958,20.94219 7.425958,24.94219 7.712979,10.47109 7.712978,6.4711 213.974192,0.25141 6.95044,-7.05744 6.95044,-11.05744 5.90088,-26.11489 1.90088,-22.11489 -6.09912,-22.11488 -80.42792,-157.09767 -1.66424,-82.6335 3.71797,-36.891649 11.71797,-28.328051 -112.68588,0 11.05912,28.891649 3.05913,36.328051 z")
.style("fill", "None")
.style("stroke", "#222222")
.style("stroke-width",8);
//Convert path with "moveto" to array of points
var points = flask.attr("d").split(" ");
var lineData = [{"x": parseFloat(points[1].split(",")[0]),"y":parseFloat(points[1].split(",")[1])}];
for (i=2; i< points.length; i++){
if (points[i] != "z"){
var pointBefore = lineData[lineData.length - 1];
lineData.push({
"x": parseFloat(points[i].split(",")[0]) + pointBefore.x,
"y": parseFloat(points[i].split(",")[1]) + pointBefore.y
});
} else {
lineData.push({
"x": lineData[0].x,
"y": lineData[0].y
});
}
}
var circle = svg.selectAll("circle")
.data(nodes)
.enter().append("circle")
.attr("r", function(d) { return d.radius; })
.attr("cx", function(d) { return d.x; })
.attr("cy", function(d) { return d.y; })
.style("fill", function(d) { return d.color; })
.call(force.drag);
function tick(e) {
force.alpha(0.1)
circle
.each(gravity(e.alpha))
.each(collide(.5))
.attr("cx", function(d) { return d.x; })
.attr("cy", function(d) { return d.y; });
}
//Distance between a point and a segment
//http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
function sqr(x) { return x * x };
function dist2(v, w) { return sqr(v.x - w.x) + sqr(v.y - w.y) };
function distToSegmentSquared(p, v, w) {
var l2 = dist2(v, w);
if (l2 == 0) return dist2(p, v);
var t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
if (t < 0) return dist2(p, v);
if (t > 1) return dist2(p, w);
return dist2(p, { x: v.x + t * (w.x - v.x),
y: v.y + t * (w.y - v.y) });
}
function distToSegment(p, v, w) { return Math.sqrt(distToSegmentSquared(p, v, w));}
// Move nodes toward cluster focus.
function gravity(alpha) {
return function(d) {
d.x = d.x + (d.speedX * alpha);
d.y = d.y + (-1 * d.speedY * alpha);
for (i = 1; i < lineData.length; i++){
if (distToSegment(d, lineData[i-1], lineData[i]) < d.radius){
vel = Math.sqrt(d.speedX*d.speedX + d.speedY*d.speedY)
var angleLine = Math.atan2((lineData[i].y - lineData[i-1].y), (lineData[i].x - lineData[i-1].x));
speedXRotated = d.speedX * Math.cos(angleLine) - d.speedY * Math.sin(angleLine);
speedYRotated = d.speedX * Math.sin(angleLine) + d.speedY * Math.cos(angleLine);
speedYRotated = -1 * speedYRotated;
d.speedX = speedXRotated * Math.cos(-1 * angleLine) - speedYRotated * Math.sin(-1 * angleLine);
d.speedY = speedXRotated * Math.sin(-1 * angleLine) + speedYRotated * Math.cos(-1 * angleLine);
d.x = d.px + (d.speedX * d.radius * alpha);
d.y = d.py + (-1 * d.speedY * d.radius * alpha);
break;
}
}
};
}
// Resolve collisions between nodes.
function collide(alpha) {
var quadtree = d3.geom.quadtree(nodes);
return function(d) {
var r = d.radius + radius.domain()[1] + padding,
nx1 = d.x - r,
nx2 = d.x + r,
ny1 = d.y - r,
ny2 = d.y + r;
quadtree.visit(function(quad, x1, y1, x2, y2) {
if (quad.point && (quad.point !== d)) {
var x = d.x - quad.point.x,
y = d.y - quad.point.y,
l = Math.sqrt(x * x + y * y),
r = d.radius + quad.point.radius + (d.color !== quad.point.color) * padding;
if (l < r) {
l = (l - r) / l * alpha;
d.x -= x *= l;
d.y -= y *= l;
quad.point.x += x;
quad.point.y += y;
}
}
return x1 > nx2
|| x2 < nx1
|| y1 > ny2
|| y2 < ny1;
});
};
}
</script>