How are the LinkDistance and LinkStrength related in a force directed layout in D3.js? I am assuming that they are, correct me if i am wrong.
I understand that the linkDistance defines the length between any pair of nodes and essentially serves as constraint in a force layout. But what role does linkStrength play? The API documentation for D3.js defines it as the "strength (rigidity) of links to the specified value in the range [0,1]" What does "rigidity" mean here exactly?
You can see the link distance as the expected distance and the strength as the speed at which you want to reach this target distance on each iteration.
If you have a look at the source code of the force directed layout, you will find the following line:
l = alpha * strengths[i] * ((l = Math.sqrt(l)) - distances[i]) / l;
This algorithm is an optimization algorithm, thus, on each iteration you modify l. Now the thing is that you have to specify by how much you modify this.
On a basic algorithm you would have the following in order to optimize the distances:
l = ((l = Math.sqrt(l)) - distances[i]) / l;
However you might want to have more control on every links and also on each individual link. Hence, you can consider the alpha attribute as the fixed parameter and the strength attribute as the parameter that varies for each link.
If you want to know more about the optimization method used, I recommend you to have a look at the Gauss-Seidel wikipedia page.
Related
I would like to know what are the two matrix below and what they are used for :
placementTransform (1 x 12)
refPointTransform (1 x 16)
Does anyone know what they are used ? I think it has to do with translation(Tx, Ty, Tz)/rotation (Rx, Ry, Rz) of 3D objects but there are too many parameters in each vector...
The placementTransform sets the position-offset and scale of a model during loading. refPointTransform is similar (but contains rotation), but is applied (multiplied) after the placementTransform.
Here is an example and source code, of how to use 'placementTransform':
https://github.com/wallabyway/viewer-multimodel-search/blob/1c2e71397a78ab807644f96dfb34b8e578825987/docs/index.html#L61
Take a look at line 61. When I load in the second model, I set the offset and scale of the 3D-building, so that it's positioned above the 3D-hand-saw.
I want two instances of d3.forceCollide(). In one, every node is pushed away from one another to prevent overlap. In the second, only a subset of nodes are pushed away from one another, with a much bigger radius.
To accomplish the second force, I tweak the initialize method to filter the incoming nodes, like so:
function selective(force,filter){
var init = force.initialize;
force.initialize = function(_){return init(_.filter(filter));};
return force;
}
var dpi = 90; // approximate pixels per inch in SVG
var size = dpi * (1/4); // quarter-inch unit size
var universally_applied =
d3.forceCollide()
.radius(size)
.strength(1);
var selectively_applied =
selective(
d3.forceCollide(),
function(d){return d.id === color;}
)
.radius(size*5)
.strength(1);
}
Now, this ALMOST works. I created a fiddle to see it in action: https://jsfiddle.net/jarrowwx/0dax43ue/38/ - every colored circle is supposed to repel every other circle of the same color, from a distance. Every other color, it just bumps into and pushes it out of the way.
If I do not change the order in which things are defined, then the selectively applied force is ONLY applied to the first color (red). If I shuffle the data array before applying forces, it is difficult to define exactly what happens, but the force is applied to some circles and not most of the others, even among the same color.
Any ideas what is going on here, or how to fix it?
The D3 team decided that this behavior was a bug (Isolating forces to a subset of nodes? #72), and fixed it. The fix was included in version 1.0.4 of d3-force, which is available as part of the full D3 build as of version 4.4.0.
The problem is resolved using the solution suggested by "Partial forces on nodes in D3.js", and the code works as intended now.
I have a large dataset of geographical points (around 22 000 points, but I could be more in the future) and I need to compute their Voronoï diagram. I first project my points from (lat,lng) to (x,y) (using latLngToLayerPoint() from Leaflet) and then compute the diagram based on a Javascript implementation of Fortune's algorithm . I recover each cells of the diagrams or more precisely va and vb, being respectively :
"A Voronoi.Vertex object with an x and a y property defining the start
point (relative to the Voronoi site on the left) of this Voronoi.Edge
object."
and
"A Voronoi.Vertex object with an x and a y property defining the end
point (relative to Voronoi site on the left) of this Voronoi.Edge
object."
(cf. Documentation)
Finally, I project back these points to display the diagram using leaflet. I know that, in order to compute the diagram each point needs to be unique, so I get rid of duplicates before computing the diagram. But the thing is, I end up with a pretty bad result (non-noded intersections, complex polygons):
Close-up
I have holes in the diagram and I'm not sure why. The points are house Address so some of them, even if they are not equals, are really (really) close. And I wonder if the issue doesn't come from the projection (if (lat1,lng1) and (lat2,lng2) are almost equals, will (x1,y1) and (x2,y2) be equals ?). I strongly suspect that is where the issue come from, but I don't know how to workaround (establish a threshold ?)
Edit : I precise that I delete the duplicates after the projection, so it's not about the precision of the projection but more about what happen if two points are one-pixel apart ?
So I found the solution to my problem, I post it in case of anyone need to compute a Voronoï diagram on a map using Leaflet and Turf and is having troubles implementing the Fortune's algorithm (until turf-voronoi works).
Other sources of how to compute a Voronoï diagram on map can be found (but using d3) (I think d3 also use this Javascript implementation of Fortune's algorithm)
The problem was not caused by the size of the dataset or the proximity of the points, but by how I recovered the cells.
