Any hints how to control d3 brush/zoom with keyboard:
1. Ability to focus on brush control
2. Ability to change brush area using keyboard
Is it supported out of the box?
Update: Apparently there is no out of the box solution (hope d3 will provide it at some point). It means that a custom solution will depend on visualization/scenario. Posting actual UX and requirements and will provide a solution for this particular case.
In order to meet accessibility requirements the task was to modify below chart control to be able to zoom/brush using keyboard. This includes: 1) being able to set focus; 2) being able to control using left and right arrow keys.
I'm going to use this bl.ock as a reference. I believe it is the source of your image.
Zoom and Brush Function Comparison
We are interested in a couple things in this block, the code for zooming and the code for brushing:
function brushed() {
if (d3.event.sourceEvent && d3.event.sourceEvent.type === "zoom") return; // ignore brush-by-zoom
var s = d3.event.selection || x2.range();
x.domain(s.map(x2.invert, x2));
focus.select(".area").attr("d", area);
focus.select(".axis--x").call(xAxis);
svg.select(".zoom").call(zoom.transform, d3.zoomIdentity
.scale(width / (s[1] - s[0]))
.translate(-s[0], 0));
}
function zoomed() {
if (d3.event.sourceEvent && d3.event.sourceEvent.type === "brush") return; // ignore zoom-by-brush
var t = d3.event.transform;
x.domain(t.rescaleX(x2).domain());
focus.select(".area").attr("d", area);
focus.select(".axis--x").call(xAxis);
context.select(".brush").call(brush.move, x.range().map(t.invertX, t));
Both functions:
check to see if the main body of the function should be executed
set a new x scale domain
update the area and axis
The differences are important:
The brush function updates the scale using d3.zoomIdentity, it must do this as it needs to update the zoom function to reflect the current zoom scale and transform.
The zoom function manually sets the brush, it must do this because the brush needs to be updated.
Zoom In and Brush "In" Without Events
To control this by the keyboard, it is probably easier to use the brushed() function as a template. This is because the current zoom transform can be tricky to retrieve whereas it is relatively easy to spoof a change in the brush.
In the brushed function the value in d3.event.selection is an array containing the range of values contained by the brush (values in the range, not the domain). It is an array of the minimum and maximum range values in the reference/context scale, x2, covered by the brush. This is the only thing we need to update both zoom and brush.
To zoom in, we can take the focus x scale's domain and find the domain's minimum and maximum values. Then we can re-set the focus x scale's domain to be slightly smaller, zooming in effectively. The code below converts the domain to a range, and reduces that range before converting it back into a domain - this is unneeded but follows the brushed() function more closely and means not having to deal with dates.
var xMin = x2(x.domain()[0]);
var xMax = x2(x.domain()[1]);
var currentDifference = Math.abs(xMin-xMax);
xMin += currentDifference / 2 / 3 // increase the minimum value of the domain
xMax -= currentDifference / 2 / 3 // decrease the maximum value of the domain
x.domain([xMin,xMax].map(x2.invert, x2));
We can also set the zoom scale like so:
var identity = d3.zoomIdentity
.scale(width/ (xMax - xMin))
We also want to modify the zoom's transform so we are zooming in to the center of the previous larger domain. The following is just a reproduction of the code used in the example block, but with clearer names for the sake of illustration:
var identity = d3.zoomIdentity
.scale(width/ (xMax - xMin))
.translate(-xMin, 0);
If we use the brushed function as a template, we might end up with:
var xMin = x2(x.domain()[0]); // minimum value in x range currently
var xMax = x2(x.domain()[1]); // maximum value in x range currently
var currentDifference = Math.abs(xMax-xMin); // center point of range
xMin += currentDifference / 2 / 3 // reduce the distance between center point and end points
xMax -= currentDifference / 2 / 3
x.domain([xMin,xMax].map(x2.invert, x2)); // convert the range to a domain
focus.select(".area").attr("d", area); // redraw the chart
focus.select(".axis--x").call(xAxis); // redraw the axis
var identity = d3.zoomIdentity
.scale(width/ (xMax - xMin))
.translate(-xMin, 0); // update the zoom factor
context.select(".brush").call(brush.move, x.range().map(identity.invertX, identity)); // update the brush
svg.select(".zoom").call(zoom.transform, identity); // apply the zoom factor
This will zoom the focus area in to an area centered in the current domain's center. The domain will shrink by one third with the code above, but that can be changed to match your needs.
