d3-force/README.md
2016-04-27 16:21:31 -07:00

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# d3-force
## Installing
If you use NPM, `npm install d3-force`. Otherwise, download the [latest release](https://github.com/d3/d3-force/releases/latest). You can also load directly from [d3js.org](https://d3js.org), either as a [standalone library](https://d3js.org/d3-force.v0.3.min.js) or as part of [D3 4.0 alpha](https://github.com/mbostock/d3/tree/4). AMD, CommonJS, and vanilla environments are supported. In vanilla, a `d3_force` global is exported:
```html
<script src="https://d3js.org/d3-collection.v0.1.min.js"></script>
<script src="https://d3js.org/d3-dispatch.v0.4.min.js"></script>
<script src="https://d3js.org/d3-quadtree.v0.7.min.js"></script>
<script src="https://d3js.org/d3-timer.v0.4.min.js"></script>
<script src="https://d3js.org/d3-force.v0.3.min.js"></script>
<script>
var simulation = d3_force.forceSimulation(nodes);
</script>
```
[Try d3-force in your browser.](https://tonicdev.com/npm/d3-force)
## API Reference
### Simulation
<a name="forceSimulation" href="#forceSimulation">#</a> d3.<b>forceSimulation</b>([<i>nodes</i>])
Creates a new velocity Verlet simulator with the specified array of [*nodes*](#simulation_nodes) and no [forces](#simulation_force). If *nodes* is not specified, it defaults to the empty array. The simulator [starts](#simulation_restart) automatically; if you wish to run the simulation manually, call [*simulation*.stop](#simulation_stop), and then call [*simulation*.tick](#simulation_tick) as desired.
<a name="simulation_restart" href="#simulation_restart">#</a> <i>simulation</i>.<b>restart</b>()
<a name="simulation_stop" href="#simulation_stop">#</a> <i>simulation</i>.<b>stop</b>()
<a name="simulation_tick" href="#simulation_tick">#</a> <i>simulation</i>.<b>tick</b>()
Invokes each registered [force](#simulation_force), passing the current *alpha*; then updates the positions and velocities of each [node](#simulation_nodes) according to the following formula: *velocity* \*= 1 - [*drag*](#simulation_drag), *position* += *velocity*. Returns true if the current alpha is less than [*alphaMin*](#simulation_alphaMin), indicating that the simulation would normally stop after this tick, and false otherwise.
The current *alpha* is defined as exp(*iteration* × [*alphaDecay*](#simulation_alphaDecay)) where *iteration* is the number of times this method can be called since the simulation started. Thus, the exact number of iterations needed to terminate the simulation naturally is ⌈log([*alphaMin*](#simulation_alphaMin)) / -[*alphaDecay*](#simulation_alphaDecay)⌉. For example:
```js
for (var i = 0, n = Math.ceil(Math.log(simulation.alphaMin()) / -simulation.alphaDecay()); i < n; ++i) {
simulation.tick();
}
```
Manual invocation is useful for computing [static layouts](http://bl.ocks.org/mbostock/01ab2e85e8727d6529d20391c0fd9a16), such as in a background web worker or on the server.
This method does not dispatch [events](#simulation_on); events are only dispatched by the internal timer when the simulation is started automatically upon [creation](#forceSimulation) or by calling [*simulation*.restart](#simulation_restart).
