我花了几个小时尝试用 D3.js 完成以下图表:
按照默认示例很容易实现类似的结果,并得到如下所示的结果:
问题是当我尝试将每个段顶部的角变圆时(如第一个屏幕截图),因为默认的
cornerRadius
方法会将其半径应用于所有角。
我尝试了使用令人惊叹的D3.js助手(聊天GPT)建议的一些方法,但它们都没有帮助我做到这一点,因为它无法计算弧线的正确值,而且我说话时超级菜鸟关于手动制作 SVG(即使在阅读文档之后)。
我尝试过的一些方法:
d
路径。我发现的有用链接:
根据图像,我将顶角视为外角,我的解决方案可以应用于其他角组合。
实现效果的最简单方法是直接修改 d3-arc 源并滚动你自己的 D3 模块。
创建该功能所需要做的就是删除几行:
// Does the sector’s inner ring (or point) have rounded corners?
else if (rc0 > epsilon) {
t0 = cornerTangents(x10, y10, x11, y11, r0, -rc0, cw);
t1 = cornerTangents(x01, y01, x00, y00, r0, -rc0, cw);
context.lineTo(t0.cx + t0.x01, t0.cy + t0.y01);
// Have the corners merged?
if (rc0 < rc) context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);
// Otherwise, draw the two corners and the ring.
else {
context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);
context.arc(0, 0, r0, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), cw);
context.arc(t1.cx, t1.cy, rc0, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);
}
这可以处理内部圆角。通过删除此代码,仅保留用于圆化外角的代码。结果应该是这样的:
我创建了一个快速而肮脏的示例,但没有通过将源代码放入之前创建的模块(对于 chevron arcs)并避免许多依赖项来正确编译它。换句话说,这不是最好的版本,但它很容易显示更改。这个例子如下。
这个新的 arc 函数可以通过 d3.customArc() 访问,而不是 d3.arc(),并且可以被视为 d3.arc() - 唯一的区别是它不会将cornerRadius 应用于内角。
let data = [
{name: "A", value: 100 },
{name: "B", value: 200 },
{name: "C", value: 300 },
{name: "D", value: 400 },
]
const width = 400;
const radius = 150;
const height = 400;
const arc = d3.customArc()
.innerRadius(radius * 0.67)
.outerRadius(radius - 1)
.cornerRadius(20);
const pie = d3.pie()
.padAngle(1 / radius)
.sort(null)
.value(d => d.value);
const color = d3.scaleOrdinal()
.domain(data.map(d => d.name))
.range(d3.quantize(t => d3.interpolateSpectral(t * 0.8 + 0.1), data.length).reverse());
const svg = d3.select("svg")
.attr("width", width)
.attr("height", height)
.attr("viewBox", [-width / 2, -height / 2, width, height])
.attr("style", "max-width: 100%; height: auto;");
svg.append("g")
.selectAll()
.data(pie(data))
.join("path")
.attr("fill", d => color(d.data.name))
.attr("d", arc)
.append("title")
.text(d => `${d.data.name}: ${d.data.value.toLocaleString()}`);
svg.append("g")
.attr("font-family", "sans-serif")
.attr("font-size", 12)
.attr("text-anchor", "middle")
.selectAll()
.data(pie(data))
.join("text")
.attr("transform", d => `translate(${arc.centroid(d)})`)
.call(text => text.append("tspan")
.attr("y", "-0.4em")
.attr("font-weight", "bold")
.text(d => d.data.name))
.call(text => text.filter(d => (d.endAngle - d.startAngle) > 0.25).append("tspan")
.attr("x", 0)
.attr("y", "0.7em")
.attr("fill-opacity", 0.7)
.text(d => d.data.value.toLocaleString("en-US")));
<svg width="960" height="960"></svg>
<script src="https://d3js.org/d3.v7.min.js"></script>
<script src="d3customArc.js"></script>
<script>
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('d3-path')) :
typeof define === 'function' && define.amd ? define(['exports', 'd3-path'], factory) :
(factory((global.d3 = global.d3 || {}),global.d3));
}(this, (function (exports,d3Path) { 'use strict';
var constant = function(x) {
return function constant() {
return x;
};
};
var epsilon = 1e-12;
var pi = Math.PI;
var halfPi = pi / 2;
var tau = 2 * pi;
var atan2 = Math.atan2;
var asin = Math.asin;
var cos = Math.cos;
var sin = Math.sin;
var acos = Math.acos;
var atan = Math.atan;
var abs = Math.abs;
var sqrt = Math.sqrt;
var min = Math.min;
var max = Math.max;
function withPath(shape) {
let digits = 3;
shape.digits = function(_) {
if (!arguments.length) return digits;
if (_ == null) {
digits = null;
} else {
const d = floor(_);
if (!(d >= 0)) throw new RangeError(`invalid digits: ${_}`);
digits = d;
}
return shape;
};
return () => new d3.path(digits);
}
function arcInnerRadius(d) {
return d.innerRadius;
}
function arcOuterRadius(d) {
return d.outerRadius;
}
function arcStartAngle(d) {
return d.startAngle;
}
function arcEndAngle(d) {
return d.endAngle;
}
function arcPadAngle(d) {
return d && d.padAngle; // Note: optional!
