14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
19 |
20 |
22 |
23 |
Linear interpolation: numbers
24 |
25 | Let's look at linear interpolation, or lerp, for numbers:
26 |
37 | Let's look at linear interpolation for points. We can separately
38 | linearly interpolate the x and y values, and it behaves as we
39 | might expect:
40 |
41 |
42 |
44 |
45 | Try varying t = .
46 |
47 |
48 |
Number of points
49 |
50 | Instead of picking 1 interpolation point, let's pick N of them:
51 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
19 |
20 |
22 |
23 |
Linear interpolation: numbers
24 |
25 | Let's look at linear interpolation, or lerp, for numbers:
26 |
37 | Let's look at linear interpolation for points. We can separately
38 | linearly interpolate the x and y values, and it behaves as we
39 | might expect:
40 |
41 |
42 |
44 |
45 | Try varying t = .
46 |
47 |
48 |
Number of points
49 |
50 | Instead of picking 1 interpolation point, let's pick N of them:
51 |
52 |
53 |
55 |
56 | Try varying N = .
57 |
58 |
59 |
Snap to grid
60 |
61 | Now let's round each of those N points to the closest grid square:
62 |
63 |
64 |
66 |
67 | Try varying N = until it reaches
68 | the optimal value of = max(Δx,Δy).
69 |
49 | On a grid map, line drawing is useful for for visibility, the
50 | path of an arrow/bullet, and enemy AI. There are several fast
51 | algorithms for this but I prefer using a very simple algorithm.
52 | Here's the algorithm in action:
53 |
54 |
55 |
57 |
58 |
Linear interpolation: numbers
59 |
60 | Let's look at linear interpolation, or lerp, for numbers:
61 |
72 | Let's look at linear interpolation for points. We can separately
73 | linearly interpolate the x and y values, and it behaves as we
74 | might expect:
75 |
76 |
77 |
79 |
80 | Try varying t = .
81 |
82 |
83 |
Number of points
84 |
85 | Instead of picking 1 interpolation point, let's pick N of them:
86 |
87 |
88 |
90 |
91 | Try varying N = .
92 |
93 |
94 |
Snap to grid
95 |
96 | Now let's round each of those N points to the closest grid square:
97 |
98 |
99 |
113 |
114 | Try varying N = until it reaches
115 | the optimal value of = max(Δx,Δy).
116 |
43 | On a grid map, line drawing is useful for for visibility, the
44 | path of an arrow/bullet, and enemy AI. There are several fast
45 | algorithms for this but I prefer using a very simple algorithm.
46 | Here's the algorithm in action:
47 |
48 |
49 |
51 |
52 |
Linear interpolation: numbers
53 |
54 | Let's look at linear interpolation, or lerp, for numbers:
55 |
66 | Let's look at linear interpolation for points. We can separately
67 | linearly interpolate the x and y values, and it behaves as we
68 | might expect:
69 |
70 |
71 |
73 |
74 | Try varying t = .
75 |
76 |
77 |
Number of points
78 |
79 | Instead of picking 1 interpolation point, let's pick N of them:
80 |
81 |
82 |
84 |
85 | Try varying N = .
86 |
87 |
88 |
Snap to grid
89 |
90 | Now let's round each of those N points to the closest grid square:
91 |
92 |
93 |
95 |
96 | Try varying N = until it reaches
97 | the optimal value of = max(Δx,Δy).
98 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
19 |
20 |
22 |
23 |
24 | Let's look at linear interpolation, or lerp, for numbers:
25 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
19 |
20 |
22 |
23 |
24 | Let's look at linear interpolation, or lerp, for numbers:
25 |
35 | Let's look at linear interpolation for points. We can separately
36 | linearly interpolate the x and y values, and it behaves as we
37 | might expect:
38 |
14 | On a grid map, line drawing is useful for for visibility, the
15 | path of an arrow/bullet, and enemy AI. There are several fast
16 | algorithms for this but I prefer using a very simple algorithm.