<a name="simulation_nodes" href="#simulation_nodes">#</a> <i>simulation</i>.<b>nodes</b>([<i>nodes</i>])
* `index` - the nodes zero-based index into *nodes*
* `x` - the nodes current *x*-position
* `y` - the nodes current *y*-position
* `vx` - the nodes current *x*-velocity
* `vy` - the nodes current *y*-velocity
<a name="simulation_alphaMin" href="#simulation_alphaMin">#</a> <i>simulation</i>.<b>alphaMin</b>([<i>alpha</i>])
<a name="simulation_alphaDecay" href="#simulation_alphaDecay">#</a> <i>simulation</i>.<b>alphaDecay</b>([<i>decay</i>])
<a name="simulation_drag" href="#simulation_drag">#</a> <i>simulation</i>.<b>drag</b>([<i>drag</i>])
<a name="simulation_force" href="#simulation_force">#</a> <i>simulation</i>.<b>force</b>(<i>name</i>[, <i>force</i>])
<a name="simulation_on" href="#simulation_on">#</a> <i>simulation</i>.<b>on</b>(<i>typenames</i>, [<i>callback</i>])
### Forces
A *force* is simply a function that modifies nodes positions or velocities; in this context, a *force* can apply a classical physical force such as electrical charge or gravity, or it can resolve a geometric constraint, such as keeping nodes within a bounding box or keeping links nodes a fixed distance apart. For example, a simple positioning force that moves nodes towards the origin ⟨0,0⟩ might be implemented as:
```js
function force(alpha) {
for (var i = 0, n = nodes.length, node, k = alpha * 0.1; i < n; ++i) {
node = nodes[i];
node.vx -= node.x * k;
node.vy -= node.y * k;
}
}
```
Forces typically read the nodes current position ⟨*x*,*y*⟩ and then add to (or subtract from) the nodes current velocity ⟨*vx*,*vy*⟩. However, forces may also “peek ahead” to the predicted next position of the node, ⟨*x* + *vx*,*y* + *vy*⟩, which is useful for geometric constraints that are resolved through [iterative relaxation](https://en.wikipedia.org/wiki/Relaxation_\(iterative_method\)). Forces may also modify the position directly, which is sometimes useful to avoid adding energy (instability) to the simulation, such as when recentering the simulation in the viewport.
Simulations typically compose multiple forces as desired. This module provides several for your enjoyment:
* [Centering](#centering)
* [Circle Collision](#circle-collision)
* [Circle Containment](#circle-containment)
* [Links](#links)
* [Many-Body](#many-body)
* [Positioning](#positioning)
Forces may optionally implement [*force*.initialize](#force_initialize) to receive the simulations array of nodes.
<a name="_force" href="#_force">#</a> <i>force</i>(<i>alpha</i>)
Applies this force, optionally observing the specified *alpha*. Typically, the force is applied to the array of nodes previously passed to [*force*.initialize](#force_initialize), however, some forces may apply to a subset of nodes, or behave differently. For example, [d3.forceLink](#links) applies to the source and target of each link.
<a name="force_initialize" href="#force_initialize">#</a> <i>force</i>.<b>initialize</b>(<i>nodes</i>)
… This method is called when a force is bound to a simulation via [*simulation*.force](#simulation_force) and when the simulations nodes change via [*simulation*.nodes](#simulation_nodes). A force may perform any necessary work during initialization, such as evaluating per-node parameters, rather than performing that work for each application of the force.
#### Centering
The centering force moves nodes so that their center of mass (assuming all nodes are equal-weight) is at the given position ⟨[*x*](#center_x),[*y*](#center_y)⟩. (These parameters are only recomputed when the force is initialized, not on every application.)
<a name="forceCenter" href="#forceCenter">#</a> d3.<b>forceCenter</b>([<i>x</i>, <i>y</i>])
<a name="center_x" href="#center_x">#</a> <i>center</i>.<b>x</b>([<i>x</i>])
<a name="center_y" href="#center_y">#</a> <i>center</i>.<b>y</b>([<i>y</i>])
#### Circle Collision
The circle collision force prevents circular nodes with a given [radius](#collide_radius) from overlapping. More formally, two nodes *a* and *b* are separated so that the distance between *a* and *b* is at least *radius*(*a*) + *radius*(*b*). To reduce jitter, this is by default a “soft” constraint with a configurable [strength](#collide_strength). (These parameters are only recomputed when the force is initialized, not on every application.)
<a name="forceCollide" href="#forceCollide">#</a> d3.<b>forceCollide</b>([<i>radius</i>])
<a name="collide_radius" href="#collide_radius">#</a> <i>collide</i>.<b>radius</b>([<i>radius</i>])
<a name="collide_strength" href="#collide_strength">#</a> <i>collide</i>.<b>strength</b>([<i>strength</i>])
<a name="collide_iterations" href="#collide_iterations">#</a> <i>collide</i>.<b>iterations</b>([<i>iterations</i>])
#### Circle Containment
The circle containment force constrains nodes to fit within a circle of a given [*radius*](#contain_radius) and center ⟨[*x*](#contain_x),[*y*](#contain_y)⟩. The radius and center can be specified on a per-node basis. (These parameters are only recomputed when the force is initialized, not on every application.)
