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1061 lines
48 KiB
1061 lines
48 KiB
(function (factory) {
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if (typeof module === "object" && typeof module.exports === "object") {
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var v = factory(require, exports);
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if (v !== undefined) module.exports = v;
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}
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else if (typeof define === "function" && define.amd) {
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define(["require", "exports", "../release/go"], factory);
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}
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})(function (require, exports) {
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'use strict';
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Object.defineProperty(exports, "__esModule", { value: true });
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/*
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* Copyright (C) 1998-2019 by Northwoods Software Corporation. All Rights Reserved.
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*/
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var go_1 = require("../release/go");
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var QuadNode = /** @class */ (function () {
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function QuadNode(bounds, parent, level) {
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this.objects = [];
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this.treeObjects = [];
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this.totalObjects = 0; // total in this node + in all children (recursively)
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this.nodes = [null, null, null, null];
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this.bounds = bounds;
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this.parent = parent;
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this.level = level;
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}
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QuadNode.prototype.split = function () {
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var subWidth = this.bounds.width / 2;
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var subHeight = this.bounds.height / 2;
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var x = this.bounds.x;
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var y = this.bounds.y;
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this.nodes[0] = new QuadNode(new go_1.Rect(x + subWidth, y, subWidth, subHeight), this, this.level + 1);
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this.nodes[1] = new QuadNode(new go_1.Rect(x, y, subWidth, subHeight), this, this.level + 1);
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this.nodes[2] = new QuadNode(new go_1.Rect(x, y + subHeight, subWidth, subHeight), this, this.level + 1);
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this.nodes[3] = new QuadNode(new go_1.Rect(x + subWidth, y + subHeight, subWidth, subHeight), this, this.level + 1);
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};
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QuadNode.prototype.clear = function () {
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this.treeObjects = [];
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this.objects = [];
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this.totalObjects = 0;
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for (var i = 0; i < this.nodes.length; i++) {
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var n = this.nodes[i];
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if (n !== null) {
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n.clear();
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this.nodes[i] = null;
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}
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}
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};
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return QuadNode;
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}());
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/**
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* Object to be contained by the {@link Quadtree} class. This object needs
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* to have rectangular bounds (described by an {@link Rect} object), as well
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* as something (of any type) associated with it.
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*/
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var TreeObject = /** @class */ (function () {
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function TreeObject(bounds, obj) {
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this.bounds = bounds;
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this.obj = obj;
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}
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return TreeObject;
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}());
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/**
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* Implementation of the quadtree data structure using the {@link Rect} class.
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* Each Quadtree has defined bounds found at {@link #bounds}, an array
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* of member rectangles, and an array of child nodes
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* (Quadtrees themselves). If the Quadtree has no
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* children, the nodes array will have four nulls. To construct a Quadtree, you
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* can call its constructor with no arguments. Then, to insert a rectangle, call
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* {@link #add}. This tree supports adding points (rectangles with 0
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* width and height), segments (rectangles with either 0 width or 0 height), and
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* rectangles with nonzero widths and heights.
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*
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* Quadtrees can be used to calculate intersections extremely quickly between a
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* given rectangle and all of the rectangles in the quadtree. Use of this data
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* structure prevents having to do precise intersection calculations for every
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* rectangle in the tree. To calculate all of the rectangular intersections for
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* a given rectangle, use {@link #intersecting}.
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*
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* Other common operations are detailed below.
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* @category Layout Extension
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*/
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var Quadtree = /** @class */ (function () {
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/**
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* In most cases, simply calling this constructor with no arguments will produce the desired behaviour.
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* @constructor
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* @param {number=} nodeCapacity The node capacity of this quadtree. This is the number of objects a node can contain before it splits. Defaults to 1.
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* @param {number=} maxLevel The maximum depth the Quadtree will allow before it will no longer split. Defaults to Infinity (no maximum depth).
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* @param {Rect=} bounds The bounding box surrounding the entire Quadtree. If the bounds are unset or a node is inserted outside of the bounds, the tree will automatically grow.
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*/
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function Quadtree(nodeCapacity, maxLevel, bounds) {
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/** @hidden @internal */ this._nodeCapacity = 1;
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/** @hidden @internal */ this._maxLevels = Infinity;
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/** @hidden @internal */ this._treeObjectMap = new go_1.Map();
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// we can avoid unnecessary work when adding objects if there are no objects with 0 width or height.
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// Note that after being set to true, these flags are not ever set again to false, even if all objects
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// with zero width/height are removed (assumption was made that this should almost never matter)
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/** @hidden @internal */ this._hasZeroWidthObject = false;
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/** @hidden @internal */ this._hasZeroHeightObject = false;
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if (nodeCapacity) {
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this._nodeCapacity = nodeCapacity;
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}
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if (maxLevel) {
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this._maxLevels = maxLevel;
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}
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if (bounds === undefined) {
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bounds = new go_1.Rect();
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}
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this._root = new QuadNode(bounds, null, 0);
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}
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Object.defineProperty(Quadtree.prototype, "nodeCapacity", {
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/**
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* Gets the node capacity of this quadtree. This is the number of objects a node can contain before it splits.
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*/
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get: function () { return this._nodeCapacity; },
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quadtree.prototype, "maxLevels", {
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/**
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* Gets the maximum depth the Quadtree will allow before it will no longer split..
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*/
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get: function () { return this._maxLevels; },
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quadtree.prototype, "bounds", {
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/**
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* Gets the boundaries of the node. All nodes should be square.