}
function intersect(x0, y0, x1, y1, x2, y2, x3, y3) {
var x10 = x1 - x0, y10 = y1 - y0,
x32 = x3 - x2, y32 = y3 - y2,
t = y32 * x10 - x32 * y10;
if (t * t < epsilon) return;
t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;
return [x0 + t * x10, y0 + t * y10];
}
// Compute perpendicular offset line of length rc.
// http://mathworld.wolfram.com/Circle-LineIntersection.html
function cornerTangents(x0, y0, x1, y1, r1, rc, cw) {
var x01 = x0 - x1,
y01 = y0 - y1,
lo = (cw ? rc : -rc) / sqrt(x01 * x01 + y01 * y01),
ox = lo * y01,
oy = -lo * x01,
x11 = x0 + ox,
y11 = y0 + oy,
x10 = x1 + ox,
y10 = y1 + oy,
x00 = (x11 + x10) / 2,
y00 = (y11 + y10) / 2,
dx = x10 - x11,
dy = y10 - y11,
d2 = dx * dx + dy * dy,
r = r1 - rc,
D = x11 * y10 - x10 * y11,
d = (dy < 0 ? -1 : 1) * sqrt(max(0, r * r * d2 - D * D)),
cx0 = (D * dy - dx * d) / d2,
cy0 = (-D * dx - dy * d) / d2,
cx1 = (D * dy + dx * d) / d2,
cy1 = (-D * dx + dy * d) / d2,
dx0 = cx0 - x00,
dy0 = cy0 - y00,
dx1 = cx1 - x00,
dy1 = cy1 - y00;
// Pick the closer of the two intersection points.
// TODO Is there a faster way to determine which intersection to use?
if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) cx0 = cx1, cy0 = cy1;
return {
cx: cx0,
cy: cy0,
x01: -ox,
y01: -oy,
x11: cx0 * (r1 / r - 1),
y11: cy0 * (r1 / r - 1)
};
}
var customArc = function() {
var innerRadius = arcInnerRadius,
outerRadius = arcOuterRadius,
cornerRadius = constant(0),
padRadius = null,
startAngle = arcStartAngle,
endAngle = arcEndAngle,
padAngle = arcPadAngle,
context = null,
path = withPath(customArc);
function customArc() {
var buffer,
r,
r0 = +innerRadius.apply(this, arguments),
r1 = +outerRadius.apply(this, arguments),
a0 = startAngle.apply(this, arguments) - halfPi,
a1 = endAngle.apply(this, arguments) - halfPi,
da = abs(a1 - a0),
cw = a1 > a0;
if (!context) context = buffer = path();
// Ensure that the outer radius is always larger than the inner radius.
if (r1 < r0) r = r1, r1 = r0, r0 = r;
// Is it a point?
if (!(r1 > epsilon)) context.moveTo(0, 0);
// Or is it a circle or annulus?
else if (da > tau - epsilon) {
context.moveTo(r1 * cos(a0), r1 * sin(a0));
context.arc(0, 0, r1, a0, a1, !cw);
if (r0 > epsilon) {
context.moveTo(r0 * cos(a1), r0 * sin(a1));
context.arc(0, 0, r0, a1, a0, cw);
}
}
// Or is it a circular or annular sector?
else {
var a01 = a0,
a11 = a1,
a00 = a0,
a10 = a1,
da0 = da,
da1 = da,
ap = padAngle.apply(this, arguments) / 2,
rp = (ap > epsilon) && (padRadius ? +padRadius.apply(this, arguments) : sqrt(r0 * r0 + r1 * r1)),
rc = min(abs(r1 - r0) / 2, +cornerRadius.apply(this, arguments)),
rc0 = rc,
rc1 = rc,
t0,
t1;
// Apply padding? Note that since r1 ≥ r0, da1 ≥ da0.
if (rp > epsilon) {
var p0 = asin(rp / r0 * sin(ap)),
p1 = asin(rp / r1 * sin(ap));
if ((da0 -= p0 * 2) > epsilon) p0 *= (cw ? 1 : -1), a00 += p0, a10 -= p0;
else da0 = 0, a00 = a10 = (a0 + a1) / 2;
if ((da1 -= p1 * 2) > epsilon) p1 *= (cw ? 1 : -1), a01 += p1, a11 -= p1;
else da1 = 0, a01 = a11 = (a0 + a1) / 2;
}
var x01 = r1 * cos(a01),
y01 = r1 * sin(a01),
x10 = r0 * cos(a10),
y10 = r0 * sin(a10);
// Apply rounded corners?
