我需要为我正在处理的项目可视化节点树...数据结构如下所示:
构造函数:
function Tree(x,y,node){
this.root = node;
this.x = x;
this.y = y;
}
function Node(key,parent,data){
this.children = new Array();
this.key = key;
this.parent = parent;
this.data = data;
this.direction = ???;
}
每个children
数组可以包含更多节点,因此我得到一个树结构... x
和y
值Tree
用于获取位置,应该绘制树的根,而direction
的{{1}}属性存储角度,其中Node
应根据Node
角度绘制。 ...
现在我的问题是:我需要parent
的函数draw(context)
,它可以使用给定的画布上下文绘制Tree.prototype
。
以下是Tree
应该如何显示的示例:
我实际上已经知道这样的算法如何工作,但我无法将其转换为代码......这就是:
每个节点都会推送其他节点。力量取决于节点之间的距离和它们的等级(根是0级,它的子级是1级,依此类推......)。
我想,经过几次迭代后,会创建一个漂亮的树......
非常感谢你,如果你试图帮助我甚至尝试创建这样的算法......
编辑:
这是我到目前为止所尝试的内容:
Tree
答案 0 :(得分:2)
有什么链接吗?
我使用后代的数量来推动节点远离它们各自的根。这与基于水平的一些角度修改相结合,使得重叠音符变得非常不可能,但并非不可能。
var Branch = (function() {
function Branch(parent, key, data) {
if (parent === void 0) {
parent = null;
}
if (key === void 0) {
key = "test";
}
if (data === void 0) {
data = "null";
}
this.parent = parent;
this.key = key;
this.data = data;
this.children = [];
this.pos = {
x: 0,
y: 0
};
if (this.parent != null) {
this.parent.children.push(this);
}
}
Branch.prototype.level = function() {
if (this.parent != null) {
return this.parent.level() + 1;
}
return 0;
};
Branch.prototype.descendants = function() {
var count = 0;
function descent(target) {
count += target.children.length;
for (var i = 0; i < target.children.length; i++) {
descent(target.children[i]);
}
}
descent(this);
return count;
};
return Branch;
}());
var Tree = (function() {
function Tree(pos, node) {
this.pos = pos;
this.node = node;
this.node.pos = this.pos;
}
Tree.prototype.render = function(canvas, padding, nodeSize, longpath, showText) {
if (padding === void 0) {
padding = 100;
}
if (nodeSize === void 0) {
nodeSize = 10;
}
if (longpath === void 0) {
longpath = 4;
}
if (showText === void 0) {
showText = true;
}
var ctx = canvas.getContext("2d");
//flatten
var flattened = [];
function getLevel(branch) {
flattened.push(branch);
for (var index = 0; index < branch.children.length; index++) {
getLevel(branch.children[index]);
}
}
getLevel(this.node);
//disperse
function disperseLevel(branch) {
if (branch.parent != null) {
branch.pos.x = branch.parent.pos.x;
branch.pos.y = branch.parent.pos.y;
var angle = (((360 / (branch.parent.children.length + branch.level())) * branch.parent.children.indexOf(branch)) + (branch.level() * 10)) * Math.PI / 180;
branch.pos.x += Math.cos(angle) * (padding * (branch.descendants() / longpath + 1));
branch.pos.y += Math.sin(angle) * (padding * (branch.descendants() / longpath + 1));
}
for (var index = 0; index < branch.children.length; index++) {
disperseLevel(branch.children[index]);
}
}
disperseLevel(this.node);
//draw
for (var index = 0; index < flattened.length; index++) {
var branch = flattened[index];
ctx.fillStyle = "rgba(" + (255 - ((branch.level()) * 48) % 255).toString() + ',0,0,1)';
ctx.strokeStyle = "rgba(" + (255 - ((branch.level()) * 48) % 255).toString() + ',0,0,1)';
ctx.fillRect(branch.pos.x - (0.5 * nodeSize), branch.pos.y - (0.5 * nodeSize), nodeSize, nodeSize);
if (branch.parent != null) {
ctx.beginPath();
ctx.moveTo(branch.pos.x, branch.pos.y);
ctx.lineTo(branch.parent.pos.x, branch.parent.pos.y);
ctx.closePath();
ctx.stroke();
}
if (showText === true) {
ctx.strokeText(branch.key + ': ' + branch.data, branch.pos.x, branch.pos.y);
}
}
};
return Tree;
}());
//TEST
//setup canvas
var c = document.body.appendChild(document.createElement("canvas"));
var ctx = c.getContext("2d");
c.width = 3000;
c.height = 3000;
ctx.textAlign = "center";
ctx.font = "14px Arial";
//create nodes
var key = 1;
var nodes = [
new Branch(null, (key++).toString(), "ROOT")
];
//create tree
var tree = new Tree({
x: 1000,
y: 1000
}, nodes[0]);
//render tree using canvas
setInterval(function() {
if (nodes.length > 50) {
return true;
}
ctx.clearRect(0, 0, c.width, c.height);
nodes.push(new Branch(nodes[Math.floor(Math.random() * (nodes.length - 1))], (key++).toString()));
tree.render(c, 100, 10, 4, true);
}, 100);
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答案 1 :(得分:2)
我实际上有自己的想法去工作!
