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-rw-r--r--modules/Geometry.js229
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diff --git a/modules/Geometry.js b/modules/Geometry.js
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-'use strict';
-
-/* AABB - axis-aligned bounding box */
-class AABB {
- /* create a new AABB */
- constructor(x, y, width, height) {
- this.x = x; this.y = y;
- this.width = width; this.height = height;
- }
-
- /* check if a point is inside the box
- *
- * a "point" is any object with an x- and y-coordinate.
- * any other data in the object is ignored.
- *
- * returns true if the point is inside, and false otherwise.
- */
- contains(point) {
- if (point.x >= this.x && point.y >= this.y
- && point.x < this.x + this.width
- && point.y < this.y + this.height)
- return true;
- return false;
- }
-
- /* check if two AABBs overlap */
- intersects(aabb) {
- const overlap = (ax, arange, bx, brange) => {
- const range = ax < bx ? arange : brange;
- if (Math.abs(bx - ax) < range)
- return true;
- return false;
- };
-
- if (overlap(this.x, this.width, aabb.x, aabb.width) &&
- overlap(this.y, this.height, aabb.y, aabb.height))
- return true;
- return false;
- }
-}
-
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- *
- * QUADTREE
- *
- * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- */
-
-/* lil enum class for QTNode types */
-class QTNodeType {
- constructor(name) { this.name = name; }
- toString() { return `QTNode.${this.name}`; }
-}
-
-
-/* nodes in a quadtree
- *
- * they can be either "Empty" (no point),
- * "Leaf" (they contain a point and no sub-nodes),
- * or "Branch" (they contain no point and have sub-nodes).
- * There are no QTNodes with children and point data.
- */
-class QTNode {
- static Empty = new QTNodeType('Empty');
- static Leaf = new QTNodeType('Leaf');
- static Branch = new QTNodeType('Branch');
-
- constructor(x, y, width, height) {
- this.aabb = new AABB(x, y, width, height);
- /* all QTNodes start empty */
- this.type = QTNode.Empty;
- }
-
- /* insert a point into the tree, starting with this node
- *
- * as above, points are just objects with 'x' and 'y' values.
- * other data in the point is not examined and is incorporated into the
- * tree.
- *
- * this function returns false if the point was not contained in the bounding box,
- * and true otherwise. inserting a point may cause the node's type to change
- * (e.g. a Leaf node would become a Branch node and its point data would be
- * moved lower in the tree).
- */
- insert(point) {
- if (this.aabb.contains(point)) {
- if (this.type == QTNode.Empty) {
- /* empty nodes are easy -- just switch to Leaf and add the point */
- this.type = QTNode.Leaf;
- this.point = point;
- return true;
- }
- else if (this.type == QTNode.Leaf) {
- /* Leaf must become a Branch */
- this.type = QTNode.Branch;
- this.subdivide();
-
- /* move current point into a child */
- let result = this.insert(this.point);
- if (!result) return false;
- this.point = undefined;
-
- /* add new point */
- return this.insert(point);
- }
- else {
- /* This is a Branch, and we should insert into a child node */
- /* just try them all until we find one where the point can go */
- if (this.subnode[0].insert(point)) return true;
- if (this.subnode[1].insert(point)) return true;
- if (this.subnode[2].insert(point)) return true;
- if (this.subnode[3].insert(point)) return true;
- return false; // something strange has happened!!
- }
- }
- /* point not in this node, return false */
- return false;
- }
-
- /* subdivide the node into four child nodes
- *
- * under normal circumstances, the user should not call this function --
- * it's just meant to be used during insertion.
- */
- subdivide() {
- /* some useful constants */
- const x = this.aabb.x; const y = this.aabb.y;
- const w = this.aabb.width/2; const h = this.aabb.height/2;
-
- /* generate sub-nodes */
- this.subnode = [
- new QTNode(x, y, w, h),
- new QTNode(x+w, y, w, h),
- new QTNode(x, y+h, w, h),
- new QTNode(x+w, y+h, w, h),
- ];
- }
-
- /* query the tree for all points contained within a region recursively
- *
- * returns an array containing any points in the tree beneath this node
- * that are inside the supplied AABB.
- */
- getPointsInRegion(aabb) {
- if (this.type == QTNode.Empty) return [];
- if (!this.aabb.intersects(aabb)) return [];
- if (this.type == QTNode.Leaf) return [this.point];
-
- /* Branch - recusively query children */
- return [
- ...this.subnode[0].getPointsInRegion(aabb),
- ...this.subnode[1].getPointsInRegion(aabb),
- ...this.subnode[2].getPointsInRegion(aabb),
- ...this.subnode[3].getPointsInRegion(aabb),
- ];
- }
-}
-
-
-/* full-blown quadtree! */
-class QuadTree {
- /* create a new quadtree */
- constructor(width, height) {
- this.root = new QTNode(0, 0, width, height);
- }
-
- /* insert a point into the tree */
- insert(point) {
- return this.root.insert(point);
- }
-
- /* get the closest tree point to the given point */
- closest(point) {
- /* the algorithm goes like this:
- * 1. find the smallest node containing the point
- * 2. the closest point is within a box at most 4x the
- * size of that lowest node, so query all points within
- * such a region.
- * 3. brute-force within the list of points.
- */
-
- /* recursively find the node containing a point */
- const getLeaf = (point, node) => {
- /* is point in bounding box? */
- if (!node.aabb.contains(point)) return null;
- /* is this a Leaf or Empty node? */
- if (node.type == QTNode.Empty ||
- node.type == QTNode.Leaf) return node;
-
- /* this is a branch node, so recurse */
- for (let subnode of node.subnode) {
- const leaf = getLeaf(point, subnode);
- if (leaf !== null) return leaf;
- }
-
- /* should never get here */
- return null;
- }
-
- /* find the node, starting at the tree root */
- const leaf = getLeaf(point, this.root);
- if (leaf === null) return leaf;
-
- /* construct the 4x AABB, centered on the query point */
- const dim = 2*Math.max(leaf.aabb.width, leaf.aabb.height);
- const region = new AABB(point.x - dim, point.y - dim, 2*dim, 2*dim);
-
- /* get all points */
- const points = this.root.getPointsInRegion(region);
-
- /* brute force search within the small list */
- let closest = null;
- let min_dist = 100 * this.root.aabb.width * this.root.aabb.height;
- const dist = (a, b) => (a.x - b.x)**2 + (a.y - b.y)**2;
- for (let pt of points) {
- const d = dist(point, pt);
- if (d < min_dist) {
- closest = pt;
- min_dist = d;
- }
- }
-
- /* done! */
- return closest;
- }
-}
-
-export { AABB, QTNode, QuadTree };