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Force simulations

A force simulation implements a velocity Verlet numerical integrator for simulating physical forces on particles (nodes). The simulation assumes a constant unit time step Δt = 1 for each step and a constant unit mass m = 1 for all particles. As a result, a force F acting on a particle is equivalent to a constant acceleration a over the time interval Δt, and can be simulated simply by adding to the particle’s velocity, which is then added to the particle’s position.

forceSimulation(nodes)

Source · Creates a new simulation with the specified array of nodes and no forces. If nodes is not specified, it defaults to the empty array.

WARNING

This function is impure; it mutates the passed-in nodes. See simulation.nodes.

js
const simulation = d3.forceSimulation(nodes);

The simulator starts automatically; use simulation.on to listen for tick events as the simulation runs. If you wish to run the simulation manually instead, call simulation.stop, and then call simulation.tick as desired.

simulation.restart()

Source · Restarts the simulation’s internal timer and returns the simulation. In conjunction with simulation.alphaTarget or simulation.alpha, this method can be used to “reheat” the simulation during interaction, such as when dragging a node, or to resume the simulation after temporarily pausing it with simulation.stop.

simulation.stop()

Source · Stops the simulation’s internal timer, if it is running, and returns the simulation. If the timer is already stopped, this method does nothing. This method is useful for running the simulation manually; see simulation.tick.

simulation.tick(iterations)

Source · Manually steps the simulation by the specified number of iterations, and returns the simulation. If iterations is not specified, it defaults to 1 (single step).

For each iteration, it increments the current alpha by (alphaTarget - alpha) × alphaDecay; then invokes each registered force, passing the new alpha; then decrements each node’s velocity by velocity × velocityDecay; lastly increments each node’s position by velocity.

This method does not dispatch events; events are only dispatched by the internal timer when the simulation is started automatically upon creation or by calling simulation.restart. The natural number of ticks when the simulation is started is ⌈log(alphaMin) / log(1 - alphaDecay)⌉; by default, this is 300.

This method can be used in conjunction with simulation.stop to compute a static force layout. For large graphs, static layouts should be computed in a web worker to avoid freezing the user interface.

simulation.nodes(nodes)

Source · If nodes is specified, sets the simulation’s nodes to the specified array of objects, initializing their positions and velocities if necessary, and then re-initializes any bound forces; returns the simulation. If nodes is not specified, returns the simulation’s array of nodes as specified to the constructor.

WARNING

This function is impure; it mutates the passed-in nodes to assign the index node.index, the position node.x & node.y, and the velocity node.vx & node.vy. The position and velocity are further updated as the simulation runs by simulation.tick.

Each node must be an object. The following properties are assigned by the simulation:

  • index - the node’s zero-based index into nodes
  • x - the node’s current x-position
  • y - the node’s current y-position
  • vx - the node’s current x-velocity
  • vy - the node’s current y-velocity

The position ⟨x,y⟩ and velocity ⟨vx,vy⟩ may be subsequently modified by forces and by the simulation. If either vx or vy is NaN, the velocity is initialized to ⟨0,0⟩. If either x or y is NaN, the position is initialized in a phyllotaxis arrangement, so chosen to ensure a deterministic, uniform distribution.

To fix a node in a given position, you may specify two additional properties:

  • fx - the node’s fixed x-position
  • fy - the node’s fixed y-position

At the end of each tick, after the application of any forces, a node with a defined node.fx has node.x reset to this value and node.vx set to zero; likewise, a node with a defined node.fy has node.y reset to this value and node.vy set to zero. To unfix a node that was previously fixed, set node.fx and node.fy to null, or delete these properties.

If the specified array of nodes is modified, such as when nodes are added to or removed from the simulation, this method must be called again with the new (or changed) array to notify the simulation and bound forces of the change; the simulation does not make a defensive copy of the specified array.

simulation.alpha(alpha)

Source · alpha is roughly analogous to temperature in simulated annealing. It decreases over time as the simulation “cools down”. When alpha reaches alphaMin, the simulation stops; see simulation.restart.

If alpha is specified, sets the current alpha to the specified number in the range [0,1] and returns this simulation. If alpha is not specified, returns the current alpha value, which defaults to 1.

simulation.alphaMin(min)

Source · If min is specified, sets the minimum alpha to the specified number in the range [0,1] and returns this simulation. If min is not specified, returns the current minimum alpha value, which defaults to 0.001. The simulation’s internal timer stops when the current alpha is less than the minimum alpha. The default alpha decay rate of ~0.0228 corresponds to 300 iterations.

simulation.alphaDecay(decay)

Source · If decay is specified, sets the alpha decay rate to the specified number in the range [0,1] and returns this simulation. If decay is not specified, returns the current alpha decay rate, which defaults to 0.0228… = 1 - pow(0.001, 1 / 300) where 0.001 is the default minimum alpha.

