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quadtree.js
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quadtree.js
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/*
* QuadTree Implementation in JavaScript
* @author: silflow <https://github.com/silflow>
*
* Usage:
* To create a new empty Quadtree, do this:
* var tree = QUAD.init(args)
*
* args = {
* // mandatory fields
* x : x coordinate
* y : y coordinate
* w : width
* h : height
*
* // optional fields
* maxChildren : max children per node
* maxDepth : max depth of the tree
*}
*
* API:
* tree.insert() takes arrays or single items
* every item must have a .x and .y property. if not, the tree will break.
*
* tree.retrieve(item, callback) calls the callback for all objects that are in
* the same region or overlapping.
*
* tree.clear() removes all items from the quadtree.
*/
(function(window) {
var QUAD = {}; // global var for the quadtree
QUAD.init = function(args) {
var node;
var TOP_LEFT = 0;
var TOP_RIGHT = 1;
var BOTTOM_LEFT = 2;
var BOTTOM_RIGHT = 3;
var PARENT = 4;
// assign default values
args.maxChildren = args.maxChildren || 2;
args.maxDepth = args.maxDepth || 4;
/**
* Node creator. You should never create a node manually. the algorithm takes
* care of that for you.
*/
node = function (x, y, w, h, depth, maxChildren, maxDepth) {
var items = [], // holds all items
nodes = []; // holds all child nodes
// returns a fresh node object
return {
x : x, // top left point
y : y, // top right point
w : w, // width
h : h, // height
depth : depth, // depth level of the node
/**
* iterates all items that match the selector and invokes the supplied callback on them.
*/
retrieve : function (item, callback) {
for (var i = 0; i < items.length; ++i) {
callback(items[i]);
}
// check if node has subnodes
if (nodes.length) {
// call retrieve on all matching subnodes
this.findOverlappingNodes(item, function(dir) {
nodes[dir].retrieve(item, callback);
});
}
},
/**
* Adds a new Item to the node.
*
* If the node already has subnodes, the item gets pushed down one level.
* If the item does not fit into the subnodes, it gets saved in the
* "children"-array.
*
* If the maxChildren limit is exceeded after inserting the item,
* the node gets divided and all items inside the "children"-array get
* pushed down to the new subnodes.
*/
insert : function (item) {
var i;
if (nodes.length) {
// get the node in which the item fits best
i = this.findInsertNode(item);
if (i === PARENT) {
// if the item does not fit, push it into the
// children array
items.push(item);
} else {
nodes[i].insert(item);
}
} else {
items.push(item);
//divide the node if maxChildren is exceeded and maxDepth is not reached
if (items.length > maxChildren && this.depth < maxDepth) {
this.divide();
}
}
},
/**
* Find a node the item should be inserted in.
*/
findInsertNode : function (item) {
// left
if (item.x + item.w < x + (w / 2)) {
if (item.y + item.h < y + (h / 2)) return TOP_LEFT;
if (item.y >= y + (h / 2)) return BOTTOM_LEFT;
return PARENT;
}
// right
if (item.x >= x + (w / 2)) {
if (item.y + item.h < y + (h / 2)) return TOP_RIGHT;
if (item.y >= y + (h / 2)) return BOTTOM_RIGHT;
return PARENT;
}
return PARENT;
},
/**
* Finds the regions the item overlaps with. See constants defined
* above. The callback is called for every region the item overlaps.
*/
findOverlappingNodes : function (item, callback) {
// left
if (item.x < x + (w / 2)) {
if (item.y < y + (h / 2)) callback(TOP_LEFT);
if (item.y + item.h >= y + h/2) callback(BOTTOM_LEFT);
}
// right
if (item.x + item.w >= x + (w / 2)) {
if (item.y < y + (h / 2)) callback(TOP_RIGHT);
if (item.y + item.h >= y + h/2) callback(BOTTOM_RIGHT);
}
},
/**
* Divides the current node into four subnodes and adds them
* to the nodes array of the current node. Then reinserts all
* children.
*/
divide : function () {
var width, height, i, oldChildren;
var childrenDepth = this.depth + 1;
// set dimensions of the new nodes
width = (w / 2);
height = (h / 2);
// create top left node
nodes.push(node(this.x, this.y, width, height, childrenDepth, maxChildren, maxDepth));
// create top right node
nodes.push(node(this.x + width, this.y, width, height, childrenDepth, maxChildren, maxDepth));
// create bottom left node
nodes.push(node(this.x, this.y + height, width, height, childrenDepth, maxChildren, maxDepth));
// create bottom right node
nodes.push(node(this.x + width, this.y + height, width, height, childrenDepth, maxChildren, maxDepth));
oldChildren = items;
items = [];
for (i = 0; i < oldChildren.length; i++) {
this.insert(oldChildren[i]);
}
},
/**
* Clears the node and all its subnodes.
*/
clear : function () {
for (var i = 0; i < nodes.length; i++) nodes[i].clear();
items.length = 0;
nodes.length = 0;
},
/*
* convenience method: is not used in the core algorithm.
* ---------------------------------------------------------
* returns this nodes subnodes. this is usful if we want to do stuff
* with the nodes, i.e. accessing the bounds of the nodes to draw them
* on a canvas for debugging etc...
*/
getNodes : function () {
return nodes.length ? nodes : false;
}
};
};
return {
root : (function () {
return node(args.x, args.y, args.w, args.h, 0, args.maxChildren, args.maxDepth);
}()),
insert : function (item) {
var len, i;
if (item instanceof Array) {
len = item.length;
for (i = 0; i < len; i++) {
this.root.insert(item[i]);
}
} else {
this.root.insert(item);
}
},
retrieve : function (selector, callback) {
return this.root.retrieve(selector, callback);
},
clear : function () {
this.root.clear();
}
};
};
window.QUAD = QUAD;
}(this));