var tree, width, height, clock, lastCalledTime, root, node,
repulsionFactor = 10000,
nodes = new Array();
function setup(){
tree = new Tree(200,200);
tree.repulsionFactor = 10000;
for(var i=0;i<5;i++){
tree.addRandomChild();
}
for(var i=0;i<10;i++){
tree.addRandomChild(1);
}
for(var i=0;i<15;i++){
tree.addRandomChild(2);
}
root = tree.root;
node = root.children[0];
var canvas = document.getElementById('canvas');
width = 400;
height = 400;
canvas.width = width;
canvas.height = height;
canvasSize = {x:window.innerWidth-5,y:window.innerHeight-5};
ctx = canvas.getContext('2d');
clock = requestAnimationFrame(main);
//clock = setInterval(main,200);
}
function main(){
if(!lastCalledTime) {
lastCalledTime = Date.now();
}
ctx.clearRect(0,0,width,height);
tree.repulsion();
tree.draw();
var delta = (Date.now() - lastCalledTime)/1000;
lastCalledTime = Date.now();
var fps = 1/delta;
tree.repulsionFactor*=0.99;
clock = requestAnimationFrame(main);
}
function Tree(x,y){
this.x = x;
this.y = y;
this.nodeColor = "gray";
this.lineColor = "black";
this.size = 20;
this.lineWidth = 3;
this.linkLength = 100;
this.nodes = new Array();
this.repulsionFactor = 10000;
this.root = new Node(this,this,"root");
}
Tree.prototype.addRandomChild = function(level=0){
var node = this.root;
for(var i=0;i<level;i++){
if(node.children.length>0){
var randIndex = Math.floor(node.children.length*Math.random());
node = node.children[randIndex];
}else{
return false;
}
}
node.addChild();
};
Tree.prototype.draw = function(){
this.root.draw();
}
Tree.prototype.repulsion = function(){
this.root.repulsion();
};
Tree.prototype.level = -1;
Tree.prototype.direction = 0;
function Node(parent,tree,key,data,direction){
this.children = new Array();
this.parent = parent;
this.tree = tree;
this.key = key;
this.data = data;
if(direction){
this.direction = direction;
}else{
this.direction = this.parent.direction+Math.random()/10;
}
this.tree.nodes.push(this);
}
Node.prototype.addChild = function(key,data){
this.children.push(new Node(this,this.tree,key,data));
};
Node.prototype.draw = function(){
ctx.fillStyle = this.nodeColor;
ctx.strokeStyle = this.lineColor;
ctx.lineWidth = this.lineWidth;
if(this.key!="root"){
ctx.beginPath();
ctx.moveTo(this.x,this.y);
ctx.lineTo(this.parent.x,this.parent.y);
ctx.stroke();
}
for(var i=0;i<this.children.length;i++){
this.children[i].draw();
}
ctx.beginPath();
ctx.arc(this.x,this.y,this.size,0,2*Math.PI,false);
ctx.fill();
ctx.stroke();
}
Node.prototype.repulsion = function(){
if(this.key!="root"){
var force = {
x: 0,
y: 0
};
var pos = {
x: this.x,
y: this.y
};
var nodes = this.tree.nodes;
for(var i=0;i<nodes.length;i++){
var node = nodes[i];
if(node!=this){
var distance = Math.sqrt(Math.pow(pos.x-node.x,2)+Math.pow(pos.y-node.y,2));
var direction = Math.atan2((pos.y-node.y),(pos.x-node.x));
var magnitude = 1/Math.pow(distance,2)/(node.level+1);
force.x += Math.cos(direction)*magnitude;
force.y += Math.sin(direction)*magnitude;
}
}
force.x *= this.tree.repulsionFactor;
force.y *= this.tree.repulsionFactor;
var newPos = {
x: pos.x+force.x,
y: pos.y+force.y
};
var newDirection = Math.atan2((newPos.y-this.parent.y),(newPos.x-this.parent.x));
this.direction = newDirection;
}else{
this.direction = this.parent.direction;
}
for(var i=0;i<this.children.length;i++){
this.children[i].repulsion();
}
};
Object.defineProperty(Node.prototype,"x",{
get: function x(){
if(this.key=="root"){
return this.parent.x;
}
return Math.cos(this.direction)*this.linkLength+this.parent.x;
}
});
Object.defineProperty(Node.prototype,"y",{
get: function y(){
if(this.key=="root"){
return this.parent.y;
}
return Math.sin(this.direction)*this.linkLength+this.parent.y;
}
});
Object.defineProperty(Node.prototype,"level",{
get: function level(){
return this.parent.level+1;
}
});
Object.defineProperty(Node.prototype,"nodeColor",{
get: function nodeColor(){
return this.parent.nodeColor;
}
});
Object.defineProperty(Node.prototype,"lineColor",{
get: function lineColor(){
return this.parent.lineColor;
}
});
Object.defineProperty(Node.prototype,"lineWidth",{
get: function lineWidth(){
return this.parent.lineWidth;
}
});
Object.defineProperty(Node.prototype,"size",{
get: function size(){
return this.parent.size*0.8;
}
});
Object.defineProperty(Node.prototype,"linkLength",{
get: function linkLength(){
return this.parent.linkLength*0.8;
}
});
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Node Tree</title>
</head>
<body onload="setup()">
<canvas id="canvas"></canvas>
</body>
</html>
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出于某种原因,树有时会继续旋转,而且每次我创建一棵树时它都不会展开......但希望你可以扩展它!