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*/
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get: function () { return this._root.bounds; },
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quadtree.prototype, "root", {
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/**
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* Gets the root node of the tree
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*/
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get: function () { return this._root; },
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enumerable: true,
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configurable: true
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});
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/**
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* Clears the Quadtree, removing all objects and children nodes. Keeps the current bounds of the root node.
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* @this {Quadtree}
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* @return {void}
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*/
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Quadtree.prototype.clear = function () {
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this._root.clear();
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};
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/**
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* @hidden @internal
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* Returns a list of possible quadrants that the given rect could be in
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* @this {Quadtree}
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* @param {Rect} rect the rectangle to test
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* @return {Array<number>}
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*/
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Quadtree.prototype._getQuadrants = function (rect, node) {
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var quadrants = [];
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var horizontalMidpoint = node.bounds.x + (node.bounds.width / 2);
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var verticalMidpoint = node.bounds.y + (node.bounds.height / 2);
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var topQuadrant = rect.y <= verticalMidpoint;
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var bottomQuadrant = rect.y + rect.height >= verticalMidpoint;
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if (rect.x <= horizontalMidpoint) {
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if (topQuadrant) {
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quadrants.push(1);
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}
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if (bottomQuadrant) {
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quadrants.push(2);
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}
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}
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if (rect.x + rect.width >= horizontalMidpoint) {
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if (topQuadrant) {
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quadrants.push(0);
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}
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if (bottomQuadrant) {
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quadrants.push(3);
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}
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}
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return quadrants;
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};
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/**
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* @hidden @internal
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* Determine which node the rect belongs to. -1 means rect
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* cannot completely fit within a child node and is part of
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* the parent node. This function avoids some additional
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* calculations by assuming that the rect is contained entirely
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* within the parent node's bounds.
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* @this {Quadtree}
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* @param {Rect} rect the rect to test
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* @return {number}
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*/
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Quadtree.prototype._getIndex = function (rect, node) {
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var index = -1;
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if (node.bounds === undefined) { // the quadtree is empty
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return index;
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}
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var horizontalMidpoint = node.bounds.x + (node.bounds.width / 2);
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var verticalMidpoint = node.bounds.y + (node.bounds.height / 2);
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var topQuadrant = rect.y <= verticalMidpoint && rect.y + rect.height <= verticalMidpoint;
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var bottomQuadrant = rect.y >= verticalMidpoint;
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if (rect.x + rect.width <= horizontalMidpoint) {
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if (topQuadrant) {
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index = 1;
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}
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else if (bottomQuadrant) {
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index = 2;
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}
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}
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else if (rect.x >= horizontalMidpoint) {
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if (topQuadrant) {
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index = 0;
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}
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else if (bottomQuadrant) {
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index = 3;
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}
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}
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return index;
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};
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/**
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* Insert the object into the quadtree. If the node
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* exceeds the capacity, it will split and add all
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* objects to their corresponding nodes. If the object is
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* outside the bounds of the tree's root node, the tree
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* will grow to accomodate it. Possibly restructures the
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* tree if a more efficient configuration can be found with
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* the new dimensions. Bounds can be given either as a
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* single {@link Rect} or as any combination of arguments
