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It seems weird to just piggyback on dispatch.on:
var simulation = d3.forceSimulation(nodes) .on("beforetick.charge", d3.forceManyBody(nodes)) .on("beforetick.link", d3.forceLink(nodes, links)) .on("beforetick.position", d3.forcePosition(nodes).position([width / 2, height / 2])) .on("tick", draw);
Maybe the simulation should track named forces, allowing us to develop a more specific interface for forces?
var simulation = d3.forceSimulation(nodes) .force("charge", d3.forceManyBody(nodes)) .force("link", d3.forceLink(nodes, links)) .force("position", d3.forcePosition(nodes).position([width / 2, height / 2])) .on("tick", draw);
Or, if per #8 forces inherit nodes from the simulation:
var simulation = d3.forceSimulation(nodes) .force("charge", d3.forceManyBody) .force("link", d3.forceLink(links)) .force("position", d3.forcePosition.position([width / 2, height / 2])) .on("tick", draw);
And if per #7 forces are mutable:
var simulation = d3.forceSimulation(nodes) .force("charge", d3.forceManyBody()) .force("link", d3.forceLink(links)) .force("position", d3.forcePosition().position([width / 2, height / 2])) .on("tick", draw);
Related: it’s a little annoying to give each force a name.
The text was updated successfully, but these errors were encountered:
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mbostock
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It seems weird to just piggyback on dispatch.on:
Maybe the simulation should track named forces, allowing us to develop a more specific interface for forces?
Or, if per #8 forces inherit nodes from the simulation:
And if per #7 forces are mutable:
Related: it’s a little annoying to give each force a name.
The text was updated successfully, but these errors were encountered: