I am trying to create a collision detection in my svg
forced layout (d3js).
I have followed this tutorial which makes a circle shape collision.
For some reason it's not working for the rect shape. I have tried to play with the parameters in a veil.
Here is my code:
var node = svg.selectAll(".node")
.data(json.nodes)
.enter().append("g")
.attr("class", "node")
.call(force.drag);
node
.append("rect")
.attr("class", "tagHolder")
.attr("width", 60)
.attr("height", 60)
.attr("rx", 5)
.attr("ry", 5)
.attr("x", -10)
.attr("y", -10);
and this:
svg.selectAll(".node")
.attr("x", function(d) { return d.x; })
.attr("y", function(d) { return d.y; });
link.attr("x1", function(d)
{
return d.source.x;
})
.attr("y1", function(d) { return d.source.y; })
.attr("x2", function(d) { return d.target.x; })
.attr("y2", function(d) { return d.target.y; });
node.attr("transform", function(d)
{
return "translate(" + d.x + "," + d.y + ")";
});
});
and the collision function:
function collide(node) {
var r = 30,
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 = 30 + 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;
};
}
How can I detect the collision for rect?
Thanks!!!
The collision function in the d3 example calculates the overlap of circles by comparing the distance between their centers l = Math.sqrt(x * x + y * y)
with the sum of their radii r = node.radius + quad.point.radius
. When l < r
the circles overlap and the two circles are moved away from each other to correct the overlap.
A similar collision function for rectangles works in the same way, by computing the overlap of the rectangles and moving each away from the other:
function collide(node) {
var nx1, nx2, ny1, ny2, padding;
padding = 32;
nx1 = node.x - padding;
nx2 = node.x2 + padding;
ny1 = node.y - padding;
ny2 = node.y2 + padding;
return function(quad, x1, y1, x2, y2) {
var dx, dy;
if (quad.point && (quad.point !== node)) {
if (overlap(node, quad.point)) {
dx = Math.min(node.x2 - quad.point.x, quad.point.x2 - node.x) / 2;
node.x -= dx;
quad.point.x += dx;
dy = Math.min(node.y2 - quad.point.y, quad.point.y2 - node.y) / 2;
node.y -= dy;
quad.point.y += dy;
}
}
return x1 > nx2 || x2 < nx1 || y1 > ny2 || y2 < ny1;
};
};
The overlap in width is dx = Math.min(node.x2 - quad.point.x, quad.point.x2 - node.x) / 2;
where overlap in height is dy = Math.min(node.y2 - quad.point.y, quad.point.y2 - node.y) / 2;
which shows that your nodes must know two corners of the rect: top left (x, y)
and bottom right (x2, y2)
.
See a complete example here: http://bl.ocks.org/dobbs/1d353282475013f5c156. The example uses coffeescript, and only moves the rects away from each other along the y-axis 'cos that better matches what I need for my own case.
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