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* which is valid for the {@link Rect} constructor.
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* @this {Quadtree}
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* @param {T} obj the object to insert
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* @param {Rect|Point|number} x The Rect bounds of the object, or top-left Point, or x value.
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* @param {Point|Size|number} y Bottom-right Point or Size or y value.
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* @param {number} w Width to be used if x,y are specified;
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* must be non-negative.
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* @param {number} h Height to be used if x,y are specified;
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* @return {void}
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*/
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Quadtree.prototype.add = function (obj, x, y, w, h) {
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var bounds;
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if (!(obj instanceof TreeObject) && (x === undefined || x === null)) {
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throw new Error('Invalid bounds for added object');
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}
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if (x instanceof go_1.Rect) {
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bounds = x.copy();
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}
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else {
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bounds = new go_1.Rect(x, y, w, h);
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}
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var treeObj;
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if (obj instanceof TreeObject) {
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treeObj = obj;
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obj = treeObj.obj;
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bounds = treeObj.bounds;
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}
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else {
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treeObj = new TreeObject(bounds, obj);
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}
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if (isNaN(bounds.x) || bounds.x === Infinity ||
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isNaN(bounds.y) || bounds.y === Infinity ||
|
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isNaN(bounds.width) || bounds.width === Infinity ||
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isNaN(bounds.height) || bounds.height === Infinity) {
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throw new Error('Invalid rectangle, contains NaN or Infinity properties');
|
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}
|
|
this._hasZeroWidthObject = this._hasZeroWidthObject || bounds.width === 0;
|
|
this._hasZeroHeightObject = this._hasZeroHeightObject || bounds.height === 0;
|
|
// initialize bounds of tree as the max width or height of the first object added
|
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if (this._root.bounds.width === 0 || this._root.bounds.height === 0) {
|
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var len = Math.max(bounds.width, bounds.height);
|
|
this._root.bounds = new go_1.Rect(bounds.x, bounds.y, len, len);
|
|
}
|
|
// fixes quadtree having a width and height of 0 if the first object added is a point
|
|
// this will only be called after a second object is added, the new width/height is the maximum distance between them
|
|
if (this._root.bounds !== undefined && (this._root.bounds.width === 0 || this._root.bounds.height === 0)) {
|
|
var len = Math.max(Math.abs(bounds.x - this._root.bounds.x), Math.abs(bounds.y - this._root.bounds.y));
|
|
this._root.bounds = new go_1.Rect(Math.min(this._root.bounds.x, bounds.x), Math.min(this._root.bounds.y, bounds.y), len, len);
|
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}
|
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// map the object to its corresponding TreeObject (so that the bounds of this object can be retrieved later)
|
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this._treeObjectMap.add(obj, treeObj);
|
|
// grow as many times as necessary to fit the new object
|
|
while (!this._root.bounds.containsRect(bounds)) {
|
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var old = this._root;
|
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this.walk(this._increaseLevel, old);
|
|
var intersectsTopBound = bounds.y < this._root.bounds.y;
|
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var intersectsBottomBound = bounds.y + bounds.height > this._root.bounds.y + this._root.bounds.height;
|
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var intersectsRightBound = bounds.x + bounds.width > this._root.bounds.x + this._root.bounds.width;
|
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var intersectsLeftBound = bounds.x < this._root.bounds.x;
|
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if ((intersectsTopBound && intersectsRightBound) || (intersectsTopBound && !intersectsLeftBound)) {
|
|
/* _______
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* | 1 | 0 |
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* |___|___|
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* |old| 3 |
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* |___|___|
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*/
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var newBounds = new go_1.Rect(this._root.bounds.x, this._root.bounds.y - this._root.bounds.height, this._root.bounds.width * 2, this._root.bounds.height * 2);
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this._root = new QuadNode(newBounds, null, 0);
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this._root.split();
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this._root.nodes[2] = old;
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this._root.totalObjects = old.totalObjects;
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old.parent = this._root;
|
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this._restructure(old);
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this._restructureLevels(old);
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if (this._hasZeroHeightObject) {
|
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this._fixTopObjectPlacement(old);
|
|
}
|
|
}
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else if (intersectsTopBound && intersectsLeftBound) {
|
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/* _______
|
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* | 1 | 0 |
|
|
* |___|___|
|
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* | 2 |old|
|
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* |___|___|
|
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*/
|
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var newBounds = new go_1.Rect(this._root.bounds.x - this._root.bounds.width, this._root.bounds.y - this._root.bounds.height, this._root.bounds.width * 2, this._root.bounds.height * 2);
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this._root = new QuadNode(newBounds, null, 0);
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this._root.split();
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this._root.nodes[3] = old;
