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2d-quadtree

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Quadtree for games and simulations

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(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){ var Quadtree = window.Quadtree = require('./quadtree.js'); var map = window.map = new Quadtree(); var object1 = window.object1 = {'x': 10, 'y': 10, 'height': 10, 'width': 10}; var object2 = window.object2 = {'x': 0, 'y': 0, 'height': 20, 'width': 20}; var object3 = window.object3 = {'x': 0, 'y': 0, 'height': 30, 'width': 30}; var object4 = window.object4 = {'x': 0, 'y': 0, 'height': 40, 'width': 40}; var object5 = window.object5 = {'x': 0, 'y': 0, 'height': 50, 'width': 50}; map.insert(object1); map.insert(object2); map.insert(object3); map.insert(object4); map.insert(object5); console.log('-----------------------------------------------------------------------------'); console.log('Number of children: ' + map.getChildCount()); console.log('Number of orphans : ' + map.getOrphanCount()); console.log('Number of orphans and children: ' + map.getOrphanAndChildCount()); },{"./quadtree.js":2}],2:[function(require,module,exports){ 'use strict'; var _ = require('underscore'); var DEFAULT_MAX_CHILDREN = 4, DEFAULT_DEPTH = 4, DEFAULT_WIDTH = 1000, DEFAULT_HEIGHT = 1000, NORTH_WEST = 1, NORTH_EAST = 2, SOUTH_WEST = 4, SOUTH_EAST = 8; /** * Rectangles inserted into the quadtree are extended with this object literal */ var rectPrototype = { /** * Moves the rectangle in the quadtree to a new position (x, y) * @method * @param {Number} x The x coordinate as defined by the quadtree coordinate system * @param {Number} y The y coordinate as defined by the quadtree coordinate system */ 'move': function (x, y) { this.x = x; this.y = y; if (this.parent.orphans.indexOf(this) !== -1 || !isWithinBounds(this.parent, this)) { this.parent.remove(this); this.parent.insert(this); } }, /** * Returns an array of the rectangles within the quadtree that intersect with this rectangle * @method * @return {Array} The rectangles that intersect with this rectangle */ 'getCollisions': function () { return this.parent.getCollisions(this); }, /** * Comepletely removes this rectangle from the quadtree * @method */ 'remove': function () { this.parent.remove(this); } }; /** * Quadtree contstructor function. Use to initialize the Quadtree. Also, whenever the quadtree splits, * this constructor is used to initialize the new nodes of the quadtree. * @constructor * @param {Object} options The only options of concern to you: width, height, maxChildren, depth */ function Quadtree (options) { options = options || {}; this.maxChildren = options.maxChildren || DEFAULT_MAX_CHILDREN; this.depth = options.depth || DEFAULT_DEPTH; this.height = options.height || DEFAULT_HEIGHT; this.width = options.width || DEFAULT_WIDTH; this.halfHeight = this.height / 2; this.halfWidth = this.width / 2; this.x = options.x || 0; this.y = options.y || 0; this.parent = options.parent || null; this.children = []; this.orphans = []; this.isLeaf = true; this.quadrant = options.quadrant || (NORTH_WEST + NORTH_EAST + SOUTH_WEST + SOUTH_EAST); } /** * * Inserts an object into the quadTree * @param {Object} An arbitrary object with rectangle properties (x, y, width, height) */ Quadtree.prototype.insert = function (object) { var numberOfChildren = this.children.length; if (!hasRectProps(object)) { throw 'Inserting an object into the Quadtree requires a height, width, x, and y property'; } if (!object.move) { _.extend(object, rectPrototype); } if (!isWithinBounds(this, object)) { if (this.parent) { this.parent.insert(object); return; } else { forceObjectWithinBounds(object, this); } } object.parent = this; object.quadrant = undefined; // This quadTree does not contain quadTrees if (this.isLeaf) { this.children.push(object); setQuadrant(object, this); if (this.children.length > this.maxChildren && this.depth) { this.divide(); return; } // This quadTree contains quadTrees // We should check if the object we are inserting can be completely contained within // one of these quadTrees. If it can't, it must be an orphan. } else { for (var i = 0; i < numberOfChildren; i++) { if (isWithinBounds(this.children[i], object)) { this.children[i].insert(object); return; } } // Object does not fit within any of the sub-quadTrees. It's an orphan. setQuadrant(object, this); this.orphans.push(object); } }; /** * Removes the object and potentially collapses the quadTree * @method remove * @param {Object} Item that was inserted into the quadTree */ Quadtree.prototype.remove = function (object) { var parent = object.parent, children = parent.children, orphans = parent.orphans, newParent = parent; if (_.contains(children, object)) { children.splice(children.indexOf(object), 1); } else if (_.contains(orphans, object)) { orphans.splice(orphans.indexOf(object), 1); } else { throw 'Object not found in quadTree when attempting to remove'; } while (newParent.parent) { newParent = newParent.parent; } object.parent = newParent; parent.collapse(); }; /** * Partitions the quadTree into 4 equal sized quadTrees. * It also re-inserts all of the children that the leaf contained. */ Quadtree.prototype.divide = function () { var children = this.children, quarterWidth = this.width / 4, quarterHeight = this.height / 4, options = { 'depth' : this.depth - 1, 'width' : this.width / 2, 'height': this.height / 2, 'parent': this }; this.isLeaf = false; this.children = [ new Quadtree(_.extend(options, { 'x' : this.x - quarterWidth, 'y' : this.y - quarterHeight, 'quadrant': NORTH_WEST })), new Quadtree(_.extend(options, { 'x' : this.x + quarterWidth, 'y' : this.y - quarterHeight, 'quadrant': NORTH_EAST })), new Quadtree(_.extend(options, { 'x' : this.x - quarterWidth, 'y' : this.y + quarterHeight, 'quadrant': SOUTH_WEST })), new Quadtree(_.extend(options, { 'x' : this.x + quarterWidth, 'y' : this.y + quarterHeight, 'quadrant': SOUTH_EAST })) ]; for (var i = 0, l = children.length; i < l; i++) { this.insert(children[i]); } }; /** * Collapses the quadTree */ Quadtree.prototype.collapse = function () { if (this.parent) { if (this !== this.parent.children[0] && this !== this.parent.children[1] && this !== this.parent.children[2] && this !== this.parent.children[3]) { throw 'This was a bug that was fixed, but I am paranoid this will get hit so I left it...'; } } if (this.parent && this.parent.canCollapse()) { this.parent.collapse(); return; } if (this.canCollapse() && !this.isLeaf) { var allChildrenAndOrphans = this.getOrphansAndChildren(); this.children = []; this.orphans = []; this.isLeaf = true; for (var i = 0; i < allChildrenAndOrphans.length; i++) { this.insert(allChildrenAndOrphans[i]); } } }; /** * Helper method that determines if the quadtree should collapse */ Quadtree.prototype.canCollapse = function () { return this.getOrphanAndChildCount() <= this.maxChildren; } /** * getOrphanCount returns the number of orphans in the quadTree * @return {Array} number of orphans in the quadTree */ Quadtree.prototype.getOrphanCount = function () { var numberOfOrphans = this.orphans.length, numberOfChildren = this.children.length, count = numberOfOrphans; if (this.isLeaf) { if (count !