OptionalcallbacksHow long a simulation run is given before it is stopped, in milliseconds. Spent as
ticks so it holds below 60fps; the settleTime knob sets this and d3AlphaDecay
together.
Fallback collision radius, in px, used only for nodes that report no circle radius. Nodes with a radius use d3CollideRadiusMultiplier × their radius.
Multiplier applied to each node's circle radius to derive its collision radius (the spacing the sim keeps between nodes). Higher spreads nodes further apart. This is what the "collision radius" physics knob scales via Simulation.setCollisionRadius.
Centring pull toward the canvas centre, applied only to isolated (degree-0) nodes so they don't fly off; connected nodes use d3GravityStrengthConnected.
Centring pull for connected nodes. Kept low by default so link + charge forces find their own equilibrium; raise it to stop a sparsely-linked graph from drifting apart.
Automatically fit the graph to the viewport after a cluster is expanded or collapsed.
OptionalphysicsWho drives the physics knobs.
'auto' — the layout re-tunes itself from what is on screen (node count,
node sizes, canvas size) and keeps doing so as the graph changes.'manual' — the knobs stay exactly where they were configured.Left unset, 'auto' is used unless the graph configures a physics option
auto drives (d3LinkDistance, d3ManyBodyStrength,
d3CollideRadiusMultiplier, d3VelocityDecay,
d3GravityStrength, d3GravityStrengthConnected,
d3AlphaDecay, cooldownTime) — so tuning any of them is enough
to keep it, and no existing configuration is taken over. Setting
physics: 'auto' and d3 options is legal: the explicit values seed the
opening frame and auto takes over from there.
Turning any knob by hand (a flyout slider, a set* call, a preset) also
leaves auto.
Remarks
These may be scalled based on the amount of node and canvas size