D3 collapsible tree - jumpy on zoom - javascript

I've already spent too much time trying to figure this out.
My goal is to create d3 collapsible tree but for some reason when you zoom it, it moves the tree on position 0,0. I've already seen a few questions with similar problem such as this one d3.behavior.zoom jitters, shakes, jumps, and bounces when dragging but can't figure it out how to apply it to my situation.
I think this part is making a problem but I'm not sure how to change it to have the proper zooming functionality.
d3.select('g').transition()
.duration(duration)
.attr("transform", "translate(" + x + "," + y + ")scale(" + scale + ")")
zoomListener.scale(scale);
Here is my code: https://jsfiddle.net/ramo2600/y79r5dyk/11/

You are translating your zoomable g to position [100,100] but not telling the zoom d3.behavior.zoom() about it. So it starts from [0,0] and you see the "jump".
Modify your centerNode function to:
function centerNode(source) {
scale = zoomListener.scale();
// x = -source.y0;
y = -source.x0;
// x = x * scale + viewerWidth / 2;
x = 100;
y = 100;
// y = y * scale + viewerHeight / 2;
d3.select('g').transition()
.duration(duration)
.attr("transform", "translate(" + x + "," + y + ")scale(" + scale + ")")
zoomListener.scale(scale);
zoomListener.translate([x,y]); //<-- tell zoom about position
}

Related

Stop zooming of bubbles in D3 World Map

I am currently working on a D3 world map in which I have brought in a zoom functionality up-to the boundary level of any country or county based on its click.
I have Added Bubbles pointing the counties in Kenya,which gets enlarged on the zoom functionality that I have added.But I want to stop the zooming of bubbles,on zooming of the Map.
Here is a plunker for my current work.
https://plnkr.co/edit/nZIlJxvU74k8Nmtpduzc?p=preview
And below is the code for zooming and zoom out
function clicked(d) {
var conditionalChange = d;
if(d.properties.hasOwnProperty("Country")){
var country = d.properties.Country;
var obj = data.objects.countries.geometries;
$.each(obj, function(key, value ) {
if(countries[key].properties.name == "Kenya")
{
conditionalChange = countries[key].geometry;
}
});
}
d = conditionalChange;
if (active.node() === this) return reset();
active.classed("active", false);
active = d3.select(this).classed("active", true);
var bounds = path.bounds(d),
dx = bounds[1][0] - bounds[0][0],
dy = bounds[1][1] - bounds[0][1],
x = (bounds[0][0] + bounds[1][0]) / 2,
y = (bounds[0][1] + bounds[1][1]) / 2,
scale = 1.2/ Math.max(dx / width, dy / height),
translate = [width / 2 - scale * x, height / 2 - scale * y];
g.transition()
.duration(750)
.style("stroke-width", 1/ scale + "px")
.attr("transform", "translate(" + translate + ")scale(" + scale + ")");
}
function reset() {
active.classed("active", false);
active = d3.select(null);
g.transition()
.duration(750)
.style("stroke-width", "1px")
.attr("transform", "");
}
You are scaling the entire g element, this effectively zooms the map. Everything will increase in size; however, for the map lines you have adjusted the stroke to reflect the change in g scale factor:
g.transition()
.duration(750)
.style("stroke-width", 1/ scale + "px")
.attr("transform", "translate(" + translate + ")scale(" + scale + ")");
To keep the circles the same size, you have to do the same adjustment for your circles by modifying the r attribute for each circle according to the g scale factor:
g.selectAll(".city-circle")
.transition()
.attr("r", 5 / scale )
.duration(750);
Though, since you don't actually apply the class city-circle on your circles you'll need to do that too when you append them:
.attr("class","city-circle")
And, just as you reset the stroke width on reset, you need to reset the circles' r :
g.selectAll(".city-circle")
.transition()
.attr("r", 5)
.duration(750);
Together that gives us this.

