我正在使用强制布局来创建有向图。 它在画布上呈现。我的示例示例位于http://jsbin.com/vuyapibaqa/1/edit?html,output
现在我受到了启发 https://bl.ocks.org/mattkohl/146d301c0fc20d89d85880df537de7b0#index.html
d3 svg中的资源很少,我试图在画布中使用类似的东西。
http://jsfiddle.net/zhanghuancs/a2QpA/
http://bl.ocks.org/mbostock/1153292 https://bl.ocks.org/ramtob/3658a11845a89c4742d62d32afce3160
http://bl.ocks.org/thomasdobber/9b78824119136778052f64a967c070e0
Drawing multiple edges between two nodes with d3
想要用箭头添加椭圆弧连接边。如何在画布中实现这一点。
我的代码:
<!DOCTYPE html>
<html>
<head>
<title>Sample Graph Rendring Using Canvas</title>
<script src="https://rawgit.com/gka/randomgraph.js/master/randomgraph.js"></script>
<script src="https://d3js.org/d3.v4.min.js"></script>
</head>
<body>
<script>
var graph = {}//randomgraph.WattsStrogatz.beta(15, 4, 0.06);
graph.nodes = [{"label":"x"} , {"label":"y"}];
graph.edges = [{source:0,target:1},{source:0,target:1},
{source:1,target:0}]
var canvas = null
var width = window.innerWidth,
height = window.innerHeight;
canvas = d3.select("body").append("canvas").attr("width",width).attr("height",height);
var context = canvas.node().getContext("2d");
force = d3.forceSimulation()
.force("link", d3.forceLink().id(function(d) {
return d.index;
})).force("charge", d3.forceManyBody())
.force("center", d3.forceCenter(width / 2, height / 2));
force.nodes(graph.nodes);
force.force("link").links(graph.edges).distance(200);
var detachedContainer = document.createElement("custom");
dataContainer = d3.select(detachedContainer);
link = dataContainer.selectAll(".link").data(graph.edges)
.enter().append("line").attr("class", "link")
.style("stroke-width", 2)
node = dataContainer.selectAll(".node").data(graph.nodes)
.enter().append("g");
var circles = node.append("circle")
.classed("circle-class", true)
.attr("class", function (d){ return "node node_" + d.index;})
.attr("r", 5)
.attr("fill", 'red')
.attr("strokeStyle", 'black');
d3.timer(function(){
context.clearRect(0, 0, width, height);
// draw links
link.each(function(d) {
context.strokeStyle = "#ccc";
/***** Elliptical arcs *****/
context.stroke(new Path2D(linkArc(d)));
/***** Elliptical arcs *****/
});
context.lineWidth = 2;
node.each(function(d) {
context.beginPath();
context.moveTo(d.x, d.y);
var r = d3.select(this).select("circle").node().getAttribute('r');
d.x = Math.max(30, Math.min(width - 30, d.x));
d.y = Math.max(30, Math.min(height - 30, d.y));
context.closePath();
context.arc(d.x, d.y, r, 0, 2 * Math.PI);
context.fillStyle = d3.select(this).select("circle").node().getAttribute('fill');
context.strokeStyle = d3.select(this).select("circle").node().getAttribute('strokeStyle');
context.stroke();
context.fill();
context.beginPath();
context.arc(d.x + 15, d.y-20, 5, 0, 2 * Math.PI);
context.fillStyle = "orange";
context.strokeStyle = "orange";
var data = d3.select(this).data();
context.stroke();
context.fill();
context.font = "10px Arial";
context.fillStyle = "black";
context.strokeStyle = "black";
context.fillText(parseInt(data[0].index),d.x + 10, d.y-15);
});
});
circles.transition().duration(5000).attr('r', 20).attr('fill', 'orange');
canvas.node().addEventListener('click',function( event ){
console.log(event)
// Its COMING ANY TIME INSIDE ON CLICK OF CANVAS
});
/***** Elliptical arcs *****/
function linkArc(d) {
var dx = d.target.x - d.source.x,
dy = d.target.y - d.source.y,
dr = Math.sqrt(dx * dx + dy * dy);
return "M" + d.source.x + "," + d.source.y + "A" + dr + "," + dr + " 0 0,1 " + d.target.x + "," + d.target.y;
}
/***** Elliptical arcs *****/
</script>
</body>
</html>
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答案 0 :(得分:6)
这两点需要是随机的(从任何地方到任何地方)x1,y1和x2,y2。您将需要控制与点之间的距离不变的弯曲量(即,如果点之间的距离为100像素或10像素,则弯曲量相同)
因此输入
x1,y1 // as start
x2,y2 // as end
bend // as factor of distance between points
// negative bends up (to right)
// positive bends down (to left of line)
arrowLen // in pixels
arrowWidth // in pixels,
arrowStart // boolean if arrow at start
arrowEnd // boolean if arrow at end.