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this._root.totalObjects = old.totalObjects;
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old.parent = this._root;
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this._restructure(old);
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this._restructureLevels(old);
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if (this._hasZeroWidthObject) {
|
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this._fixLeftObjectPlacement(old);
|
|
}
|
|
if (this._hasZeroHeightObject) {
|
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this._fixTopObjectPlacement(old);
|
|
}
|
|
}
|
|
else if ((intersectsBottomBound && intersectsRightBound) || ((intersectsRightBound || intersectsBottomBound) && !intersectsLeftBound)) {
|
|
/* _______
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|
* |old| 0 |
|
|
* |___|___|
|
|
* | 2 | 3 |
|
|
* |___|___|
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|
*/
|
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var newBounds = new go_1.Rect(this._root.bounds.x, this._root.bounds.y, this._root.bounds.width * 2, this._root.bounds.height * 2);
|
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this._root = new QuadNode(newBounds, null, 0);
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this._root.split();
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this._root.nodes[1] = old;
|
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this._root.totalObjects = old.totalObjects;
|
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old.parent = this._root;
|
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this._restructure(old);
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this._restructureLevels(old);
|
|
}
|
|
else if ((intersectsBottomBound && intersectsLeftBound) || intersectsLeftBound) {
|
|
/* _______
|
|
* | 1 |old|
|
|
* |___|___|
|
|
* | 2 | 3 |
|
|
* |___|___|
|
|
*/
|
|
var newBounds = new go_1.Rect(this._root.bounds.x - this._root.bounds.width, this._root.bounds.y, this._root.bounds.width * 2, this._root.bounds.height * 2);
|
|
this._root = new QuadNode(newBounds, null, 0);
|
|
this._root.split();
|
|
this._root.nodes[0] = old;
|
|
this._root.totalObjects = old.totalObjects;
|
|
old.parent = this._root;
|
|
this._restructure(old);
|
|
this._restructureLevels(old);
|
|
if (this._hasZeroWidthObject) {
|
|
this._fixLeftObjectPlacement(old);
|
|
}
|
|
}
|
|
}
|
|
// add the object to the tree
|
|
this._addHelper(this._root, treeObj);
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Helper function to recursively perform the add operation
|
|
* on the tree.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} root the current node being operated on
|
|
* @param {TreeObject<T>} treeObj the object being added
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._addHelper = function (root, treeObj) {
|
|
root.totalObjects++;
|
|
if (root.nodes[0]) {
|
|
var index = this._getIndex(treeObj.bounds, root);
|
|
if (index !== -1) {
|
|
var selected = root.nodes[index];
|
|
if (selected !== null) {
|
|
this._addHelper(selected, treeObj);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
root.treeObjects.push(treeObj);
|
|
root.objects.push(treeObj.obj);
|
|
if (root.treeObjects.length > this._nodeCapacity && root.level < this._maxLevels) {
|
|
if (!root.nodes[0]) {
|
|
root.split();
|
|
}
|
|
var i = 0;
|
|
while (i < root.treeObjects.length) {
|
|
var index = this._getIndex(root.treeObjects[i].bounds, root);
|
|
if (index !== -1 && !(root.treeObjects[i].bounds.width === 0 || root.treeObjects[i].bounds.height === 0)) {
|
|
root.objects.splice(i, 1);
|
|
var selected = root.nodes[index];
|
|
if (selected !== null) {
|
|
this._addHelper(selected, root.treeObjects.splice(i, 1)[0]);
|
|
}
|
|
}
|
|
else {
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Increases the level of the given {@link Quadtree}. Given as an argument
|
|
* to {@link #walk} in {@link #add} and defined here to
|
|
* avoid creation of a new function every time {@link #add} is
|
|
* called.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} n the node to increase the level of
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._increaseLevel = function (n) {
|
|
n.level += 1;
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Recursively moves objects placed on the right side of a vertical border
|
|
* between two nodes to the left side of the vertical border. This allows
|
|
* them to be located by {@link #_getIndex}. This function is called
|
|
* after an {@link #add} call grows the Quadtree, but only if there
|
|
* are 0 width objects in the tree.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} root the current root node being operated on
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._fixLeftObjectPlacement = function (root) {
|
|
var nw = root.nodes[1];
|
|
if (nw !== null) { // if root is split
|
|
this._fixLeftObjectPlacement(nw); // NW
|
|
var sw = root.nodes[2];
|
|
if (sw !== null) {
|
|
this._fixLeftObjectPlacement(sw); // SW
|
|
}
|
|
}
|
|
var toRemove = [];
|
|
var toAdd = [];
|
|
for (var i = 0; i < root.objects.length; i++) {
|
|
var obj = root.treeObjects[i];
|
|
if (obj.bounds.width === 0 && obj.bounds.x === root.bounds.x) {
|
|
toRemove.push(i);
|
|
toAdd.push(obj);
|
|
}
|
|
}
|
|
this._removeFromOwner(root, toRemove);
|
|
for (var _i = 0, toAdd_1 = toAdd; _i < toAdd_1.length; _i++) {
|
|
var obj = toAdd_1[_i];
|
|
this.add(obj.obj, obj.bounds);
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Recursively moves objects placed on the bottom side of a horizontal border
|
|
* between two nodes to the top side of the vertical border. This allows
|
|
* them to be located by {@link #_getIndex}. This function is called
|
|
* after an {@link #add} call grows the Quadtree, but only if there
|
|
* are 0 height objects in the tree.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} root the current root node being operated on
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._fixTopObjectPlacement = function (root) {
|
|
var ne = root.nodes[0];
|
|
if (ne !== null) { // if root is split
|
|
this._fixTopObjectPlacement(ne); // NE
|
|
var nw = root.nodes[1];
|
|
if (nw !== null) {
|
|
this._fixTopObjectPlacement(nw); // NW
|
|
}
|
|
}
|
|
var toRemove = [];
|
|
var toAdd = [];
|
|
for (var i = 0; i < root.objects.length; i++) {
|
|
var obj = root.treeObjects[i];
|
|
if (obj.bounds.height === 0 && obj.bounds.y === root.bounds.y) {
|
|
toRemove.push(i);
|
|
toAdd.push(obj);
|
|
}
|
|
}
|
|
this._removeFromOwner(root, toRemove);
|
|
for (var _i = 0, toAdd_2 = toAdd; _i < toAdd_2.length; _i++) {
|
|
var obj = toAdd_2[_i];
|
|
this.add(obj);
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Moves all objects from a leaf node to its parent and unsplits.
|
|
* Used after growing the tree when level>max level.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} node the leaf node to restructure
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._restructureLevels = function (node) {
|
|
if (node && this._maxLevels < Infinity && node.nodes[0] !== null) {
|
|
if (node.level >= this._maxLevels) {
|
|
for (var i = 0; i < node.nodes.length; i++) {
|
|
var selected = node.nodes[i];
|
|
if (selected !== null) {
|
|
node.objects.push.apply(node.objects, selected.objects);
|
|
node.treeObjects.push.apply(node.treeObjects, selected.treeObjects);
|
|
selected.clear();
|
|
node.nodes[i] = null;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (var i = 0; i < node.nodes.length; i++) {
|
|
var selected = node.nodes[i];
|
|
if (selected !== null) {
|
|
this._restructureLevels(selected);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* Return the node that contains the given object.
