..to play around with splitting and re-uniting nodes. This can surely happen in numbers as it's canvas but I'd stay below a total of 5k nodes.
The only forces to keep this aesthetic were:
d3.forceManyBody().strength(-5)
d3.forceCollide(2)
(2 is the radius)d3.forceX(width/2).strength(.7)
(ame for .forceY)Box-bounded toggles the constraint for the nodes to stay canvas-bound. Really simple 2 lines of code in the ticked()
function:
d.x = Math.max(d.radius, Math.min(width - d.radius, d.x));
d.y = Math.max(d.radius, Math.min(height - d.radius, d.y));
It takes either the current value of d.x or (if that's higher than the width minus the radius) the edge of the canvas. If this is smaller than the radius (in keeping this would be 0 + radius) it shall take that minimum position on the left. Whatever it takes, it overwrites the current value of d.x. Same for d.y.
Mike Bostock suggests to use forces to keep simulations within bounds, but sometimes you need to force them, I guess.
Built with blockbuilder.org
forked from larsvers's block: Force split/unite playground
forked from anonymous's block: Force split/unite playground
Modified http://d3js.org/d3.v4.js to a secure url
https://d3js.org/d3.v4.js