如何在d3v4中在两个点之间绘制箭头?

5
我已经创建了一个自定义路径渲染器,可以在我的d3图形中的节点之间绘制箭头,如代码片段所示。我遇到了最后一个问题,就是如何旋转箭头部分,使其指向曲线方向而不是源方向?

var w2 = 6,
  ar2 = w2 * 2,
  ah = w2 * 3,
  baseHeight = 30;

// Arrow function
function CurvedArrow(context, index) {
  this._context = context;
  this._index = index;
}
CurvedArrow.prototype = {
  areaStart: function() {
    this._line = 0;
  },
  areaEnd: function() {
    this._line = NaN;
  },
  lineStart: function() {
    this._point = 0;
  },
  lineEnd: function() {
    if (this._line || (this._line !== 0 && this._point === 1)) {
      this._context.closePath();
    }
    this._line = 1 - this._line;
  },
  point: function(x, y) {
    x = +x, y = +y; // jshint ignore:line
    switch (this._point) {
      case 0:
        this._point = 1;
        this._p1x = x;
        this._p1y = y;
        break;
      case 1:
        this._point = 2; // jshint ignore:line
      default:
        var p1x = this._p1x,
          p1y = this._p1y,
          p2x = x,
          p2y = y,
          dx = p2x - p1x,
          dy = p2y - p1y,
          px = dy,
          py = -dx,
          pr = Math.sqrt(px * px + py * py),
          nx = px / pr,
          ny = py / pr,
          dr = Math.sqrt(dx * dx + dy * dy),
          wx = dx / dr,
          wy = dy / dr,
          ahx = wx * ah,
          ahy = wy * ah,
          awx = nx * ar2,
          awy = ny * ar2,
          phx = nx * w2,
          phy = ny * w2,

          //Curve figures
          alpha = Math.floor((this._index - 1) / 2),
          direction = p1y < p2y ? -1 : 1,
          height = (baseHeight + alpha * 3 * ar2) * direction,


          //             r5
          //r7         r6|\
          // ------------  \
          // ____________  /r4
          //r1         r2|/
          //             r3

          r1x = p1x - phx,
          r1y = p1y - phy,
          r2x = p2x - phx - ahx,
          r2y = p2y - phy - ahy,
          r3x = p2x - awx - ahx,
          r3y = p2y - awy - ahy,
          r4x = p2x,
          r4y = p2y,
          r5x = p2x + awx - ahx,
          r5y = p2y + awy - ahy,
          r6x = p2x + phx - ahx,
          r6y = p2y + phy - ahy,
          r7x = p1x + phx,
          r7y = p1y + phy,
          //Curve 1
          c1mx = (r2x + r1x) / 2,
          c1my = (r2y + r1y) / 2,
          m1b = (c1mx - r1x) / (r1y - c1my),
          den1 = Math.sqrt(1 + Math.pow(m1b, 2)),
          mp1x = c1mx + height * (1 / den1),
          mp1y = c1my + height * (m1b / den1),
          //Curve 2
          c2mx = (r7x + r6x) / 2,
          c2my = (r7y + r6y) / 2,
          m2b = (c2mx - r6x) / (r6y - c2my),
          den2 = Math.sqrt(1 + Math.pow(m2b, 2)),
          mp2x = c2mx + height * (1 / den2),
          mp2y = c2my + height * (m2b / den2);

        this._context.moveTo(r1x, r1y);
        this._context.quadraticCurveTo(mp1x, mp1y, r2x, r2y);
        this._context.lineTo(r3x, r3y);
        this._context.lineTo(r4x, r4y);
        this._context.lineTo(r5x, r5y);
        this._context.lineTo(r6x, r6y);
        this._context.quadraticCurveTo(mp2x, mp2y, r7x, r7y);

        break;
    }
  }
};
var w = 600,
  h = 220;
var t0 = Date.now();