|
|
* @this {Quadtree}
|
|
* @param {T} obj the object to find
|
|
* @return {QuadNode<T>} the node containing the given object, null if the object is not found
|
|
*/
|
|
Quadtree.prototype.find = function (obj) {
|
|
var treeObj = this._treeObjectMap.get(obj);
|
|
if (treeObj) {
|
|
return this._findHelper(this._root, treeObj);
|
|
}
|
|
return null;
|
|
};
|
|
Quadtree.prototype._findHelper = function (root, treeObj) {
|
|
for (var _i = 0, _a = root.treeObjects; _i < _a.length; _i++) {
|
|
var object = _a[_i];
|
|
if (object === treeObj) {
|
|
return root;
|
|
}
|
|
}
|
|
var index = this._getIndex(treeObj.bounds, root);
|
|
var selected = index === -1 ? null : root.nodes[index];
|
|
if (selected !== null) {
|
|
var result = this._findHelper(selected, treeObj);
|
|
if (result) {
|
|
return result;
|
|
}
|
|
}
|
|
return null;
|
|
};
|
|
/**
|
|
* Convenience method, calls {@link #find} and returns a boolean
|
|
* indicating whether or not the tree contains the given object
|
|
* @this {Quadtree}
|
|
* @param {T} obj the object to check for
|
|
* @return {boolean} whether or not the given object is present in the tree
|
|
*/
|
|
Quadtree.prototype.has = function (obj) {
|
|
return !!this.find(obj);
|
|
};
|
|
/**
|
|
* Checks if any of the objects in the tree have the given boundaries
|
|
* @this {Quadtree}
|
|
* @param {Rect} bounds the rectangle to check for
|
|
* @return {Rect} the actual bounds object stored in the tree
|
|
*/
|
|
Quadtree.prototype.findBounds = function (bounds) {
|
|
if (bounds) {
|
|
return this._findBoundsHelper(this._root, bounds);
|
|
}
|
|
return null;
|
|
};
|
|
Quadtree.prototype._findBoundsHelper = function (root, bounds) {
|
|
for (var _i = 0, _a = root.treeObjects; _i < _a.length; _i++) {
|
|
var object = _a[_i];
|
|
if (bounds.equalsApprox(object.bounds)) {
|
|
return bounds;
|
|
}
|
|
}
|
|
var index = this._getIndex(bounds, root);
|
|
var selected = index === -1 ? null : root.nodes[index];
|
|
if (selected !== null) {
|
|
return this._findBoundsHelper(selected, bounds);
|
|
}
|
|
return null;
|
|
};
|
|
/**
|
|
* Remove the given object from the tree, restructuring to
|
|
* get rid of empty nodes that are unneeded.
|
|
* @this {Quadtree}
|
|
* @param {T} obj the object to remove
|
|
* @return {boolean} whether or not the deletion was successful. False when the object is not in the tree.
|
|
*/
|
|
Quadtree.prototype.remove = function (obj) {
|
|
var treeObj = this._treeObjectMap.get(obj);
|
|
if (treeObj) {
|
|
var owner = this._findHelper(this._root, treeObj);
|
|
if (owner) {
|
|
owner.treeObjects.splice(owner.treeObjects.indexOf(treeObj), 1);
|
|
owner.objects.splice(owner.objects.indexOf(obj), 1);
|
|
owner.totalObjects--;
|
|
this._treeObjectMap.remove(obj);
|
|
var parent_1 = owner.parent;
|
|
while (parent_1) {
|
|
parent_1.totalObjects--;
|
|
parent_1 = parent_1.parent;
|
|
}
|
|
if (owner.nodes[0] && owner.totalObjects <= this._nodeCapacity) {
|
|
this._addChildObjectsToNode(owner, owner);
|
|
for (var i = 0; i < owner.nodes.length; i++) {
|
|
var selected = owner.nodes[i];
|
|
if (selected !== null) {
|
|
selected.clear();
|
|
}
|
|
owner.nodes[i] = null;
|
|
}
|
|
}
|
|
this._restructure(owner);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
/**
|
|
* Removes multiple objects at the given indices from the given owner. Similar
|
|
* to the normal remove function, but much faster when the owner and indices are
|
|
* already known.
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} owner the node to remove objects from
|
|
* @param {Array<number>} indexes the indices to remove. Should be given in ascending order.
|
|
*/
|
|
Quadtree.prototype._removeFromOwner = function (owner, indexes) {
|
|
if (indexes.length === 0) {
|
|
return;
|
|
}
|
|
for (var i = indexes.length - 1; i >= 0; i--) {
|
|
this._treeObjectMap.remove(owner.objects[indexes[i]]);
|
|
owner.treeObjects.splice(indexes[i], 1);
|
|
owner.objects.splice(indexes[i], 1);
|
|
}
|
|
owner.totalObjects -= indexes.length;
|
|
var parent = owner.parent;
|
|
while (parent) {
|
|
parent.totalObjects -= indexes.length;
|
|
parent = parent.parent;
|
|
}
|
|
if (owner.nodes[0] && owner.totalObjects <= this._nodeCapacity) {
|
|
this._addChildObjectsToNode(owner, owner);
|
|
for (var i = 0; i < owner.nodes.length; i++) {
|
|
var selected = owner.nodes[i];
|
|
if (selected !== null) {
|
|
selected.clear();
|
|
}
|
|
owner.nodes[i] = null;
|
|
}
|
|
}
|
|
this._restructure(owner);
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Recursively adds all objects from children of the given
|
|
* root tree to the given owner tree
|
|
* Used internally by {@link #remove}
|
|
* @this {Quadtree}
|
|
* @param {Quadtree} owner the tree to add objects to
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._addChildObjectsToNode = function (owner, root) {
|
|
for (var _i = 0, _a = root.nodes; _i < _a.length; _i++) {
|
|
var node = _a[_i];
|
|
if (node) {
|
|
owner.treeObjects.push.apply(owner.treeObjects, node.treeObjects);
|
|
owner.objects.push.apply(owner.objects, node.objects);
|
|
this._addChildObjectsToNode(owner, node);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Recursively combines parent nodes that should be split, all the way
|
|
* up the tree. Starts from the given node.
