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- <!DOCTYPE html>
- <meta charset="utf-8">
- <body>
- <script src="//d3js.org/d3.v3.min.js"></script>
- <script>
- var width = 960,
- height = 500;
- var nodes = d3.range(200).map(function() { return {radius: Math.random() * 12 + 4}; }),
- root = nodes[0]
- color = d3.scale.ordinal()
- .domain([1,2,3])
- .range(['#103138','#324452','#ad3000','#3a6575','#ae6e62','#e79353']);
- root.radius = 0;
- root.fixed = true;
- var force = d3.layout.force()
- .gravity(0.1)
- .charge(function(d, i) { return i ? 0 : -4000; })
- .friction(0.95)
- .nodes(nodes)
- .size([width, height]);
- force.start();
- var svg = d3.select("body").style('background-color','#091113')
- .append("svg")
- .attr("width", width)
- .attr("height", height)
- .append("g")
- .style("filter", "url(#gooey)") //Set the filter on the container svg
- var defs = svg.append('defs');
- var filter = defs.append('filter').attr('id','gooey')
- filter.append('feGaussianBlur')
- .attr('in','SourceGraphic')
- .attr('stdDeviation','10')
- .attr('result','blur');
- filter.append('feColorMatrix')
- .attr('in','blur')
- .attr('mode','matrix')
- .attr('values','1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 19 -9')
- .attr('result','gooey');
- svg.selectAll("circle")
- .data(nodes.slice(1))
- .enter().append("circle")
- .attr("r", function(d) { return d.radius; })
- .style("fill", function(d, i) { return color(i % 7); });
- force.on("tick", function(e) {
- var q = d3.geom.quadtree(nodes),
- i = 0,
- n = nodes.length;
- while (++i < n) q.visit(collide(nodes[i]));
- svg.selectAll("circle")
- .attr("cx", function(d) { return d.x; })
- .attr("cy", function(d) { return d.y; });
- });
- svg.on("mousemove", function() {
- var p1 = d3.mouse(this);
- root.px = p1[0];
- root.py = p1[1];
- force.resume();
- });
- function collide(node) {
- var r = node.radius + 16,
- 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 = node.radius + 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;
- };
- }
- </script>
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