The only real differences compared to the original brushed function are that we are:
manually computing the brush extent
updating the brush with the method used in the zoomed function.
That is it.
Other Operations
You can zoom out by expanding rather than shrinking the domain, just switch the sign when defining the new end points:
xMin -= currentDifference / 2 / 3
xMax += currentDifference / 2 / 3
Moving left would look like:
xMin -= currentDifference / 2 / 3
xMax -= currentDifference / 2 / 3
And moving right naturally would be the opposite.
Adding the Keyboard
Now all you have to do is set up a listener to listen for key strikes:
d3.select("body")
.on("keypress", function() {
if (d3.event.key == "a") {
// one of zoom in/out/pan
}
else if (d3.event.key == "b" {
//...
}
});
Putting it All Together
I've assembled a block that shows it all together, I've used asdw for key inputs:
a: pan left
d: pan right
w: zoom in
s: zoom out.
One last note: I've included a check to make sure that the new domain is in bounds: we don't want to zoom beyond the domain of our data.
Here's the example.
Since SVG 2.0 is not here yet and in SVG 1.0 focusable elements are not supported I ended up using <a xlink:href="#"> trick to get a focus on left/right ticks. Also decided that getting a focus for the whole brush element is not necessarily because proper range can be achieved by moving left/right ticks.
private createResizeTick(resizeClass: string, id: string, brushTickClass: string, tickIndex: number, bottom: number) {
let self = this;
// +++++++++++++++++++ NEW CODE +++++++++++++++++++
let aElement = this._xBrushElement.selectAll(resizeClass)
.append('a')
.attr('id', id)
.attr('xlink:href', '#')
.on('keydown', () => {
if ((<KeyboardEvent>d3.event).keyCode !== 37 && (<KeyboardEvent>d3.event).keyCode !== 39) {
return;
}
// A function which adjusts brush's domain (specific to data model)
self.brushKeyMove((<KeyboardEvent>d3.event).keyCode, tickIndex);
})
.on('keyup', () => {
if ((<KeyboardEvent>d3.event).keyCode !== 37 && (<KeyboardEvent>d3.event).keyCode !== 39) {
return;
}
self.brushOnEnd(); // A function which already processes native onBrushEnd event
document.getElementById(id).focus();
});
// --------------- END OF NEW CODE ---------------
aElement.append('text')
.attr('class', 'brushtick ' + brushTickClass)
.attr('transform', 'translate(0,' + bottom + ')')
.attr('x', 0)
.attr('y', 6)
.attr('dy', '0.35em');
}
Here is the result:
Related
Im trying to do the zooming via brush like in this block
https://bl.ocks.org/FrissAnalytics/539a46e17640613ebeb94598aad0c92d
The difference is that I need to define axis values manually due to zooming, cause I need to keep the distance between ticks the same (like scaleOrdinal, but I did it with scaleLinear).
Im stuck with the brushing - it works fine when it zoom via brush first time, but if I want to go deeper, the zoom is lagging - the scale is calculating well, but translation goes at any place, but not at right.
There is my fiddle (it is a bit messy, I called getRange several times for defining boundaries)
https://jsfiddle.net/Celeritas/y2u06kpm/2/
So I have this code now for brush_end event
function brush_endEvent() {
const s = d3.event.selection;
if (!s && lastSelection !== null) {
//this doing the same thing
let scaleX = lastTransform.rescaleX(x);
let scaleY = lastTransform.rescaleY(y);
gxAxis.call(xAxis.scale(scaleX));
gyAxis.call(yAxis.scale(scaleY));
//here I getting the current domain for zoomed area, which will set with the equal distance between ticks
getRange({
x1: scaleX.domain()[0],
x2: scaleX.domain()[scaleX.domain().length - 1],
y1: scaleY.domain()[0],
y2: scaleY.domain()[scaleY.domain().length - 1],
})
let kWidth = Math.ceil(tickTextWidth / (width / t.length)) + 1
let kHeight = Math.ceil(tickTextHeight / (height / b.length))
//im redefining domains manually
scaleX.domain(t)
scaleY.domain(b)
xAxis.tickValues(t.filter((e, i) => i % kWidth === 0)).tickFormat(d3.format('d'))
yAxis.tickValues(b.filter((e, i) => i % kHeight === 0)).tickFormat(d3.format('d'))
xAxis2.tickValues(t.filter((e, i) => i % kWidth === 0)).tickFormat(d3.format('d'))
yAxis2.tickValues(b.filter((e, i) => i % kHeight === 0)).tickFormat(d3.format('d'))
let totalX = Math.abs(lastSelection.x2 - lastSelection.x1);
const originalPoint = [scaleX.invert(lastSelection.x1), scaleY.invert(lastSelection.y1)];
const tt = d3.zoomIdentity.scale(((width * lastTransform.k) / totalX));
// BUT HERE im not doing rescale, cause im already redefine domain earlier
//scaleX = tt.rescaleX(x);
//scaleY = tt.rescaleY(y);
canvasChart
.transition()
.duration(200)
.ease(d3.easeLinear)
.call(zoom_function.transform,
d3.zoomIdentity
.translate(scaleX(originalPoint[0]) * -1, scaleY(originalPoint[1]) * -1)
.scale(tt.k));
lastSelection = null;
} else {
brushSvg.call(brush.move, null);
}
}
So Im in despair, I dont getting, how to set zoom to the right position after brushing.