So you first need to project your point from (lat,lng) to (x,y)(using latLngToLayerPoint()), compute the diagram : voronoi.compute(sites,bbox), where the sites are your points looking like this [ {x: 200, y: 200}, {x: 50, y: 250}, {x: 400, y: 100} /* , ... */ ] (note that your sites needs to be unique) and if you want the frame of the screen for your current zoom to be your bbox juste use :
var xl = 0,
xr = $(document).width(),
yt = 0,
yb = $(document).height();
Once you computed the diagram, just recover the cells (be carfull, if you want the right polygons you need the edges to be counterclockwise ordered (or clockwise ordered, but you them to be ordered), thankfully the algorithm provides the half edges of a given Voronoï.Vertex counterclockwise ordered). To recover the vertex of each cell you can use either getStartpoint() or getEndpoint() without forgetting to project them back from (x,y) to (lat,lng) (using layerPointToLatLng())
diagram.cells.forEach(function (c) {
var edges=[];
var size = c.halfedges.length;
for (var i = 0; i < size; i++) {
var pt = c.halfedges[i].getEndpoint();
edges.push(map.layerPointToLatLng(L.point(pt.x,pt.y)));
};
voronoi_cells.push(L.polygon(edges));
});
Finally, you have to use a FeatureCollection to display the diagram :
I highly recomment you don't implement a Voronoi tesselation algorithm by yourself, and use https://github.com/Turfjs/turf-voronoi instead.
I'm working on a graph to show relations between different nodes. The closer related the nodes are (according to business logic), the closer together the nodes should be.
I noticed that some links with the linkStrength of .1 are shorter (that is what I wanted to achieve) and some others with the same strength are longer than the ones with the linkStength of 1. From a documentation about the force layout parameters I now found this quote:
The default linkStrength value is 1.0, which maintains the full effect of linkDistance. By setting the value of linkStrength less than 1, though, the distance constraint can be relaxed.
Does that mean that if I was to set linkDistance to 150, the links with linkStrength(1.0) will be closer to 150 than the ones with linkStrength(.1)? And if yes, do they need to be shorter, longer or doesn't that matter at all? Because I was kind of surprised about the layout.
To cut a long story short: when using D3's force layout there is no built-in way to enforce a fixed length of the links. The force layout is inherently dynamic and setting values for force.linkDistance() and force.linkStrength() introduces just another force to the set of calculations carried out on each iteration, i.e. each tick, while the force layout is running.
There are three forces calculated on each tick:
1. Link length. The first force to be calculated is the adjustment for link lengths set via the above mentioned methods. This is done in a loop for each link and, looking at the source, this comes down to essentially one line of code:
l = alpha * strengths[i] * ((l = Math.sqrt(l)) - distances[i]) / l;
With l calculated to be the Euclidean distance between the link's source node and target node, the desired link distance distances[i] and the link's strengths[i] this line determines how to pull both nodes together or push them apart to approximate the link distance set via force.linkDistance(). It's easy to see, that the link strength has a linear effect on the resulting force. Contrary to the API documentation, though, which defines the valid range for the strength to be in the interval [0,1], the source code does not impose any restrictions on the value set by force.linkStrength().
2. Gravity. The second force to be calculated will take into account gravitational forces on each node.
3. Charge. Lastly, the mutual forces of the nodes' charges are calculated.
Because the effects of all the calculated forces are superimposed and will add up to the resulting movement of each node for a given tick, it becomes clear, that the link length is only one part of the entire computation. The other two forces may weaken or even reverse its effect.
As for your question
Does that mean that if I was to set linkDistance to 150, the links with linkStrength(1.0) will be closer to 150 than the ones with linkStrength(.1)?
The outcome depends largely on the setup of the force layout's parameters and the distribution of the nodes, and still no guarantee is made regarding the final lengths of the links.
The link strength sets the rigidity of the links, not the distance between the nodes (force layout doc). The distance of the nodes from each other is controlled by their charge. You can make the charge of a node dynamic like so:
var force = d3.layout.force()
.nodes(nodes)
.theta(0.1)
.charge(function (d) {
return -(d.radius * d.radius * 0.125);
})
.gravity(0.1)
.size([width, height])
.on("tick", tick)
.start();
A working example that uses this technique: vizz.ly
I am writing a fairly simple script in JavaScript using the canvas. It draws a central node which pulls all of the surrounding nodes towards it. This works great, however I need each node to repel each other.
I am going to do this by increasing each nodes velocity away from each other so eventually they should level out and end up looking something like a flower. It needs to be enough force to stop them from hitting each other or sinking into the center node without flying off into the distance.
I just can not work out how I can have a higher number the closer they get.
So if two nodes where 10px away from each other it would add 5 in force to one of their x velocities. But if they where 1000px away from each other then it would add almost nothing to the force of one of the nodes.
Does anyone know of a mathematical equation I can use to work this kind of thing out, or maybe a nudge in the right direction?
TL;DR: Depending on how close two x values are, I need to increment the x velocity of one node so they move apart but eventually level out. It is just the maths I can not crack, I have pretty much all of the JavaScript done, including the implementation of velocity.
Thanks, and sorry it is a bit wordy.
You just need an inverse (or inverse square) relationship:
var increment = k / distance;
or:
var increment = k / (distance * distance);
You can determine k based on the actual values you want, for example, in the first case, if you wanted an increment of 5 for a distance of 10, you would set k = increment * distance = 50.
Look into the equations governing electrical point charges, have the velocity be based on the "force" each "charge" would feel based on its proximity.