Limiting D3 treemap Panning

I have implemented a zooming treemap using D3.js. The treemap can be zoomed and panned I have limited the zooming function but cant limit the pan of the map. I want the panning to be only be inside the map rather than outside of it.
This is the current working implementation of my treemap : http://www.advbizclan.com/treemapt/
I want it like the zooming function which is only limited to the map the panning should also be limited only to the map.
The problem with your fiddle was the LoadType was incorrect. To fix this just click the Javascript button at the top of the Javascript window, and select No wrap- in <body> in the LOAD TYPE.
As for your problem. It's fairly simple. At the moment, you have this for your panning and zooming of your treemap :
.call(d3.behavior.zoom().scaleExtent([1, 3]).on("zoom", function() {
console.log(d3.event.translate)
chart.attr("transform", "translate(" + d3.event.translate + ")" + " scale(" + d3.event.scale + ")")
This uses the d3.event.translate to translate your svg. But you only want to pan in the y direction yes ? As d3.event.translatereturns an array of x and y coordinates, and the translate takes an x and y coordinate to translate by, just pass 0 for the x and d3.event.translate[1] (i.e the y coordinate) to the translate like so :
.on("zoom", function() {
chart.attr("transform", function(d) {
console.log(d3.event.translate);
return "translate(" + [0, d3.event.translate[1]] + ")" + " scale(" + d3.event.scale + ")"
})
}))
Now for the extent. You need to add limits to this, for my example I have just done this (you can easily implement your own limits) :
if(d3.event.translate[1] > 0 && d3.event.translate[1] < chartHeight/2 ){
console.log('move')
return "translate(" + [0, d3.event.translate[1]] + ")" + " scale(" + d3.event.scale + ")";
}
Here, you cant drag the map up, but you can drag it down half way.
Updated fiddle : https://jsfiddle.net/thatoneguy/w7em39wj/

How to pan to a node using d3's force layout

I would like to focus on a node when it is searched for by name. I am trying to do this using a recenter method....
zoom = d3.behavior.zoom()
.scaleExtent([.05, 10])
.on("zoom", zoomed);
svg = d3.select("#graph")
.append("svg")
.attr("height", height)
.attr("width", width)
.call(zoom);
....
function zoomed(sel) {
zoomBase(d3.event.translate , d3.event.scale);
}
function zoomBase(translate, scale){
zoom.scale(scale);
zoom.translate(translate);
container.attr("transform", "translate(" + translate + ")scale(" + scale + ")");
}
function recenter(node){
var node = findNodeByName(node);
if(zoom.scale() < 0.5){
zoom.scale(0.5);
}
zoom.translate([node.x, node.y]); // Math seems to be wrong here
container.attr("transform", "translate(" + translate + ")scale(" + zoom.scale() + ")");
}
The problem is that when I am over the node in question and search for it my location shows up as [-2246.3690822841745, -846.6411913027562] but when I get the x and y off of the actual node I get [4346.868560310511, 1950.790521658118] considering I am over top of the node, is there some math or something I need here?
Lars was right this is the answer...
zoom.translate([width / 2 - zoom.scale() * node.x, height / 2 - zoom.scale() * node.y])
To break this doesn a bit
width / 2 (go to middle)
-
zoom.scale() * node.x (move middle to the scaled x)

Rotating pie chart using d3.js [duplicate]