Thanks for any help!
d3.zoomIdentity
.translate(x(originalPoint[0]) * -1, y(originalPoint[1]) * -1)
.scale(tt.k)
Well, the mistake was in the x-y for zoom. It should be original, non-rescaled domain
I'm trying to render a d3js force simulation but I'd like to ensure my nodes don't relay false information.
With the following code used to display the nodes but due to the dynamic nature of force layouts, it occasionally pushes some nodes out of its appropriate x-coordinate location.
inOrder(){
this.simulation
.force("x", d3.forceX(d => this.xScale(d.value)))
.force("y", d3.forceY(this.height / 2))
.alpha(1).restart();
},
Here is an egregious example of this happening:
The numbers should be in order from left to right.
I made an attempt to use the fx property on a node to lock the position in place:
inOrder(){
this.releases.forEach(x => {
x.fx = this.xScale(x.value)
})
this.simulation
.force("x", d3.forceX(d => this.xScale(d.value)))
.force("y", d3.forceY(this.height / 2))
.alpha(1).restart();
},
This works as intended for preserving the x position but when the inOrder method is called, the nodes instantly jump to their final x position. This ruins the fluid and dynamic nature of the force simulation.
Is there a way to get the best of both worlds? Perhaps by using the .on("end", () => {}) or the .on("tick", () => {})? event handlers?
Mike Bostock (https://stackoverflow.com/users/365814/mbostock) and Shan Carter created some of the work that serves as the inspiration to what I'm trying to do here:
Click between the Changes and Department totals tabs
https://archive.nytimes.com/www.nytimes.com/interactive/2012/02/13/us/politics/2013-budget-proposal-graphic.html?hp
Click betweeen The Overall Picture and the View By Industry tabs
https://archive.nytimes.com/www.nytimes.com/interactive/2013/05/25/sunday-review/corporate-taxes.html
I may be missing something here, but tinkering with the strength of the x positioning force (and the y) can help ensure that your ordering is completed properly. The default strength of forceX or forceY is 0.1, the strength is implemented as follows:
a value of 0.1 indicates that the node should move a tenth of the way from its current x-position to the target x-position with each application. Higher values moves nodes more quickly to the target position, often at the expense of other forces or constraints. A value outside the range [0,1] is not recommended. (docs)
So we could increase the forceX strength, and to allow freer movement of nodes on the x axis we could decrease the forceY - allowing nodes to hop over each other with greater ease - decreasing the collision strength could help too.