我假设您希望线条从一个圆圈到下一个圆圈。因此,您需要指定圆心和圆的半径。这将需要两个额外的参数,一个用于起始圆半径,一个用于结束。
当两点接近两点(即它们重叠)时,还有一个问题。除了不绘制线条和箭头(如果它们不适合)之外,没有真正的解决方案。
演示必须随着时间的推移改变大小的圆圈,有6个弧,不同的弯曲值为0.1,0.3,0.6和-0.1,-0.3,-0.6。移动鼠标以更改结束圆圈位置。
执行此操作的函数称为drawBend
,我在其中添加了很多注释。还有一些注释行可以让您在开始和结束之间的距离发生变化时更改弧的变化方式。如果你取消注释一个,设置变量b1
(你指定给x3,y3是弧上的中点)你必须注释掉其他作业
找到圆弧半径和圆心的解决方案很复杂,并且由于对称性,很可能是更好的解决方案。该部分将找到适合任意3个点的圆圈(如果不是全部在一条线上),那么可能还有其他用途。
更新我找到了一种更好的方法来查找圆弧半径,从而找到中心点。对称性提供了一组非常方便的类似三角形,因此我可以将函数缩短9行。我已经更新了演示。
弧形绘制为笔划,箭头绘制为填充。
它的速度相当快,但如果你打算实时绘制100多个,你可以通过使用弧然后再分享一些计算来优化。如果交换开始和结束,从开始到结束的弧将以另一种方式弯曲,并且有许多值保持不变,因此您可以获得两个弧,用于绘制2的大约75%的CPU负载
const ctx = canvas.getContext("2d");
const mouse = {x : 0, y : 0, button : false}
function mouseEvents(e){
mouse.x = e.pageX;
mouse.y = e.pageY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["down","up","move"].forEach(name => document.addEventListener("mouse"+name,mouseEvents));
// x1,y1 location of a circle start
// x2,y2 location of the end circle
// bend factor. negative bends up for, positive bends down. If zero the world will end
// aLen is Arrow head length in pixels
// aWidth is arrow head width in pixels
// sArrow boolean if true draw start arrow
// eArrow boolean if true draw end arrow
// startRadius = radius of a circle if start attached to circle
// endRadius = radius of a circle if end attached to circle
function drawBend(x1, y1, x2, y2, bend, aLen, aWidth, sArrow, eArrow, startRadius, endRadius){
var mx, my, dist, nx, ny, x3, y3, cx, cy, radius, vx, vy, a1, a2;
var arrowAng,aa1,aa2,b1;
// find mid point
mx = (x1 + x2) / 2;
my = (y1 + y2) / 2;
// get vector from start to end
nx = x2 - x1;
ny = y2 - y1;
// find dist
dist = Math.sqrt(nx * nx + ny * ny);
// normalise vector
nx /= dist;
ny /= dist;
// The next section has some optional behaviours
// that set the dist from the line mid point to the arc mid point
// You should only use one of the following sets
//-- Uncomment for behaviour of arcs
// This make the lines flatten at distance
//b1 = (bend * 300) / Math.pow(dist,1/4);
//-- Uncomment for behaviour of arcs
// Arc bending amount close to constant
// b1 = bend * dist * 0.5
b1 = bend * dist
// Arc amount bend more at dist
x3 = mx + ny * b1;
y3 = my - nx * b1;
// get the radius
radius = (0.5 * ((x1-x3) * (x1-x3) + (y1-y3) * (y1-y3)) / (b1));
// use radius to get arc center
cx = x3 - ny * radius;
cy = y3 + nx * radius;
// radius needs to be positive for the rest of the code
radius = Math.abs(radius);
// find angle from center to start and end
a1 = Math.atan2(y1 - cy, x1 - cx);
a2 = Math.atan2(y2 - cy, x2 - cx);
// normalise angles
a1 = (a1 + Math.PI * 2) % (Math.PI * 2);
a2 = (a2 + Math.PI * 2) % (Math.PI * 2);
// ensure angles are in correct directions
if (bend < 0) {
if (a1 < a2) { a1 += Math.PI * 2 }
} else {
if (a2 < a1) { a2 += Math.PI * 2 }
}
// convert arrow length to angular len
arrowAng = aLen / radius * Math.sign(bend);
// get angular length of start and end circles and move arc start and ends
