Drag Along Path In D3
Using d3 and React I have drawn a path. On this path I have multiple circles which are draggable only along that path. However, my current implementation only (sort of) works when
Solution 1:
Here's a quick modification to this example, which makes the circles draggable:
<!DOCTYPE html><metacharset="utf-8"><style>
path {
fill: none;
stroke: #000;
stroke-width: 1.5px;
}
line {
fill: none;
stroke: red;
stroke-width: 1.5px;
}
circle {
fill: red;
}
</style><body><scriptsrc="//d3js.org/d3.v3.min.js"></script><script>var points = [[600,276],[586,393],[378,388],[589,148],[346,227],[365,108]];
var width = 960,
height = 500;
var line = d3.svg.line()
.interpolate("cardinal");
var drag = d3.behavior.drag()
.on("drag", dragged);
var svg = d3.select("body").append("svg")
.attr("width", width)
.attr("height", height);
var path = svg.append("path")
.datum(points)
.attr("d", line);
var line = svg.append("line");
var circle = svg.append("circle")
.attr("transform", "translate(" + points[0] + ")")
.attr("r", 7)
.call(drag);
svg.append("circle")
.attr("transform", "translate(" + points[5] + ")")
.attr("r", 7)
.call(drag);
functiondragged(d) {
var m = d3.mouse(svg.node()),
p = closestPoint(path.node(), m);
d3.select(this)
.attr("transform", "translate(" + p[0] + "," + p[1] + ")")
}
functionclosestPoint(pathNode, point) {
var pathLength = pathNode.getTotalLength(),
precision = 8,
best,
bestLength,
bestDistance = Infinity;
// linear scan for coarse approximationfor (var scan, scanLength = 0, scanDistance; scanLength <= pathLength; scanLength += precision) {
if ((scanDistance = distance2(scan = pathNode.getPointAtLength(scanLength))) < bestDistance) {
best = scan, bestLength = scanLength, bestDistance = scanDistance;
}
}
// binary search for precise estimate
precision /= 2;
while (precision > 0.5) {
var before,
after,
beforeLength,
afterLength,
beforeDistance,
afterDistance;
if ((beforeLength = bestLength - precision) >= 0 && (beforeDistance = distance2(before = pathNode.getPointAtLength(beforeLength))) < bestDistance) {
best = before, bestLength = beforeLength, bestDistance = beforeDistance;
} elseif ((afterLength = bestLength + precision) <= pathLength && (afterDistance = distance2(after = pathNode.getPointAtLength(afterLength))) < bestDistance) {
best = after, bestLength = afterLength, bestDistance = afterDistance;
} else {
precision /= 2;
}
}
best = [best.x, best.y];
best.distance = Math.sqrt(bestDistance);
return best;
functiondistance2(p) {
var dx = p.x - point[0],
dy = p.y - point[1];
return dx * dx + dy * dy;
}
}
</script>
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