I don't label the circle below (instead they are sequentially shaded), but I do run a check to see if they are in order (logs to console on end of simulation), the below snippet modifies only the x and y forces (not the collision force):
var height = 300;
var width = 500;
var data = d3.range(30).map(function(d,i) {
return { size: Math.random()+1, index: i}
});
var svg = d3.select("body")
.append("svg")
.attr("width",width)
.attr("height",height);
var x = d3.scaleLinear()
.domain([1,30])
.range([50,width-50]);
var color = d3.scaleLinear()
.domain([0,29])
.range(["#ccc","#000"])
var simulation = d3.forceSimulation()
.force("x", d3.forceX(d => x(d.index)).strength(0.20))
.force("y", d3.forceY(height / 2).strength(0.05))
.force("collide", d3.forceCollide().radius(d=> d.size*10))
.alpha(1).restart();
var circles = svg.selectAll(null)
.data(data)
.enter()
.append("circle")
.attr("r", function(d) { return d.size * 10; })
.attr("fill", function(d,i) { return color(i); })
simulation.nodes(data)
.on("tick",tick)
.on("end",verify);
function tick() {
circles
.attr("cx", function(d) { return d.x; })
.attr("cy", function(d) { return d.y; })
}
function verify() {
var n = 0;
for(var i = 0; i < data.length - 1; i++) {
if(data[i].x > data[i+1].x) n++;
}
console.log(n + " out of place");
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/5.7.0/d3.min.js"></script>
The snippet places 30 circles in a 500x300 area without much issue: I've tested a handful of times with 0 out of place. Placing 100 circles in here will cause issues: the circles will not be able to change places in such a cramped area: further modification of the forces might be required, but a larger size plot might be preferential (as opposed to a tiny snippet view) too.
Another option would be to modify forces throughout the maturation of the simulation: start with strong x force strength and low collision force strength, then dial up collision slowly so that subsequent jostling is minimized. Here's an example of modifying the forces in the tick function - though, this example is for link length rather than placement on the x - but adaptation shouldn't be too hard.
Yet another possibility would be to keep alpha high until all circles are properly ordered on the x axis and then begin to cool down, again this would have to occur in the tick function.
I'm trying to recreate the awesome 'dot flow' visualizations from Bussed out by Nadieh Bremer and Shirely Wu.
I'm especially intrigued by the very circular shape of the 'bubbles' and the fluid-dynamics-like compression in the spot where the dots arrive to the bubble (black arrow).
My take was to create (three) fixed nodes by .fx and .fy (black dots) and link all the other nodes to a respective fixed node. The result looks quite disheveled and the bubbles even don't form around their center nodes, when I lower the forces so the animation runs a little slower.
const simulation = d3.forceSimulation(nodes)
.force("collide", d3.forceCollide((n, i) => i < 3 ? 0 : 7))
.force("links", d3.forceLink(links).strength(.06))
Any ideas on force setup which would yield more aesthetically pleasing results?
I do understand that I'll have to animate the group assignment over time to get the 'trickle' effect (otherwise all the points would just swarm to their destination), but i'd like to start with a nice and round steady state of the simulation.
EDIT
I did check the source code, and it's just replaying pre-recorded simulation data, I guess for performance reasons.
Building off of Gerardo's start,
I think that one of the key points, to avoid excessive entropy is to specify a velocity decay - this will help avoid overshooting the desired location. Too slow, you won't get an increase in density where the flow stops, too fast, and you have the nodes either get too jumbled or overshoot their destination, oscillating between too far and too short.
A many body force is useful here - it can keep the nodes spaced (rather than a collision force), with the repulsion between nodes being offset by positioning forces for each cluster. Below I have used two centering points and a node property to determine which one is used. These forces have to be fairly weak - strong forces lead to over correction quite easily.
Rather than using a timer, I'm using the simulation.find() functionality each tick to select one node from one cluster and switch which center it is attracted to. After 1000 ticks the simulation below will stop:
var canvas = d3.select("canvas");
var width = +canvas.attr("width");
var height = +canvas.attr("height");
var context = canvas.node().getContext('2d');
// Key variables:
var nodes = [];
var strength = -0.25; // default repulsion
var centeringStrength = 0.01; // power of centering force for two clusters
var velocityDecay = 0.15; // velocity decay: higher value, less overshooting
var outerRadius = 250; // new nodes within this radius
var innerRadius = 100; // new nodes outside this radius, initial nodes within.
var startCenter = [250,250]; // new nodes/initial nodes center point
var endCenter = [710,250]; // destination center
var n = 200; // number of initial nodes
var cycles = 1000; // number of ticks before stopping.