a1 += startRadius / radius * Math.sign(bend);
a2 -= endRadius / radius * Math.sign(bend);
aa1 = a1;
aa2 = a2;
// check for too close and no room for arc
if ((bend < 0 && a1 < a2) || (bend > 0 && a2 < a1)) {
return;
}
// is there a start arrow
if (sArrow) { aa1 += arrowAng } // move arc start to inside arrow
// is there an end arrow
if (eArrow) { aa2 -= arrowAng } // move arc end to inside arrow
// check for too close and remove arrows if so
if ((bend < 0 && aa1 < aa2) || (bend > 0 && aa2 < aa1)) {
sArrow = false;
eArrow = false;
aa1 = a1;
aa2 = a2;
}
// draw arc
ctx.beginPath();
ctx.arc(cx, cy, radius, aa1, aa2, bend < 0);
ctx.stroke();
ctx.beginPath();
// draw start arrow if needed
if(sArrow){
ctx.moveTo(
Math.cos(a1) * radius + cx,
Math.sin(a1) * radius + cy
);
ctx.lineTo(
Math.cos(aa1) * (radius + aWidth / 2) + cx,
Math.sin(aa1) * (radius + aWidth / 2) + cy
);
ctx.lineTo(
Math.cos(aa1) * (radius - aWidth / 2) + cx,
Math.sin(aa1) * (radius - aWidth / 2) + cy
);
ctx.closePath();
}
// draw end arrow if needed
if(eArrow){
ctx.moveTo(
Math.cos(a2) * radius + cx,
Math.sin(a2) * radius + cy
);
ctx.lineTo(
Math.cos(aa2) * (radius - aWidth / 2) + cx,
Math.sin(aa2) * (radius - aWidth / 2) + cy
);
ctx.lineTo(
Math.cos(aa2) * (radius + aWidth / 2) + cx,
Math.sin(aa2) * (radius + aWidth / 2) + cy
);
ctx.closePath();
}
ctx.fill();
}
/** SimpleUpdate.js begin **/
// short cut vars
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var globalTime = new Date().valueOf(); // global to this
// main update function
function update(timer){
globalTime = timer;
if(w !== innerWidth || h !== innerHeight){ // resize if needed
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
}
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
var startRad = (Math.sin(timer / 2000) * 0.5 + 0.5) * 20 + 5;
var endRad = (Math.sin(timer / 7000) * 0.5 + 0.5) * 20 + 5;
ctx.lineWidth = 2;
ctx.fillStyle = "white";
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.arc(cw,ch,startRad,0,Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(mouse.x,mouse.y,endRad,0,Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.lineWidth = 2;
ctx.fillStyle = "black";
ctx.strokeStyle = "black";
drawBend(cw,ch,mouse.x,mouse.y,-0.1,10,10,true,true,startRad + 1,endRad + 1);
drawBend(cw,ch,mouse.x,mouse.y,-0.3,10,10,true,true,startRad + 1,endRad + 1);
drawBend(cw,ch,mouse.x,mouse.y,-0.6,10,10,true,true,startRad + 1,endRad + 1);
drawBend(cw,ch,mouse.x,mouse.y,0.1,10,10,true,true,startRad + 1,endRad + 1);
drawBend(cw,ch,mouse.x,mouse.y,0.3,10,10,true,true,startRad + 1,endRad + 1);
drawBend(cw,ch,mouse.x,mouse.y,0.6,10,10,true,true,startRad + 1,endRad + 1);
requestAnimationFrame(update);
}
requestAnimationFrame(update);
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canvas { position : absolute; top : 0px; left : 0px; }
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<canvas id="canvas"></canvas>
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