chart5 = {
const height = width;
const context = DOM.context2d(width, height);
const nodes = data.map(Object.create);
const forceDistance = -20;
const maxBoundaryDistance = 0;
context.fillStyle = "#000";
context.fillRect(0, 0, width, height);
const simulation = d3.forceSimulation(nodes)
.alphaTarget(0.3)
.velocityDecay(0.1)
.force("x", d3.forceX().strength(0.01))
.force("y", d3.forceY().strength(0.01))
.force("collide", d3.forceCollide().radius(d => d.r + 1).iterations(3))
.force("charge", d3.forceManyBody().strength((d, i) => i ? 0 : -width * 2 / 50))
.on("tick", ticked);
const duration = 1000;
const startTime = performance.now();
function updateForceYStrength() {
const currentTime = performance.now();
const elapsed = currentTime - startTime;
if (elapsed < duration) {
const progress = elapsed / duration;
const newStrength = 0.5 - (0.49 * progress); // Adjust the 0.49 factor as needed
// Update the forceY strength
simulation.force("y", d3.forceY().strength(newStrength));
// Continue updating the animation
requestAnimationFrame(updateForceYStrength);
} else {
// Ensure that the final strength is exactly 0.01
simulation.force("y", d3.forceY().strength(0.01));
}
}
// Start the animation to gradually decrease forceY strength
// requestAnimationFrame(updateForceYStrength);
d3.select(context.canvas)
.on("touchmove", event => event.preventDefault())
.on("pointermove", pointermoved);
invalidation.then(() => simulation.stop());
const fadeDuration = 6000; // Adjust the duration as needed - originally 3000
const fadeOutRate = 0.003; // Adjust the rate as needed - originally 0.005
const fadingNodes = [];
function getRandomColor() {
const letters = "0123456789ABCDEF";
let color = "#";
for (let i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
function getRandomColorFromArray() {
const colorArray = color === 'DVL' ? colorsDVL : color === 'MDS' ? colorsMDS : colorsRainbow
// Pick a random index from the array
const randomIndex = Math.floor(Math.random() * colorArray.length);
// Return the color at the random index
return colorArray[randomIndex];
}
function pointermoved(event) {
const [x, y] = d3.pointer(event);
nodes[0].fx = x - width / 2;
nodes[0].fy = y - height / 2;
// Calculate distances from node centers to cursor node boundary
for (let i = 1; i < nodes.length; ++i) {
const d = nodes[i];
const dx = d.x - x + width / 2;
const dy = d.y - y + height / 2;
const distanceToBoundary = Math.sqrt(dx ** 2 + dy ** 2) - d.r - nodes[0].r + forceDistance;
// Set isTouchingBoundary based on distance
d.isTouchingBoundary = distanceToBoundary <= maxBoundaryDistance;
// If it's touching the boundary and hasn't been set to a random color yet, set it
if (d.isTouchingBoundary) {
// d.randomColor = getRandomColorFromArray(); // THIS IS THE PROBLEM - we are setting random color every time the mouse moves?
// d.randomColor = 'blue'
d.fadeStartTime = Date.now();
fadingNodes.push(d);
}
if (d.isTouchingBoundary && !d.randomColor && color !== 'single') {
d.randomColor = getRandomColorFromArray()
}
}
// Redraw the chart
ticked();
}
function ticked() {
context.clearRect(0, 0, width, height);
context.save();
context.translate(width / 2, height / 2);
for (let i = 1; i < nodes.length; ++i) {
const d = nodes[i];
context.beginPath();
context.moveTo(d.x + d.r, d.y);
context.arc(d.x, d.y, d.r, 0, 2 * Math.PI);
// Calculate opacity based on elapsed time since fade started
if (fadingNodes.includes(d)) {
const elapsed = Date.now() - d.fadeStartTime;
const opacity = 1 - Math.min(elapsed * fadeOutRate, 1);
if (opacity <= 0) {
// Opacity has reached 0, remove the randomColor
delete d.randomColor;
}
// Interpolate between default color and the random/single color
const interpolatedColor = d3.interpolateRgb(defaultColor, color === 'single' ? singleBoundaryColor : d.randomColor)(opacity);
context.fillStyle = interpolatedColor;
}
else {
context.fillStyle = defaultColor;
}
context.fill();
}
context.restore();
}
return context.canvas;
}