The alpha decay rate determines how quickly the current alpha interpolates towards the desired target alpha; since the default target alpha is zero, by default this controls how quickly the simulation cools. Higher decay rates cause the simulation to stabilize more quickly, but risk getting stuck in a local minimum; lower values cause the simulation to take longer to run, but typically converge on a better layout. To have the simulation run forever at the current alpha, set the decay rate to zero; alternatively, set a target alpha greater than the minimum alpha.

simulation.alphaTarget(target)

Source · If target is specified, sets the current target alpha to the specified number in the range [0,1] and returns this simulation. If target is not specified, returns the current target alpha value, which defaults to 0.

simulation.velocityDecay(decay)

Source · If decay is specified, sets the velocity decay factor to the specified number in the range [0,1] and returns this simulation. If decay is not specified, returns the current velocity decay factor, which defaults to 0.4. The decay factor is akin to atmospheric friction; after the application of any forces during a tick, each node’s velocity is multiplied by 1 - decay. As with lowering the alpha decay rate, less velocity decay may converge on a better solution, but risks numerical instabilities and oscillation.

simulation.force(name, force)

Source · If force is specified, assigns the force for the specified name and returns this simulation. If force is not specified, returns the force with the specified name, or undefined if there is no such force. (By default, new simulations have no forces.) For example, to create a new simulation to layout a graph, you might say:

js
const simulation = d3.forceSimulation(nodes)
    .force("charge", d3.forceManyBody())
    .force("link", d3.forceLink(links))
    .force("center", d3.forceCenter());

To remove the force with the given name, pass null as the force. For example, to remove the charge force:

js
simulation.force("charge", null);

simulation.find(x, y, radius)

Source · Returns the node closest to the position ⟨x,y⟩ with the given search radius. If radius is not specified, it defaults to infinity. If there is no node within the search area, returns undefined.

simulation.randomSource(source)

Source)

If source is specified, sets the function used to generate random numbers; this should be a function that returns a number between 0 (inclusive) and 1 (exclusive). If source is not specified, returns this simulation’s current random source which defaults to a fixed-seed linear congruential generator. See also random.source.

simulation.on(typenames, listener)

Source · If listener is specified, sets the event listener for the specified typenames and returns this simulation. If an event listener was already registered for the same type and name, the existing listener is removed before the new listener is added. If listener is null, removes the current event listeners for the specified typenames, if any. If listener is not specified, returns the first currently-assigned listener matching the specified typenames, if any. When a specified event is dispatched, each listener will be invoked with the this context as the simulation.

The typenames is a string containing one or more typename separated by whitespace. Each typename is a type, optionally followed by a period (.) and a name, such as tick.foo and tick.bar; the name allows multiple listeners to be registered for the same type. The type must be one of the following:

  • tick - after each tick of the simulation’s internal timer.
  • end - after the simulation’s timer stops when alpha < alphaMin.

Note that tick events are not dispatched when simulation.tick is called manually; events are only dispatched by the internal timer and are intended for interactive rendering of the simulation. To affect the simulation, register forces instead of modifying nodes’ positions or velocities inside a tick event listener.

See dispatch.on for details.

Custom forces

A force is a function that modifies nodes’ positions or velocities. It can simulate a 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 linked nodes a fixed distance apart. For example, here is a force that moves nodes towards the origin:

js
function force(alpha) {
  for (let 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 node’s current position ⟨x,y⟩ and then mutate the node’s velocity ⟨vx,vy⟩. Forces may also “peek ahead” to the anticipated next position of the node, ⟨x + vx,y + vy⟩; this is necessary for resolving geometric constraints through iterative relaxation. Forces may also modify the position directly, which is sometimes useful to avoid adding energy to the simulation, such as when recentering the simulation in the viewport.

force(alpha)

Applies this force, optionally observing the specified alpha. Typically, the force is applied to the array of nodes previously passed to force.initialize, however, some forces may apply to a subset of nodes, or behave differently. For example, forceLink applies to the source and target of each link.

force.initialize(nodes)

Supplies the array of nodes and random source to this force. This method is called when a force is bound to a simulation via simulation.force and when the simulation’s nodes change via simulation.nodes. A force may perform necessary work during initialization, such as evaluating per-node parameters, to avoid repeatedly performing work during each application of the force.