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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 };
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