'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 };