I am looking for an example for to rotate a pie chart on mouse down event. On mouse down, I need to rotate the pie chart either clock wise or anti clock wise direction.
If there is any example how to do this in D3.js, that will help me a lot. I found an example using FusionChart and I want to achieve the same using D3.js
Pretty easy with d3:
var svg = d3.select("body").append("svg")
.attr("width", width)
.attr("height", height)
.append("g")
.attr("transform", "translate(" + width / 2 + "," + height / 2 + ")");
var g = svg.selectAll(".arc")
.data(pie(data))
.enter().append("g")
.attr("class", "arc");
g.append("path")
.attr("d", arc)
.style("fill", function(d) {
return color(d.data.age);
});
var curAngle = 0;
var interval = null;
svg.on("mousedown", function(d) {
interval = setInterval(goRotate,10);
});
svg.on("mouseup", function(d){
clearInterval(interval);
})
function goRotate() {
curAngle += 1;
svg.attr("transform", "translate(" + width / 2 + "," + height / 2 + ") rotate(" + curAngle + "," + 0 + "," + 0 + ")");
}
Working example.
I did a similar thing with a compass instead of pie chart. You mainly need three methods - each bound to a different mouse event.
Bind this to the mousedown event on your compass circle:
function beginCompassRotate(el) {
var rect = compassCircle[0][0].getBBox(); //compassCircle would be your piechart d3 object
compassMoving = true;
compassCenter = {
x: (rect.width / 2),
y: (rect.height / 2)
}
}
Bind this to the mouse move on your canvas or whatever is holding your pie chart - you can bind it to the circle (your pie chart) but it makes the movement a little glitchy. Binding it to the circle's container keeps it smooth.
function rotateCompass() {
if (compassMoving) {
var mouse = d3.mouse(svg[0][0]);
var p2 = {
x: mouse[0],
y: mouse[1]
};
var newAngle = getAngle(compassCenter, p2) + 90;
//again this v is your pie chart instead of compass
compass.attr("transform", "translate(90,90) rotate(" + newAngle + "," + 0 + "," + 0 + ")");
}
}
Finally bind this to the mouseup on your canvas - again you can bind it to the circle but this way you can end the rotation without the mouse over the circle. If it is on the circle you will keep rotating the circle until you have a mouse up event over the circle.
function endCompassRotate(el) {
compassMoving = false;
}
Here is a jsfiddle showing it working: http://jsfiddle.net/4oy2ggdt/

D3js Geo unzoom element when zoom map

I have a D3js map built with topojson.js.
var projection = d3.geo.mercator();
Everything works fine, but I am looking for an effect that I cannot manage to achieve. When, zooming the map I would like the pins over it to scale down, But if I scale it down, I need to recalculate their coordinates and I can't find the formula to do so.
Zoom handler
scale = d3.event.scale;
if (scale >= 1) {
main.attr("transform", "translate(" + d3.event.translate + ")
scale(" + d3.event.scale + ")");
}
else {
main.attr("transform", "translate(" + d3.event.translate + ")scale(1)");
}
//43x49 is the size initial pine size when scale = 1
var pins = main.select("#pins").selectAll("g").select("image")
.attr("width", function () {
return 43 - (43 * (scale - 1));
})
.attr("height", function () {
return 49 - (49 * (scale - 1));
})
.attr("x", function () {
//Calculate new image coordinates;
})
.attr("y", function () {
//Calculate new image coordinates;
});
My question is : how do I calculate x and y based on new scale?
I hope I am clear enough.
Thanks for your help
EDIT :
Calculation of initial pins coordinates :
"translate(" + (projection([d.lon, d.lat])[0] - 20) + ","
+ (projection([d.lon, d.lat])[1] - 45) + ")"
-20 and -45 to have the tip of the pin right on the target.
You need to "counter-scale" the pins, i.e. as main scales up/down you need to scale the pins down/up, in the opposite direction. The counter-scale factor is 1/scale, and you should apply it to each of the <g>s containing the pin image. This lets you remove your current width and height calculation from the <image> nodes (since the parent <g>'s scale will take care of it).
However, for this to work properly, you'll also need to remove the x and y attributes from the <image> and apply position via the counter-scaled parent <g> as well. This is necessary because if there's a local offset (which is the case when x and y are set on the <image>) that local offset gets scaled as the parent <g> is scaled, which makes the pin move to an incorrect location.
So:
var pinContainers = main.select("#pins").selectAll("g")
.attr("transform", function(d) {
var x = ... // don't know how you calculate x (since you didn't show it)
var y = ... // don't know how you calculate y
var unscale = 1/scale;
return "translate(" + x + " " + y + ") scale(" + unscale + ")";
})
pinContainers.select("image")
.attr("width", 43)
.attr("height", 49)
// you can use non-zero x and y to get the image to scale
// relative to some point other than the top-left of the
// image (such as the tip of the pin)
.attr("x", 0)
.attr("y", 0)

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