// Create a random node:
var random = function() {
var angle = Math.random() * Math.PI * 2;
var distance = Math.random() * (outerRadius - innerRadius) + innerRadius;
var x = Math.cos(angle) * distance + startCenter[0];
var y = Math.sin(angle) * distance + startCenter[1];
return {
x: x,
y: y,
strength: strength,
migrated: false
}
}
// Initial nodes:
for(var i = 0; i < n; i++) {
nodes.push(random());
}
var simulation = d3.forceSimulation()
.force("charge", d3.forceManyBody().strength(function(d) { return d.strength; } ))
.force("x1",d3.forceX().x(function(d) { return d.migrated ? endCenter[0] : startCenter[0] }).strength(centeringStrength))
.force("y1",d3.forceY().y(function(d) { return d.migrated ? endCenter[1] : startCenter[1] }).strength(centeringStrength))
.alphaDecay(0)
.velocityDecay(velocityDecay)
.nodes(nodes)
.on("tick", ticked);
var tick = 0;
function ticked() {
tick++;
if(tick > cycles) this.stop();
nodes.push(random()); // create a node
this.nodes(nodes); // update the nodes.
var migrating = this.find((Math.random() - 0.5) * 50 + startCenter[0], (Math.random() - 0.5) * 50 + startCenter[1], 10);
if(migrating) migrating.migrated = true;
context.clearRect(0,0,width,height);
nodes.forEach(function(d) {
context.beginPath();
context.fillStyle = d.migrated ? "steelblue" : "orange";
context.arc(d.x,d.y,3,0,Math.PI*2);
context.fill();
})
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/5.7.0/d3.min.js"></script>
<canvas width="960" height="500"></canvas>
Here's a block view (snippet would be better full page, the parameters are meant for it). The initial nodes are formed in the same ring as later nodes (so there is a bit of jostle at the get go, but this is an easy fix). On each tick, one node is created and one attempt is made to migrate a node near the middle to other side - this way a stream is created (as opposed to any random node).
For fluids, unlinked nodes are probably best (I've been using it for wind simulation) - linked nodes are ideal for structured materials like nets or cloth. And, like Gerardo, I'm also a fan of Nadieh's work, but will have to keep an eye on Shirley's work as well in the future.
Nadieh Bremer is my idol in D3 visualisations, she's an absolute star! (correction after OP's comment: it seems that this datavis was created by Shirley Wu... anyway, that doesn't change what I said about Bremer).
The first attempt to find out what's happening on that page is having a look at the source code, which, unfortunately, is an herculean job. So, the option that remains is trying to reproduce that.
The challenge here is not creating a circular pattern, that's quite easy: you only need to combine forceX, forceY and forceCollide:
const svg = d3.select("svg")
const data = d3.range(500).map(() => ({}));
const simulation = d3.forceSimulation(data)
.force("x", d3.forceX(200))
.force("y", d3.forceY(120))
.force("collide", d3.forceCollide(4))
.stop();
for (let i = 300; i--;) simulation.tick();
const circles = svg.selectAll(null)
.data(data)
.enter()
.append("circle")
.attr("r", 2)
.style("fill", "tomato")
.attr("cx", d => d.x)
.attr("cy", d => d.y);
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/5.7.0/d3.min.js"></script>
<svg width="400" height="300"></svg>
The real challenge here is moving those circles to a given simulation one by one, not all at the same time, as I did here.
So, this is my suggestion/attempt:
We create a simulation, that we stop...
simulation.stop();
Then, in a timer...
const timer = d3.interval(function() {etc...
... we add the nodes to the simulation:
const newData = data.slice(0, index++)
simulation.nodes(newData);
This is the result, click the button:
const radius = 2;
let index = 0;
const limit = 500;
const svg = d3.select("svg")
const data = d3.range(500).map(() => ({
x: 80 + Math.random() * 40,
y: 80 + Math.random() * 40
}));
let circles = svg.selectAll(null)
.data(data);
circles = circles.enter()
.append("circle")
.attr("r", radius)
.style("fill", "tomato")
.attr("cx", d => d.x)
.attr("cy", d => d.y)
.style("opacity", 0)
.merge(circles);
const simulation = d3.forceSimulation()
.force("x", d3.forceX(500))
.force("y", d3.forceY(100))
.force("collide", d3.forceCollide(radius * 2))
.stop();
function ticked() {
circles.attr("cx", d => d.x)
.attr("cy", d => d.y);
}
d3.select("button").on("click", function() {
simulation.on("tick", ticked).restart();
const timer = d3.interval(function() {
if (index > limit) timer.stop();
circles.filter((_, i) => i === index).style("opacity", 1)
const newData = data.slice(0, index++)
simulation.alpha(0.25).nodes(newData);
}, 5)
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/5.7.0/d3.min.js"></script>
<button>Click</button>
<svg width="600" height="200"></svg>
Problems with this approach
As you can see, there is too much entropy here, particularly at the centre. Nadieh Bremer/Shirley Wu probably used a way more sofisticated code. But these are my two cents for now, let's see if other answers will show up with different approaches.