var points = [{
  R: 100,
  r: 3,
  speed: 2,
  phi0: 190
}];
var path = d3.line()
  .curve(function(ctx) {
    return new CurvedArrow(ctx, 1);
  });

var svg = d3.select("svg");
var container = svg.append("g")
  .attr("transform", "translate(" + w / 2 + "," + h / 2 + ")")

container.selectAll("g.planet").data(points).enter().append("g")
  .attr("class", "planet").each(function(d, i) {
    d3.select(this).append("circle").attr("r", d.r).attr("cx", d.R)
      .attr("cy", 0).attr("class", "planet");
  });
container.append("path");
var planet = d3.select('.planet circle');

d3.timer(function() {
  var delta = (Date.now() - t0);
  planet.attr("transform", function(d) {
    return "rotate(" + d.phi0 + delta * d.speed / 50 + ")";
  });

  var g = document.createElementNS("http://www.w3.org/2000/svg", "g");
  g.setAttributeNS(null, "transform", planet.attr('transform'));
  var matrix = g.transform.baseVal.consolidate().matrix;
  svg.selectAll("path").attr('d', function(d) {
    return path([
      [0, 0],
      [matrix.a * 100, matrix.b * 100]
    ])
  });
});
path {
  stroke: #11a;
  fill: #eee;
}
<script src="https://d3js.org/d3.v4.min.js"></script>
<svg width="600" height="220"></svg>


2
这样做(使用标记)不是会容易得多吗?链接 - Mark
我猜使用类似于 orient=auto 的标记肯定比绘制/旋转头部要简单,但是我不知道在像你这样的 canvas 上渲染时该怎么做。例如,在 svg 元素上查看 http://bl.ocks.org/tomgp/d59de83f771ca2b6f1d4(不是我的)如果你还没有看到的话。 - mgc
1
@Mark标记看起来很糟糕,我认为定制起来更加困难。当进行高亮时,它们无法像这样正确地获得边框。而且,当我对路径应用渐变时,它们也无法工作。 - Andrew
@Andrew,好的建议。你可以尝试计算曲线中点和末端之间的直线距离,然后将你的r4点设置为该直线距离加上N。 - Mark
1个回答

2

我最终采用了评论区的@Mark建议,计算曲线沿着两点中间垂线上的高度点,然后计算从起点到中点和从中点到终点的单位向量。我可以使用这些向量来获取所有所需点。

var arrowRadius = 6,
  arrowPointRadius = arrowRadius * 2,
  arrowPointHeight = arrowRadius * 3,
  baseHeight = 30;

// Arrow function
function CurvedArrow(context, index) {
  this._context = context;
  this._index = index;
}
CurvedArrow.prototype = {
  areaStart: function() {
    this._line = 0;
  },
  areaEnd: function() {
    this._line = NaN;
  },
  lineStart: function() {
    this._point = 0;
  },
  lineEnd: function() {
    if (this._line || (this._line !== 0 && this._point === 1)) {
      this._context.closePath();
    }
    this._line = 1 - this._line;
  },
  point: function(x, y) {
    x = +x, y = +y; // jshint ignore:line
    switch (this._point) {
      case 0:
        this._point = 1;
        this._p1x = x;
        this._p1y = y;
        break;
      case 1:
        this._point = 2; // jshint ignore:line
      default:
        var p1x = this._p1x,
          p1y = this._p1y,
          p2x = x,
          p2y = y,

          //Curve figures

          //             mp1
          //              |
          //              | height
          //              |
          // p1 ----------------------- p2
          //
          alpha = Math.floor((this._index - 1) / 2),
          direction = p1y < p2y ? -1 : 1,
          height = (baseHeight + alpha * 3 * arrowPointRadius) * direction,
          c1mx = (p2x + p1x) / 2,
          c1my = (p2y + p1y) / 2,
          m1b = (c1mx - p1x) / (p1y - c1my),
          den1 = Math.sqrt(1 + Math.pow(m1b, 2)),
          // Perpendicular point from the midpoint.
          mp1x = c1mx + height * (1 / den1),
          mp1y = c1my + height * (m1b / den1),