17 | Here's the algorithm in action:
18 |
19 |
20 |
22 |
23 |
24 | Let's look at linear interpolation, or lerp, for numbers:
25 |
35 | Let's look at linear interpolation for points. We can separately
36 | linearly interpolate the x and y values, and it behaves as we
37 | might expect:
38 |
39 |
40 |
42 |
43 |
44 |
53 |
54 |
55 |
--------------------------------------------------------------------------------
/9/line-drawing.js:
--------------------------------------------------------------------------------
1 | // From http://www.redblobgames.com/making-of/line-drawing/
2 | // Copyright 2017 Red Blob Games
3 | // License: Apache v2.0
4 |
5 | const scale = 22;
6 |
7 | function pointsOnLine(P, Q) {
8 | let points = [];
9 | let N = Math.max(Math.abs(P.x-Q.x), Math.abs(P.y-Q.y));
10 | for (let i = 0; i <= N; i++) {
11 | let t = i / N;
12 | let x = Math.round(P.x + (Q.x - P.x) * t);
13 | let y = Math.round(P.y + (Q.y - P.y) * t);
14 | points.push({x: x, y: y});
15 | }
16 | return points;
17 | }
18 |
19 | function lerp(start, end, t) {
20 | return start + t * (end-start);
21 | }
22 |
23 | function lerpPoint(P, Q, t) {
24 | return {x: lerp(P.x, Q.x, t),
25 | y: lerp(P.y, Q.y, t)};
26 | }
27 |
28 |
29 | class Diagram {
30 | constructor(containerId) {
31 | this.root = d3.select(`#${containerId}`);
32 | this.A = {x: 2, y: 2};
33 | this.B = {x: 20, y: 8};
34 | this.parent = this.root.select("svg");
35 | this._updateFunctions = [];
36 | }
37 |
38 | onUpdate(f) {
39 | this._updateFunctions.push(f);
40 | this.update();
41 | }
42 |
43 | update() {
44 | this._updateFunctions.forEach((f) => f());
45 | }
46 |
47 | addGrid() {
48 | let g = this.parent.append('g');
49 | for (let x = 0; x < 25; x++) {
50 | for (let y = 0; y < 10; y++) {
51 | g.append('rect')
52 | .attr('transform', `translate(${x*scale}, ${y*scale})`)
53 | .attr('width', scale)
54 | .attr('height', scale)
55 | .attr('fill', "white")
56 | .attr('stroke', "gray");
57 | }
58 | }
59 | return this;
60 | }
61 |
62 | addTrack() {
63 | let g = this.parent.append('g');
64 | let line = g.append('line')
65 | .attr('fill', "none")
66 | .attr('stroke', "gray")
67 | .attr('stroke-width', 3);
68 | this.onUpdate(() => {
69 | line
70 | .attr('x1', (this.A.x + 0.5) * scale)
71 | .attr('y1', (this.A.y + 0.5) * scale)
72 | .attr('x2', (this.B.x + 0.5) * scale)
73 | .attr('y2', (this.B.y + 0.5) * scale);
74 | });
75 | return this;
76 | }
77 |
78 | addLine() {
79 | let g = this.parent.append('g');
80 | this.onUpdate(() => {
81 | let rects = g.selectAll('rect')
82 | .data(pointsOnLine(this.A, this.B));
83 | rects.exit().remove();
84 | rects.enter().append('rect')
85 | .attr('width', scale-1)
86 | .attr('height', scale-1)
87 | .attr('fill', "hsl(0,40%,70%)")
88 | .merge(rects)
89 | .attr('transform', (p) => `translate(${p.x*scale}, ${p.y*scale})`);
90 |
91 | });
92 | return this;
93 | }
94 |
95 | addLerpValues() {
96 | /* This is a hack, for the section that has scrubbable
97 | numbers but no actual diagram. It might've been better
98 | to make scrubbable numbers independent of the Diagram
99 | class but this was simpler, and often simple code with
100 | a hack wins over complex code */
101 | this.t = 0.3;
102 | this.makeScrubbableNumber('t', 0.0, 1.0, 2);
103 | this.onUpdate(() => {
104 | let t = this.t;
105 | function set(id, fmt, lo, hi) {
106 | d3.select(id).text(d3.format(fmt)(lerp(lo, hi, t)));
107 | }
108 | set("#lerp1", ".2f", 0, 1);
109 | set("#lerp2", ".0f", 0, 100);
110 | set("#lerp3", ".1f", 3, 5);
111 | set("#lerp4", ".1f", 5, 3);
112 | });
113 | return this;
114 | }
115 |
116 | addInterpolated(t) {
117 | this.t = t;
118 | this.makeScrubbableNumber('t', 0.0, 1.0, 2);
119 | let g = this.parent.append('g');
120 | let circle = g.append('circle')
121 | .attr('fill', "hsl(0,30%,50%)")
122 | .attr('r', 5);
123 | this.onUpdate(() => {
124 | let interpolated = lerpPoint(this.A, this.B, this.t);
125 | circle
126 | .attr('cx', (interpolated.x + 0.5) * scale)
127 | .attr('cy', (interpolated.y + 0.5) * scale);
128 | });
129 | return this;
130 | }
131 |
132 | addHandles() {
133 | let g = this.parent.append('g');
134 | this.makeDraggableCircle(g, this.A);
135 | this.makeDraggableCircle(g, this.B);
136 | return this;
137 | }
138 |
139 | makeDraggableCircle(parent, P) {
140 | let diagram = this;
141 | let circle = parent.append('circle')
142 | .attr('class', "draggable")
143 | .attr('r', scale*0.75)
144 | .attr('fill', "hsl(0,50%,50%)")
145 | .call(d3.drag().on('drag', onDrag));
146 |
147 | function updatePosition() {
148 | circle.attr('transform',
149 | `translate(${(P.x+0.5)*scale} ${(P.y+0.5)*scale})`);
150 | }
151 |
152 | function onDrag() {
153 | P.x = Math.floor(d3.event.x / scale);
154 | P.y = Math.floor(d3.event.y / scale);
155 | updatePosition();
156 | diagram.update();
157 | }
158 |
159 | updatePosition();
160 | }
161 |
162 | makeScrubbableNumber(name, low, high, precision) {
163 | let diagram = this;
164 | let elements = diagram.root.selectAll(`[data-name='${name}']`);