With the help of other answers here I went on experimenting, and I'd like to summarize my findings:
Disc shape
forceManyBody seems to be more stable than forceCollide. The key for using it without distorting the disc shapes is .distanceMax. With the downside that your visualization is not 'scale-free' any more and it has to be tuned by hand. As a guidance, overshooting in each direction causes distinct artifacts:
Setting distanceMax too high deforms the neighboring discs.
Setting distanceMax too low (lower than expected disc diameter):
This artifact can be seen in the Guardian visualization (when the red and blue dots form a huge disc in the end), so I'm quite sure distanceMax was used.
Node positioning
I still find using forceX with forceY and custom accessor functions too cumbersome for more complex animations. I decided to go with 'control' nodes, and with little tuning (chargeForce.strength(-4), link.strength(.2).distance(1)) it works ok.
Fluid feeling
While experimenting with the settings I noticed that the fluid feeling (incoming nodes push boundary of accepting disc) depends especially on simulation.velocityDecay, but lowering it too much adds too much entropy to the system.
Final result
My sample code splits one 'population' into three, and then into five - check it on blocks. Each of the sinks is represented by a control node. The nodes are re-assigned to new sinks in batches, which gives more control over the visual of the 'stream'. Starting to pick nodes to assign closer to the sinks looks more natural (single sort at the beginning of each animation).
I've been using force layout as a sort of physic's engine for board game i'm making, and it's been working pretty well. However, I've been trying to figure out if it is possible to rotate nodes around a specific foci. Consider this codepen. I would like to make the 3 green nodes in the codepen rotate around the foci in a uniform fashion. In the tick() function I do the following:
var k = .1 * e.alpha;
// Push nodes toward their designated focus.
nodes.forEach(function(o, i) {
o.y += (foci[o.id].y - o.y) * k;
o.x += (foci[o.id].x - o.x) * k;
});
In the same way that I push nodes toward a foci, I'd like to make all nodes designated to a foci rotate around said foci. Is there any way to accomplish this by manipulating the o.y and o.x variables within the tick() function? I've tried to manually set the x and y values using this formula however I think possibly the charge and gravity of the force layout are messing it up. Any ideas?
I know i'm using force layout for something it's not quite intended to do, but any help would be appreciated.
I have messed around with your code to get a basic movement around a point.
I changed the foci var to an object which is just two points :
foci = {
x: 300,
y: 100
};
Ive added to the data you have to give each node a start point :
nodes.push({
id: 0,
x:20,
y:30
});
nodes.push({
id: 0,
x:40,
y:60
});
nodes.push({
id: 0,
x:80,
y:10
});
I have added an angle to each node so you can use these independently later:
.attr("cx", function(d) {
d.angle = 0; //added
return d.x;
})
And changed the tick so each node moves around the focal point. As said before I added an angle as these points will move around different circles with different sized radius as they will be different distances from the foci point. If you use one angle then all the nodes will move ontop of each other which is pointless :
Formula for point on a circle :
//c = centre point, r = radius, a = angle
x = cx + r * cos(a)
y = cy + r * sin(a)
Use this in tick :
var radius = 100; //made up radius
node
.attr("cx", function(d) {
if(d.angle>(2*Math.PI)){ restart at full circle
d.angle=0;
}
d.x = foci.x + radius *Math.cos(d.angle) //move x
return d.x;
})
.attr("cy", function(d) {
d.y = foci.y + radius *Math.sin(d.angle) //move y
return d.y;
});
Updated fiddle : https://jsfiddle.net/reko91/yg0rs4xc/7/
This should be simple to implement to change from circle movement to elliptical :))
Looking at this again, this only moves around half way. This is due to the tick function only lasting a couple of seconds. If you click one of the nodes, it will continue around the circle. If you want this to happen continuously, you'll have to set up a timer function so it runs around the circle non stop, but that should be easily implemented.
Instead of tick function just make another function with the timer inside, call it on load and it will run continuously :)
I'm using d3.js - I have a pie chart here. The problem though is when the slices are small - the labels overlap. What is the best way of spreading out the labels.
http://jsfiddle.net/BxLHd/16/
Here is the code for the labels. I am curious - is it possible to mock a 3d pie chart with d3?