<a name="forceContain" href="#forceContain">#</a> d3.<b>forceContain</b>([<i>radius</i>[, <i>x</i>, <i>y</i>]])
<a name="contain_radius" href="#contain_radius">#</a> <i>contain</i>.<b>radius</b>([<i>radius</i>])
<a name="contain_x" href="#contain_x">#</a> <i>contain</i>.<b>x</b>([<i>x</i>])
<a name="contain_y" href="#contain_y">#</a> <i>contain</i>.<b>y</b>([<i>y</i>])
#### Links
The link force pushes linked nodes closer together or farther apart according to the desired [link distance](#link_distance), which may be specified on a per-node basis. (These parameters are only recomputed when the force is initialized, not on every application.)
<a name="forceLink" href="#forceLink">#</a> d3.<b>forceLink</b>([<i>links</i>])
<a name="link_links" href="#link_links">#</a> <i>link</i>.<b>links</b>([<i>links</i>])
* `index` - the zero-based index into *links*
* `source` - the links source node; see [*simulation*.nodes](#simulation_nodes)
* `target` - the links target node; see [*simulation*.nodes](#simulation_nodes)
The source and target properties may be initialized using [*link*.id](#link_id).
<a name="link_id" href="#link_id">#</a> <i>link</i>.<b>id</b>([<i>id</i>])
<a name="link_distance" href="#link_distance">#</a> <i>link</i>.<b>distance</b>([<i>distance</i>])
<a name="link_strength" href="#link_strength">#</a> <i>link</i>.<b>strength</b>([<i>strength</i>])
<a name="link_iterations" href="#link_iterations">#</a> <i>link</i>.<b>iterations</b>([<i>iterations</i>])
#### Many-Body
The many-body (or *n*-body) force applies mutally amongst all [nodes](#simulation_nodes). It can be used to simulate gravity (attraction) if the [strength](#manyBody_strength) is positive, or eletrical charge (repulsion) if the strength is negative. This implementation uses quadtrees and the [BarnesHut approximation](https://en.wikipedia.org/wiki/BarnesHut_simulation) to greatly improve performance; the accuracy can be customized using the [theta](#manyBody_theta) parameter. The strength can be specified on a per-node basis. (This parameter is only recomputed when the force is initialized, not on every application.)
<a name="forceManyBody" href="#forceManyBody">#</a> d3.<b>forceManyBody</b>()
<a name="manyBody_strength" href="#manyBody_strength">#</a> <i>manyBody</i>.<b>strength</b>([<i>strength</i>])
<a name="manyBody_theta" href="#manyBody_theta">#</a> <i>manyBody</i>.<b>theta</b>([<i>theta</i>])
<a name="manyBody_distanceMin" href="#manyBody_distanceMin">#</a> <i>manyBody</i>.<b>distanceMin</b>([<i>distance</i>])
<a name="manyBody_distanceMax" href="#manyBody_distanceMax">#</a> <i>manyBody</i>.<b>distanceMax</b>([<i>distance</i>])
#### Positioning
The positioning force pushes nodes towards a desired position ⟨[*x*](#position_x),[*y*](#position_y)⟩. The position and [strength](#position_strength) can be specified on a per-node basis. (These parameters are only recomputed when the force is initialized, not on every application.)
<a name="forcePosition" href="#forcePosition">#</a> d3.<b>forcePosition</b>([<i>x</i>, <i>y</i>])
<a name="position_strength" href="#position_strength">#</a> <i>position</i>.<b>strength</b>([<i>strength</i>])
<a name="position_x" href="#position_x">#</a> <i>position</i>.<b>x</b>([<i>x</i>])
<a name="position_y" href="#position_y">#</a> <i>position</i>.<b>y</b>([<i>y</i>])