|
|
* @this {Quadtree}
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype._restructure = function (root) {
|
|
var parent = root.parent;
|
|
if (parent) {
|
|
// if none of the child nodes have any objects, the parent should not be split
|
|
var childrenHaveNoObjects = true;
|
|
for (var _i = 0, _a = parent.nodes; _i < _a.length; _i++) {
|
|
var node = _a[_i];
|
|
if (node !== null && node.totalObjects > 0) {
|
|
childrenHaveNoObjects = false;
|
|
break;
|
|
}
|
|
}
|
|
// unsplit children and move nodes to parent
|
|
if (parent.totalObjects <= this._nodeCapacity || childrenHaveNoObjects) {
|
|
for (var i = 0; i < parent.nodes.length; i++) {
|
|
var selected = parent.nodes[i];
|
|
if (selected !== null) {
|
|
parent.objects.push.apply(parent.objects, selected.objects);
|
|
parent.treeObjects.push.apply(parent.treeObjects, selected.treeObjects);
|
|
selected.clear();
|
|
parent.nodes[i] = null;
|
|
}
|
|
}
|
|
this._restructure(parent);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* Can be called as either (obj, x, y) or (obj, point). Translate
|
|
* the given object to given x and y coordinates or to a given {@link Point}.
|
|
* @this {Quadtree}
|
|
* @param {T} obj the object to move
|
|
* @param {number|Point} x the x coordinate or Point to move the object to
|
|
* @param {number} y the y coordinate to move the object to
|
|
* @return {boolean} whether or not the move was successful. False if the object was not in the tree.
|
|
*/
|
|
Quadtree.prototype.move = function (obj, x, y) {
|
|
var treeObj = this._treeObjectMap.get(obj);
|
|
if (treeObj && this.remove(obj)) {
|
|
if (x instanceof go_1.Point) {
|
|
treeObj.bounds.x = x.x;
|
|
treeObj.bounds.y = x.y;
|
|
}
|
|
else if (y !== undefined) {
|
|
treeObj.bounds.x = x;
|
|
treeObj.bounds.y = y;
|
|
}
|
|
else {
|
|
throw new Error('Please provide the position as either a Point or two numbers');
|
|
}
|
|
this.add(treeObj);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
/**
|
|
* Can be called as either (obj, width, height) or (obj, size). Resize
|
|
* the given object to given width and height or to a given {@link Size}.
|
|
* @this {Quadtree}
|
|
* @param {T} obj the object to resize
|
|
* @param {number|Size} width the width or Size to resize the object to
|
|
* @param {number} height the height to resize the object to
|
|
* @return {boolean} whether or not the resize was successful. False if the object was not in the tree.
|
|
*/
|
|
Quadtree.prototype.resize = function (obj, width, height) {
|
|
var treeObj = this._treeObjectMap.get(obj);
|
|
if (treeObj && this.remove(obj)) {
|
|
if (width instanceof go_1.Size) {
|
|
treeObj.bounds.width = width.width;
|
|
treeObj.bounds.height = width.height;
|
|
}
|
|
else if (height !== undefined) {
|
|
treeObj.bounds.width = width;
|
|
treeObj.bounds.height = height;
|
|
}
|
|
else {
|
|
throw new Error('Please provide the size as either a Size or two numbers');
|
|
}
|
|
this.add(treeObj);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
/**
|
|
* Updates the given object to have the bounds given, provided as either a
|
|
* {@link Rect} or x, y, width, and height.
|
|
* @this {Quadtree}
|
|
* @param obj the object to change the bounds of
|
|
* @param x the x-coordinate or Rect to set the object to
|
|
* @param y the y-coordinate to set the object to, unnecessary if a Rect was given
|
|
* @param width the width to set the object to, unnecessary if a Rect was given
|
|
* @param height the height to set the object to, unnecessary if a Rect was given
|
|
*/
|
|
Quadtree.prototype.setTo = function (obj, x, y, width, height) {
|
|
var treeObj = this._treeObjectMap.get(obj);
|
|
if (treeObj && this.remove(obj)) {
|
|
if (x instanceof go_1.Rect) {
|
|
treeObj.bounds.set(x);
|
|
}
|
|
else if (y !== undefined && width !== undefined && height !== undefined) {
|
|
treeObj.bounds.setTo(x, y, width, height);
|
|
}
|
|
else {
|
|
throw new Error('Please provide new bounds as either a Rect or combination of four numbers (x, y, width, height)');
|
|
}
|
|
this.add(treeObj);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
/**
|
|
* Return all objects that intersect (wholly or partially) with
|
|
* the given {@link Rect} or {@link Point}. Touching edges and
|
|
* objects overlapping by 1e-7 or less (to account for floating
|
|
* point error) are both not considered intersections.
|
|
* @this {Quadtree}
|
|
* @param {Rect|Point} rect the Rect or Point to check intersections for. If a point is given, a Rect with size (0, 0) is created for intersection calculations.