          // Arrow figures
          dx = p2x - mp1x,
          dy = p2y - mp1y,
          dr = Math.sqrt(dx * dx + dy * dy),
          // Normal unit vectors
          nx = dy / dr,
          wy = nx,
          wx = dx / dr,
          ny = -wx,
          ahx = wx * arrowPointHeight,
          ahy = wy * arrowPointHeight,
          awx = nx * arrowPointRadius,
          awy = ny * arrowPointRadius,
          phx = nx * arrowRadius,
          phy = ny * arrowRadius,

          // Start arrow offset.
          sdx = mp1x - p1x,
          sdy = mp1y - p1y,
          spr = Math.sqrt(sdy * sdy + sdx * sdx),
          snx = sdy / spr,
          sny = -sdx / spr,
          sphx = snx * arrowRadius,
          sphy = sny * arrowRadius,

          //             r5
          //r7         r6|\
          // ------------  \
          // ____________  /r4
          //r1         r2|/
          //             r3

          r1x = p1x - sphx,
          r1y = p1y - sphy,
          r2x = p2x - phx - ahx,
          r2y = p2y - phy - ahy,
          r3x = p2x - awx - ahx,
          r3y = p2y - awy - ahy,
          r4x = p2x,
          r4y = p2y,
          r5x = p2x + awx - ahx,
          r5y = p2y + awy - ahy,
          r6x = p2x + phx - ahx,
          r6y = p2y + phy - ahy,
          r7x = p1x + sphx,
          r7y = p1y + sphy,
          mpc1x = mp1x - phx,
          mpc1y = mp1y - phy,
          mpc2x = mp1x + phx,
          mpc2y = mp1y + phy;

        this._context.moveTo(r1x, r1y);
        this._context.quadraticCurveTo(mpc1x, mpc1y, r2x, r2y);
        this._context.lineTo(r3x, r3y);
        this._context.lineTo(r4x, r4y);
        this._context.lineTo(r5x, r5y);
        this._context.lineTo(r6x, r6y);
        this._context.quadraticCurveTo(mpc2x, mpc2y, r7x, r7y);
        this._context.closePath();

        break;
    }
  }
};

var w = 600,
  h = 220;
var t0 = Date.now();

var points = [{
  R: 100,
  r: 3,
  speed: 2,
  phi0: 190
}];
var path = d3.line()
  .curve(function(ctx) {
    return new CurvedArrow(ctx, 1);
  });

var svg = d3.select("svg");
var container = svg.append("g")
  .attr("transform", "translate(" + w / 2 + "," + h / 2 + ")")

container.selectAll("g.planet").data(points).enter().append("g")
  .attr("class", "planet").each(function(d, i) {
    d3.select(this).append("circle").attr("r", d.r).attr("cx", d.R)
      .attr("cy", 0).attr("class", "planet");
  });
container.append("path");
var planet = d3.select('.planet circle');

d3.timer(function() {
  var delta = (Date.now() - t0);
  planet.attr("transform", function(d) {
    return "rotate(" + d.phi0 + delta * d.speed / 50 + ")";
  });

  var g = document.createElementNS("http://www.w3.org/2000/svg", "g");
  g.setAttributeNS(null, "transform", planet.attr('transform'));
  var matrix = g.transform.baseVal.consolidate().matrix;
  svg.selectAll("path").attr('d', function(d) {
    return path([
      [0, 0],
      [matrix.a * 100, matrix.b * 100]
    ])
  });
});
path {
  stroke: #11a;
  fill: #eee;
}
<script src="https://d3js.org/d3.v4.min.js"></script>
<svg width="600" height="220"></svg>


非常酷。我也在这个链接(http://plnkr.co/edit/eG1dtD1MHBo3vyTdgcKN?p=preview)上工作,你比我先完成了 :) - Mark

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接