//draw labels
valueLabels = label_group.selectAll("text.value").data(filteredData)
valueLabels.enter().append("svg:text")
.attr("class", "value")
.attr("transform", function(d) {
return "translate(" + Math.cos(((d.startAngle+d.endAngle - Math.PI)/2)) * (that.r + that.textOffset) + "," + Math.sin((d.startAngle+d.endAngle - Math.PI)/2) * (that.r + that.textOffset) + ")";
})
.attr("dy", function(d){
if ((d.startAngle+d.endAngle)/2 > Math.PI/2 && (d.startAngle+d.endAngle)/2 < Math.PI*1.5 ) {
return 5;
} else {
return -7;
}
})
.attr("text-anchor", function(d){
if ( (d.startAngle+d.endAngle)/2 < Math.PI ){
return "beginning";
} else {
return "end";
}
}).text(function(d){
//if value is greater than threshold show percentage
if(d.value > threshold){
var percentage = (d.value/that.totalOctets)*100;
return percentage.toFixed(2)+"%";
}
});
valueLabels.transition().duration(this.tweenDuration).attrTween("transform", this.textTween);
valueLabels.exit().remove();
As #The Old County discovered, the previous answer I posted fails in firefox because it relies on the SVG method .getIntersectionList() to find conflicts, and that method hasn't been implemented yet in Firefox.
That just means we have to keep track of label positions and test for conflicts ourselves. With d3, the most efficient way to check for layout conflicts involves using a quadtree data structure to store positions, that way you don't have to check every label for overlap, just those in a similar area of the visualization.
The second part of the code from the previous answer gets replaced with:
/* check whether the default position
overlaps any other labels*/
var conflicts = [];
labelLayout.visit(function(node, x1, y1, x2, y2){
//recurse down the tree, adding any overlapping labels
//to the conflicts array
//node is the node in the quadtree,
//node.point is the value that we added to the tree
//x1,y1,x2,y2 are the bounds of the rectangle that
//this node covers
if ( (x1 > d.r + maxLabelWidth/2)
//left edge of node is to the right of right edge of label
||(x2 < d.l - maxLabelWidth/2)
//right edge of node is to the left of left edge of label
||(y1 > d.b + maxLabelHeight/2)
//top (minY) edge of node is greater than the bottom of label
||(y2 < d.t - maxLabelHeight/2 ) )
//bottom (maxY) edge of node is less than the top of label
return true; //don't bother visiting children or checking this node
var p = node.point;
var v = false, h = false;
if ( p ) { //p is defined, i.e., there is a value stored in this node
h = ( ((p.l > d.l) && (p.l <= d.r))
|| ((p.r > d.l) && (p.r <= d.r))
|| ((p.l < d.l)&&(p.r >=d.r) ) ); //horizontal conflict
v = ( ((p.t > d.t) && (p.t <= d.b))
|| ((p.b > d.t) && (p.b <= d.b))
|| ((p.t < d.t)&&(p.b >=d.b) ) ); //vertical conflict
if (h&&v)
conflicts.push(p); //add to conflict list
}
});
if (conflicts.length) {
console.log(d, " conflicts with ", conflicts);
var rightEdge = d3.max(conflicts, function(d2) {
return d2.r;
});
d.l = rightEdge;
d.x = d.l + bbox.width / 2 + 5;
d.r = d.l + bbox.width + 10;
}
else console.log("no conflicts for ", d);
/* add this label to the quadtree, so it will show up as a conflict
for future labels. */
labelLayout.add( d );
var maxLabelWidth = Math.max(maxLabelWidth, bbox.width+10);
var maxLabelHeight = Math.max(maxLabelHeight, bbox.height+10);
Note that I've changed the parameter names for the edges of the label to l/r/b/t (left/right/bottom/top) to keep everything logical in my mind.
Live fiddle here: http://jsfiddle.net/Qh9X5/1249/
An added benefit of doing it this way is that you can check for conflicts based on the final position of the labels, before actually setting the position. Which means that you can use transitions for moving the labels into position after figuring out the positions for all the labels.
Should be possible to do. How exactly you want to do it will depend on what you want to do with spacing out the labels. There is not, however, a built in way of doing this.
The main problem with the labels is that, in your example, they rely on the same data for positioning that you are using for the slices of your pie chart. If you want them to space out more like excel does (i.e. give them room), you'll have to get creative. The information you have is their starting position, their height, and their width.