|
|
* @return {Array<T>} array containing all intersecting objects
|
|
*/
|
|
Quadtree.prototype.intersecting = function (rect) {
|
|
if (rect instanceof go_1.Point) {
|
|
rect = new go_1.Rect(rect.x, rect.y, 0, 0);
|
|
}
|
|
var returnObjects = [];
|
|
this._intersectingHelper(rect, this._root, returnObjects);
|
|
return returnObjects;
|
|
};
|
|
Quadtree.prototype._intersectingHelper = function (rect, root, returnObjects) {
|
|
var index = this._getIndex(rect, root);
|
|
var selected = index === -1 ? null : root.nodes[index];
|
|
if (selected !== null) {
|
|
this._intersectingHelper(rect, selected, returnObjects);
|
|
}
|
|
else if (root.nodes[0] !== null) {
|
|
var quadrants = this._getQuadrants(rect, root);
|
|
for (var _i = 0, quadrants_1 = quadrants; _i < quadrants_1.length; _i++) {
|
|
var quadrant = quadrants_1[_i];
|
|
var node = root.nodes[quadrant];
|
|
if (node !== null) {
|
|
this._intersectingHelper(rect, node, returnObjects);
|
|
}
|
|
}
|
|
}
|
|
for (var _a = 0, _b = root.treeObjects; _a < _b.length; _a++) {
|
|
var obj = _b[_a];
|
|
if (Quadtree._rectsIntersect(obj.bounds, rect)) {
|
|
returnObjects.push(obj.obj);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Return all TreeObjects that intersect (wholly or partially)
|
|
* with the given {@link Rect} or {@link Point}. Touching edges
|
|
* are not considered intersections.
|
|
* @this {Quadtree}
|
|
* @param {Rect|Point} rect the Rect or Point to check intersections for. If a point is given, a Rect with size (0, 0) is created for intersection calculations.
|
|
* @return {Array<TreeObject>} array containing all intersecting TreeObjects
|
|
*/
|
|
Quadtree.prototype._intersectingTreeObjs = function (rect) {
|
|
if (rect instanceof go_1.Point) {
|
|
rect = new go_1.Rect(rect.x, rect.y, 0, 0);
|
|
}
|
|
var returnObjects = [];
|
|
this._intersectingTreeObjsHelper(rect, this._root, returnObjects);
|
|
return returnObjects;
|
|
};
|
|
Quadtree.prototype._intersectingTreeObjsHelper = function (rect, root, returnObjects) {
|
|
var index = this._getIndex(rect, root);
|
|
var selected = index === -1 ? null : root.nodes[index];
|
|
if (selected !== null) {
|
|
this._intersectingTreeObjsHelper(rect, selected, returnObjects);
|
|
}
|
|
else if (root.nodes[0]) {
|
|
var quadrants = this._getQuadrants(rect, root);
|
|
for (var _i = 0, quadrants_2 = quadrants; _i < quadrants_2.length; _i++) {
|
|
var quadrant = quadrants_2[_i];
|
|
var node = root.nodes[quadrant];
|
|
this._intersectingTreeObjsHelper(rect, root, returnObjects);
|
|
}
|
|
}
|
|
for (var _a = 0, _b = root.treeObjects; _a < _b.length; _a++) {
|
|
var obj = _b[_a];
|
|
if (Quadtree._rectsIntersect(obj.bounds, rect)) {
|
|
returnObjects.push(obj);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Similar as {@link Rect.intersectsRect}, but doesn't count edges as intersections.
|
|
* Also accounts for floating error (by returning false more often) up to an error of 1e-7.
|
|
* Used by {@link #intersecting}.
|
|
* @this {Quadtree}
|
|
* @param {Rect} r1 first rectangle
|
|
* @param {Rect} r2 second rectangle
|
|
* @return {boolean} whether or not the two rectangles intersect
|
|
*/
|
|
Quadtree._rectsIntersect = function (r1, r2) {
|
|
return !(r2.left + 1e-7 >= r1.right || r2.right - 1e-7 <= r1.left || r2.top + 1e-7 >= r1.bottom || r2.bottom - 1e-7 <= r1.top);
|
|
};
|
|
/**
|
|
* Return all objects that fully contain the given {@link Rect} or {@link Point}.
|
|
* @this {Quadtree}
|
|
* @param {Rect|Point} rect the Rect or Point to check containing for. If a point is given, a Rect with size (0, 0) is created for containment calculations.
|
|
* @return {Array<T>} array containing all containing objects
|
|
*/
|
|
Quadtree.prototype.containing = function (rect) {
|
|
if (rect instanceof go_1.Point) {
|
|
rect = new go_1.Rect(rect.x, rect.y, 0, 0);
|
|
}
|
|
var returnObjects = [];
|
|
this._containingHelper(rect, this._root, returnObjects);
|
|
return returnObjects;
|
|
};
|
|
Quadtree.prototype._containingHelper = function (rect, root, returnObjects) {
|
|
var index = this._getIndex(rect, root);
|
|
var selected = index === -1 ? null : root.nodes[index];
|
|
if (selected !== null) {
|
|
this._containingHelper(rect, selected, returnObjects);
|
|
}
|
|
else if (root.nodes[0]) {
|
|
var quadrants = this._getQuadrants(rect, root);
|
|
for (var _i = 0, quadrants_3 = quadrants; _i < quadrants_3.length; _i++) {
|
|
var quadrant = quadrants_3[_i];
|
|
var node = root.nodes[quadrant];
|
|
if (node !== null) {
|
|
this._containingHelper(rect, node, returnObjects);
|
|
}
|
|
}
|
|
}
|
|
for (var _a = 0, _b = root.treeObjects; _a < _b.length; _a++) {
|
|
var obj = _b[_a];
|
|
if (obj.bounds.containsRect(rect)) {
|
|
returnObjects.push(obj.obj);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* A slightly briefer and more semantic sounding way to call {@link #intersecting}. See
|
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* {@link #intersecting} for details.
