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trees
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trees
<!DOCTYPE html> <meta charset="utf-8"> <style> </style> <body> <svg width=960 height=500></svg> </body> <script src="//d3js.org/d3.v3.min.js"></script> <script> /* Influenced by Miguel Ferreira: https://codepen.io/MigFerreira/pen/RPZpgd The original tree generation code is theirs. I simplified some of the branch generation code and then added code to allow for the animation. */ // Tree configuration var branches = []; var seed = {i: 0, x1: 480, y1: 700, x2: 480, y2: 425, a: 0, l: 75, d:0, children: []}; // a = angle, l = length, d = depth var child_angle = 0.6; // Angle delta, all child branches will angle between 0 - 0.6 radians away from the parent angle var child_length = 0.85; // Length delta (factor), all child branches will be 0.85 the length of the parent var maxDepth = 10; // Recursively create the tree function create_branch(b) { branches.push(b); if (b.d === maxDepth) return; // two branches, flip the i from -1 to 1 to handle "left and right" branches for(var i = -1; i < 2; i = i + 2) { var ang = b.a + (Math.random() * child_angle * i); var newB = { i: branches.length, x1: b.x2, y1: b.y2, x2: b.x2 + (b.l * child_length) * Math.sin( ang ), y2: b.y2 - (b.l * child_length) * Math.cos( ang ), a: ang, orig_a: ang, // for book-keeping in animation animating: false, animate_counter: 0, l: b.l * child_length, d: b.d + 1, children: [] }; b.children.push(newB.i) create_branch(newB); } } function draw() { var color = d3.scale.linear() .domain([0, maxDepth]) .range(["sienna","darkolivegreen"]); d3.select('svg').selectAll('line') .data(branches) .enter() .append('line') .attr('id', function(d) { return "branch" + d.i; }) .attr('x1', function(d) { return d.x1; }) .attr('y1', function(d) { return d.y1; }) .attr('x2', function(d) { return d.x2; }) .attr('y2', function(d) { return d.y2; }) .style('stroke-width', function(d) { return parseInt((maxDepth - d.d + 2) * .5) + 'px'; }) .style('stroke', function(d) { return color(d.d); }); } function animate() { // this runs every second, // every 10 seconds, stop triggering new animations for 10 seconds to allow things to settle // this ends up giving the perception of "breezes" animationCounter += 1; if(animationCounter == 20) { animationCounter = 0; } else if(animationCounter % 20 > 10) { return }; branches.forEach(function(branch) { if(branch.animating == false && Math.random() < (branch.d / 500.0)) { branch.animating = true; moveBranch(branch); } }); } function moveBranch(branch) { modifier = branch.d / 15; branch.a = branch.orig_a + (Math.random() * modifier - (modifier/2.0)); branch.x2 = branch.x1 + branch.l * Math.sin( branch.a ); branch.y2 = branch.y1 - branch.l * Math.cos( branch.a ); // This is probably "bad" d3 with regards to the data selection, // it might even be easier to do this in jQuery or vanilla JS, // the one benefit is to take advantage of d3 duration/ease animation functionality. d3.select("#branch" + branch.i) .data([branch]) .transition() .duration(3000) .ease('linear') .attr('x1', function(d) { return d.x1; }) .attr('y1', function(d) { return d.y1; }) .attr('x2', function(d) { return d.x2; }) .attr('y2', function(d) { return d.y2; }) .each('end', function(d) { if(d.animating == true) { if(d.animate_counter < 3) { // keep "swaying" for 3 more frames d.animate_counter += 1; moveBranch(d); } else { d.animating = false; d.animate_counter = 0; } } }); // make the children move branch.children.forEach(function(childIdx) { var currChild = branches[childIdx]; currChild.x1 = branch.x2; currChild.y1 = branch.y2; moveBranch(currChild); }); } create_branch(seed); draw(); var animationCounter = 0; setInterval(animate, 1000); </script>
https://d3js.org/d3.v3.min.js