165 | let positionToValue = d3.scaleLinear()
166 | .clamp(true)
167 | .domain([-100, +100])
168 | .range([low, high]);
169 |
170 | function updateNumbers() {
171 | elements.text(() => {
172 | let format = `.${precision}f`;
173 | return d3.format(format)(diagram[name]);
174 | });
175 | }
176 |
177 | updateNumbers();
178 |
179 | elements.call(d3.drag()
180 | .subject(() => ({x: positionToValue.invert(diagram[name]), y: 0}))
181 | .on('drag', () => {
182 | diagram[name] = positionToValue(d3.event.x);
183 | updateNumbers();
184 | diagram.update();
185 | }));
186 | }
187 | }
188 |
189 |
190 | // diagram1 works again, now that the Diagram class lets us choose which layers to use
191 | let diagram1 = new Diagram('demo')
192 | .addGrid()
193 | .addLine()
194 | .addHandles();
195 |
196 | let diagram2 = new Diagram('linear-interpolation')
197 | .addLerpValues();
198 |
199 | let diagram3 = new Diagram('interpolate-t')
200 | .addGrid()
201 | .addTrack()
202 | .addInterpolated(0.5)
203 | .addHandles();
204 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # making-of-line-drawing-d3
2 | How to make an interactive tutorial like http://www.redblobgames.com/grids/line-drawing.html with d3.js
3 |
--------------------------------------------------------------------------------
/exploded-view.css:
--------------------------------------------------------------------------------
1 | /* From https://www.redblobgames.com/making-of/line-drawing/
2 | * Copyright 2017 Red Blob Games
3 | * CSS for the "exploded view" of the layers in a diagram
4 | */
5 |
6 | .layer {
7 | transition: transform 2s;
8 | transform: none;
9 | }
10 | .rotated .layer-0 { transform: translate(40px,190px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
11 | .rotated .layer-1 { transform: translate(40px,170px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
12 | .rotated .layer-2 { transform: translate(40px,150px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
13 | .rotated .layer-3 { transform: translate(40px,130px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
14 | .rotated .layer-4 { transform: translate(40px,110px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
15 | .rotated .layer-5 { transform: translate(40px, 90px) rotateX(60deg) rotateZ(-30deg) scale(0.8); }
16 |
17 | /* Each layer will have a "glass" underneath its contents */
18 | .layer .glass {
19 | pointer-events: none;
20 | transition: opacity 2s;
21 | opacity: 0.0;
22 | fill: hsl(120,10%,90%);
23 | fill-opacity: 0.25;
24 | stroke: hsl(120,50%,20%);
25 | stroke-opacity: 0.75;
26 | stroke-width: 2px;
27 | }
28 | .rotated .layer .glass {
29 | opacity: 1.0;
30 | }
31 |
--------------------------------------------------------------------------------
/index.org:
--------------------------------------------------------------------------------
1 | #+TITLE: Making of: Line drawing tutorial
2 | #+DATE: <2017-05-15>
3 |
4 | #+begin_comment
5 | is used in my html preprocessor to put stuff into the section of the page; org-mode doesn't have a way to do that normally
6 | #+end_comment
7 |
8 | #+begin_export html
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
69 | #+end_export
70 |
71 | People ask me how I write my interactive tutorials. I can point at the HTML+CSS+JS but that doesn't show the /process/. On this page I'll recreate the first half of my [[https://www.redblobgames.com/grids/line-drawing/][line drawing tutorial]], showing the an implementation using [[https://d3js.org/][D3.js v4]]. The implementation style will be similar if you use jQuery. I also have [[https://www.redblobgames.com/making-of/circle-drawing/][another page showing an implementation using the Vue/React/Svelte declarative style]].
72 |
73 | In this tutorial I'm implementing diagrams using SVG instead of Canvas or WebGL. I usually choose SVG in part because DOM-manipulating libraries like D3 and Vue make HTML and SVG easier to work with.
74 |
75 | The goal is to implement interactive diagrams like this:
76 |
77 | #+begin_export html
78 |
79 |
80 |
81 | #+end_export
82 |
83 | The line drawing tutorial was a medium sized project for me, with multiple diagrams, multiple layers in each diagram, draggable handles, and scrubbable numbers. I'll include pointers to the code in each step.
84 |
85 | This is an /interactive tutorial about making interactive tutorials/.
86 |
87 | You should know some Javascript to follow the tutorial. It will help if you know some SVG and HTML. If you're interested in making your own interactive pages, I recommend trying to recreate the diagrams yourself while following the tutorial.
88 |
89 | * Web page
90 | :PROPERTIES:
91 | :CUSTOM_ID: web-page
92 | :END:
93 |
94 | I usually start with a basic web page template that includes scripts, footers, and one blank SVG diagram:
95 |
96 | #+begin_export html
97 |
98 |
99 |
100 | #+end_export
101 |
102 | I attach an ~id=~ to an html element so that I can get to it from Javascript, using ~document.getElementById~ or its d3 equivalent. Sometimes I'll attach it to the ~