JSFiddle - React, Tailwind, and code Playground
by ramnathv
HTML
<svg></svg>
CSS
.point {
fill: #999;
stroke: #fff;
}
.point.scanned {
fill: orange;
fill-opacity: 1;
stroke: brown;
}
.point.selected {
fill: red;
fill-opacity: 1;
}
.node {
fill: none;
stroke: #ccc;
shape-rendering: crispEdges;
}
.brush .extent {
stroke: #fff;
fill-opacity: .125;
shape-rendering: crispEdges;
}
JavaScript
var width = 960,
height = 500;
var data = d3.range(5000).map(function() {
return [Math.random() * width, Math.random() * width];
});
var quadtree = d3.geom.quadtree()
.extent([[-1, -1], [width + 1, height + 1]])
(data);
var brush = d3.svg.brush()
.x(d3.scale.identity().domain([0, width]))
.y(d3.scale.identity().domain([0, height]))
.extent([[100, 100], [150, 150]])
.on("brush", brushed);
var svg = d3.select("svg")
.attr("width", width)
.attr("height", height);
svg.selectAll(".node")
.data(nodes(quadtree))
.enter().append("rect")
.attr("class", "node")
.attr("x", function(d) { return d.x; })
.attr("y", function(d) { return d.y; })
.attr("width", function(d) { return d.width; })
.attr("height", function(d) { return d.height; });
var point = svg.selectAll(".point")
.data(data)
.enter().append("circle")
.attr("class", "point")
.attr("cx", function(d) { return d[0]; })
.attr("cy", function(d) { return d[1]; })
.attr("r", 4);
svg.append("g")
.attr("class", "brush")
.call(brush);
brushed();
function brushed() {
var extent = brush.extent();
point.each(function(d) { d.scanned = d.selected = false; });
search(quadtree, extent[0][0], extent[0][1], extent[1][0], extent[1][1]);
point.classed("scanned", function(d) { return d.scanned; });
point.classed("selected", function(d) { return d.selected; });
}
// Collapse the quadtree into an array of rectangles.
function nodes(quadtree) {
var nodes = [];
quadtree.visit(function(node, x1, y1, x2, y2) {
nodes.push({x: x1, y: y1, width: x2 - x1, height: y2 - y1});
});
return nodes;
}
// Find the nodes within the specified rectangle.
function search(quadtree, x0, y0, x3, y3) {
quadtree.visit(function(node, x1, y1, x2, y2) {
var p = node.point;
if (p) {
p.scanned = true;
p.selected = (p[0] >= x0) && (p[0] < x3) && (p[1] >= y0) && (p[1] < y3);
}
return x1 >= x3 || y1 >= y3 || x2 < x0...