if (rc > epsilon) {
var x11 = r1 * cos(a11),
y11 = r1 * sin(a11),
x00 = r0 * cos(a00),
y00 = r0 * sin(a00),
oc;
// Restrict the corner radius according to the sector angle. If this
// intersection fails, it’s probably because the arc is too small, so
// disable the corner radius entirely.
if (da < pi) {
if (oc = intersect(x01, y01, x00, y00, x11, y11, x10, y10)) {
var ax = x01 - oc[0],
ay = y01 - oc[1],
bx = x11 - oc[0],
by = y11 - oc[1],
kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2),
lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);
rc0 = min(rc, (r0 - lc) / (kc - 1));
rc1 = min(rc, (r1 - lc) / (kc + 1));
} else {
rc0 = rc1 = 0;
}
}
}
// Is the sector collapsed to a line?
if (!(da1 > epsilon)) context.moveTo(x01, y01);
// Does the sector’s outer ring have rounded corners?
else if (rc1 > epsilon) {
t0 = cornerTangents(x00, y00, x01, y01, r1, rc1, cw);
t1 = cornerTangents(x11, y11, x10, y10, r1, rc1, cw);
context.moveTo(t0.cx + t0.x01, t0.cy + t0.y01);
// Have the corners merged?
if (rc1 < rc) context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);
// Otherwise, draw the two corners and the ring.
else {
context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);
context.arc(0, 0, r1, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), !cw);
context.arc(t1.cx, t1.cy, rc1, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);
}
}
// Or is the outer ring just a circular arc?
else context.moveTo(x01, y01), context.arc(0, 0, r1, a01, a11, !cw);
// Is there no inner ring, and it’s a circular sector?
// Or perhaps it’s an annular sector collapsed due to padding?
if (!(r0 > epsilon) || !(da0 > epsilon)) context.lineTo(x10, y10);
// Does the sector’s inner ring (or point) have rounded corners?
/* // Start Changes: Remove:
else if (rc0 > epsilon) {
t0 = cornerTangents(x10, y10, x11, y11, r0, -rc0, cw);
t1 = cornerTangents(x01, y01, x00, y00, r0, -rc0, cw);
context.lineTo(t0.cx + t0.x01, t0.cy + t0.y01);
// Have the corners merged?
if (rc0 < rc) context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);
// Otherwise, draw the two corners and the ring.
else {
context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);
context.arc(0, 0, r0, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), cw);
context.arc(t1.cx, t1.cy, rc0, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);
}
}
*/ // End Changes : Remove
// Or is the inner ring just a circular arc?
else context.arc(0, 0, r0, a10, a00, cw);
}
context.closePath();
if (buffer) return context = null, buffer + "" || null;
}
customArc.centroid = function() {
var r = (+innerRadius.apply(this, arguments) + +outerRadius.apply(this, arguments)) / 2,
a = (+startAngle.apply(this, arguments) + +endAngle.apply(this, arguments)) / 2 - pi / 2;
return [cos(a) * r, sin(a) * r];
};
customArc.innerRadius = function(_) {
return arguments.length ? (innerRadius = typeof _ === "function" ? _ : constant(+_), customArc) : innerRadius;
};
customArc.outerRadius = function(_) {
return arguments.length ? (outerRadius = typeof _ === "function" ? _ : constant(+_), customArc) : outerRadius;
};
customArc.cornerRadius = function(_) {
return arguments.length ? (cornerRadius = typeof _ === "function" ? _ : constant(+_), customArc) :cornerRadius;
};
customArc.padRadius = function(_) {
return arguments.length ? (padRadius = _ == null ? null : typeof _ === "function" ? _ : constant(+_), customArc) : padRadius;
};
customArc.startAngle = function(_) {
return arguments.length ? (startAngle = typeof _ === "function" ? _ : constant(+_), customArc) : startAngle;
};
customArc.endAngle = function(_) {
return arguments.length ? (endAngle = typeof _ === "function" ? _ : constant(+_), customArc) : endAngle;
};
customArc.padAngle = function(_) {
return arguments.length ? (padAngle = typeof _ === "function" ? _ : constant(+_), customArc) : padAngle;
};
customArc.context = function(_) {
return arguments.length ? ((context = _ == null ? null : _), customArc) : context;
};
return customArc;
}
exports.customArc = customArc;
Object.defineProperty(exports, '__esModule', { value: true });
})));
</script>
d3-arc 的来源,在这个答案中完全捕获,可以在here找到。