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* @this {Quadtree}
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* @param {Point} point the point to check intersections for
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* @return {Array<T>} array containing all intersecting objects
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*/
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Quadtree.prototype.at = function (point) {
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return this.intersecting(point);
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};
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/**
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|
* Returns the square of the distance from the centers of the given objects
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* @this {Quadtree}
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* @param {T} obj1
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* @param {T} obj2
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* @return {number} square of the distance between the centers of obj1 and obj2
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*/
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Quadtree.prototype.distanceSquared = function (obj1, obj2) {
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var owner1 = this.find(obj1);
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var owner2 = this.find(obj2);
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if (owner1 !== null && owner2 !== null) {
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var treeObj1 = this._treeObjectMap.get(obj1);
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var treeObj2 = this._treeObjectMap.get(obj2);
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if (treeObj1 !== null && treeObj2 !== null) {
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return treeObj1.bounds.center.distanceSquaredPoint(treeObj2.bounds.center);
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|
}
|
|
}
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|
return -1;
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|
};
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|
/**
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|
* Recursively traverses the tree (depth first) and executes the
|
|
* given callback on each node.
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|
* @this {Quadtree}
|
|
* @param {function} callback the callback to execute on each node. Takes the form of (n: Quadtree) => void
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|
* @param {boolean} root whether or not to execute the callback on the root node as well. Defaults to true
|
|
* @return {void}
|
|
*/
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|
Quadtree.prototype.walk = function (callback, node, root) {
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|
if (node === void 0) { node = this._root; }
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|
if (root === void 0) { root = true; }
|
|
if (root) {
|
|
root = false;
|
|
callback(node);
|
|
}
|
|
for (var _i = 0, _a = node.nodes; _i < _a.length; _i++) {
|
|
var n = _a[_i];
|
|
if (n) {
|
|
callback(n);
|
|
this.walk(callback, n, root);
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* Visits every object stored in the tree (depth first)
|
|
* @this {Quadtree}
|
|
* @param {function} callback the callback to execute on each object.
|
|
* @return {void}
|
|
*/
|
|
Quadtree.prototype.forEach = function (callback) {
|
|
this.walk(function (n) {
|
|
for (var _i = 0, _a = n.objects; _i < _a.length; _i++) {
|
|
var obj = _a[_i];
|
|
callback(obj);
|
|
}
|
|
});
|
|
};
|
|
/**
|
|
* Finds the most furthest object in each direction stored in the tree.
|
|
* Bounds are tested using the center x and y coordinate.
|
|
* @this {Quadtree}
|
|
* @return {Array<T>} maximum and minimum objects in the tree, in the format [min x, max x, min y, max y].
|
|
*/
|
|
Quadtree.prototype.findExtremeObjects = function () {
|
|
var _a = this._findExtremeObjectsHelper(), extremes0 = _a[0], extremes1 = _a[1], extremes2 = _a[2], extremes3 = _a[3];
|
|
return [
|
|
extremes0 !== null ? extremes0.obj : null,
|
|
extremes1 !== null ? extremes1.obj : null,
|
|
extremes2 !== null ? extremes2.obj : null,
|
|
extremes3 !== null ? extremes3.obj : null
|
|
];
|
|
};
|
|
/**
|
|
* @hidden @internal
|
|
* Recursive helper function for {@link #findExtremeObjects}
|
|
* @this {Quadtree}
|
|
* @param {QuadNode<T>} root the current root node being searched
|
|
* @return {Array<TreeObject<T>>} maximum and minimum objects in the tree, in the format [min x, max x, min y, max y].
|
|
*/
|
|
Quadtree.prototype._findExtremeObjectsHelper = function (root) {
|
|
if (root === void 0) { root = this._root; }
|
|
var minX = null;
|
|
var maxX = null;
|
|
var minY = null;
|
|
var maxY = null;
|
|
if (root.nodes[0]) { // if root is split
|
|
for (var _i = 0, _a = root.nodes; _i < _a.length; _i++) {
|
|
var node = _a[_i];
|
|
if (node !== null) {
|
|
var _b = this._findExtremeObjectsHelper(node), extremes0 = _b[0], extremes1 = _b[1], extremes2 = _b[2], extremes3 = _b[3];
|
|
if (minX == null || (extremes0 !== null && extremes0.bounds.centerX < minX.bounds.centerX)) {
|
|
minX = extremes0;
|
|
}
|
|
if (maxX === null || (extremes1 !== null && extremes1.bounds.centerX > maxX.bounds.centerX)) {
|
|
maxX = extremes1;
|
|
}
|
|
if (minY === null || (extremes2 !== null && extremes2.bounds.centerY < minY.bounds.centerY)) {
|
|
minY = extremes2;
|
|
}
|
|
if (maxY === null || (extremes3 !== null && extremes3.bounds.centerY > maxY.bounds.centerY)) {
|
|
maxY = extremes3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (var _c = 0, _d = root.treeObjects; _c < _d.length; _c++) {
|
|
var obj = _d[_c];
|
|
if (!minX || obj.bounds.centerX < minX.bounds.centerX) {
|
|
minX = obj;
|
|
}
|
|
if (!maxX || obj.bounds.centerX > maxX.bounds.centerX) {
|
|
maxX = obj;
|
|
}
|
|
if (!minY || obj.bounds.centerY < minY.bounds.centerY) {
|
|
minY = obj;
|
|
}
|
|
if (!maxY || obj.bounds.centerY > maxY.bounds.centerY) {
|
|
maxY = obj;
|
|
}
|
|
}
|
|
return [minX, maxX, minY, maxY];
|
|
};
|
|
return Quadtree;
|
|
}());
|
|
exports.Quadtree = Quadtree;
|
|
});
|