A really fun (my definition of fun) way to go about solving this would be to create a stochastic solver for an optimal arrangement of labels. You could do this with an energy-based method. Define an energy function where energy increases based on two criteria: distance from start point and overlap with nearby labels. You can do simple gradient descent based on that energy criteria to find a locally optimal solution with regards to your total energy, which would result in your labels being as close as possible to their original points without a significant amount of overlap, and without pushing more points away from their original points.
How much overlap is tolerable would depend on the energy function you specify, which should be tunable to give a good looking distribution of points. Similarly, how much you're willing to budge on point closeness would depend on the shape of your energy increase function for distance from the original point. (A linear energy increase will result in closer points, but greater outliers. A quadratic or a cubic will have greater average distance, but smaller outliers.)
There might also be an analytical way of solving for the minima, but that would be harder. You could probably develop a heuristic for positioning things, which is probably what excel does, but that would be less fun.
One way to check for conflicts is to use the <svg> element's getIntersectionList() method. That method requires you to pass in an SVGRect object (which is different from a <rect> element!), such as the object returned by a graphical element's .getBBox() method.
With those two methods, you can figure out where a label is within the screen and if it overlaps anything. However, one complication is that the rectangle coordinates passed to getIntersectionList are interpretted within the root SVG's coordinates, while the coordinates returned by getBBox are in the local coordinate system. So you also need the method getCTM() (get cumulative transformation matrix) to convert between the two.
I started with the example from Lars Khottof that #TheOldCounty had posted in a comment, as it already included lines between the arc segments and the labels. I did a little re-organization to put the labels, lines and arc segments in separate <g> elements. That avoids strange overlaps (arcs drawn on top of pointer lines) on update, and it also makes it easy to define which elements we're worried about overlapping -- other labels only, not the pointer lines or arcs -- by passing the parent <g> element as the second parameter to getIntersectionList.
The labels are positioned one at a time using an each function, and they have to be actually positioned (i.e., the attribute set to its final value, no transitions) at the time the position is calculated, so that they are in place when getIntersectionList is called for the next label's default position.
The decision of where to move a label if it overlaps a previous label is a complex one, as #ckersch's answer outlines. I keep it simple and just move it to the right of all the overlapped elements. This could cause a problem at the top of the pie, where labels from the last segments could be moved so that they overlap labels from the first segments, but that's unlikely if the pie chart is sorted by segment size.
Here's the key code:
labels.text(function (d) {
// Set the text *first*, so we can query the size
// of the label with .getBBox()
return d.value;
})
.each(function (d, i) {
// Move all calculations into the each function.
// Position values are stored in the data object
// so can be accessed later when drawing the line
/* calculate the position of the center marker */
var a = (d.startAngle + d.endAngle) / 2 ;
//trig functions adjusted to use the angle relative
//to the "12 o'clock" vector:
d.cx = Math.sin(a) * (that.radius - 75);
d.cy = -Math.cos(a) * (that.radius - 75);
/* calculate the default position for the label,
so that the middle of the label is centered in the arc*/
var bbox = this.getBBox();
//bbox.width and bbox.height will
//describe the size of the label text
var labelRadius = that.radius - 20;
d.x = Math.sin(a) * (labelRadius);
d.sx = d.x - bbox.width / 2 - 2;
d.ox = d.x + bbox.width / 2 + 2;
d.y = -Math.cos(a) * (that.radius - 20);
d.sy = d.oy = d.y + 5;
/* check whether the default position
overlaps any other labels*/
//adjust the bbox according to the default position
//AND the transform in effect
var matrix = this.getCTM();
bbox.x = d.x + matrix.e;
bbox.y = d.y + matrix.f;
var conflicts = this.ownerSVGElement
.getIntersectionList(bbox, this.parentNode);
/* clear conflicts */
if (conflicts.length) {
console.log("Conflict for ", d.data, conflicts);
var maxX = d3.max(conflicts, function(node) {
var bb = node.getBBox();
return bb.x + bb.width;
})
d.x = maxX + 13;
d.sx = d.x - bbox.width / 2 - 2;
d.ox = d.x + bbox.width / 2 + 2;
}
/* position this label, so it will show up as a conflict
for future labels. (Unfortunately, you can't use transitions.) */
d3.select(this)
.attr("x", function (d) {
return d.x;
})
.attr("y", function (d) {
return d.y;
});
});
And here's the working fiddle: http://jsfiddle.net/Qh9X5/1237/