== 0) { throw 'Why does this leaf have orphans?!'; } return count; // should be 0. } else { for (var i = 0; i < numberOfChildren; i++) { count += this.children[i].getOrphanCount(); } } return count; }; /** * Returns the number of children in the quadTree * @return {Number} The number of children in the quadTree */ Quadtree.prototype.getChildCount = function () { var count = 0, numberOfChildren = this.children.length; if (!this.isLeaf) { for (var i = 0; i < numberOfChildren; i++) { count += this.children[i].getChildCount(); } } else { count += numberOfChildren; } return count; }; /** * getOrphanAndChildCount returns all rectangles that have been inserted into the quadtree * @return {Number} The number of all inserted objects in the quadtree */ Quadtree.prototype.getOrphanAndChildCount = function () { return this.getOrphanCount() + this.getChildCount(); }; /** * getOrphans return all the orphans of the quadTree * @return {Array} all the orphans of the quadTree */ Quadtree.prototype.getOrphans = function () { var orphans = []; if (!this.isLeaf) { orphans = this.orphans; for (var i = 0; i < this.children.length; i++) { orphans = orphans.concat(this.children[i].getOrphans()); } } return orphans; }; /** * getChildren returns an array of all the children of the quadTree * @return {Array} all the children of the quadTree */ Quadtree.prototype.getChildren = function () { var children = []; if (this.isLeaf) { return this.children; } else { for (var i = 0; i < this.children.length; i++) { children = children.concat(this.children[i].getChildren()); } } return children; }; /** * getOrphansAndChildren returns an array of all the children and orphans of the quadTree * @return {Array} all the children and orphans of the quadTree */ Quadtree.prototype.getOrphansAndChildren = function () { return this.getChildren().concat(this.getOrphans()); }; /** * getQuadtreeCount returns the number of divisions within the quadtree. * @return {Number} The number of divisions within the quadtree. */ Quadtree.prototype.getQuadtreeCount = function () { var count = this.children.length; if (this.isLeaf) { return 0; } for (var i = 0; i < this.children.length; i++) { count += this.children[i].getQuadtreeCount(); } return count; }; Quadtree.prototype.getEntireQuadtreesOrphansAndChildren = function () { var originalParent = this; while (originalParent.parent) { originalParent = originalParent.parent; } return originalParent.getOrphansAndChildren(); } Quadtree.prototype.getParentOrphanComparisons = function () { var comparisonList = [], orphans = this.parent && this.parent.orphans; if (!orphans) { return comparisonList; } for (var i = 0; i < orphans.length; i++) { if ((orphans[i].quadrant & this.quadrant)) { comparisonList.push(orphans[i]); } } return comparisonList.concat(this.parent.getParentOrphanComparisons()); }; Quadtree.prototype.getCollisions = function (rect) { if (!hasRectProps(rect)) { throw 'Collsion must be a rect'; } return getCollisions(this.getComparisons(rect), rect); }; // This might be an area to optimized. A rectangle that is an orphans of the parent-most quadtree // that overlaps all quadrants will be the same as a brute force collision detector. Quadtree.prototype.getOrphansAndChildrenInQuadrants = function (rect) { var orphansAndChildren = [], quadrant = rect.quadrant; if (quadrant & NORTH_WEST) { orphansAndChildren = orphansAndChildren.concat(this.children[0].getOrphansAndChildren()); } if (quadrant & NORTH_EAST) { orphansAndChildren = orphansAndChildren.concat(this.children[1].getOrphansAndChildren()); } if (quadrant & SOUTH_WEST) { orphansAndChildren = orphansAndChildren.concat(this.children[2].getOrphansAndChildren()); } if (quadrant & SOUTH_EAST) { orphansAndChildren = orphansAndChildren.concat(this.children[3].getOrphansAndChildren()); } return orphansAndChildren; }; Quadtree.prototype.getComparisons = function (rect) { if (!hasRectProps(rect)) { throw 'Collsion must be a rect'; } if (!rect.quadrant) { throw 'Rect does not have a quadrant property'; } var comparisonList = rect.parent.isLeaf ? rect.parent.getChildren() : rect.parent.getOrphansAndChildrenInQuadrants(rect), directOrphans = rect.parent.orphans, parentOrphanComparisons = rect.parent.getParentOrphanComparisons(rect); for (var i = 0; i < directOrphans.length; i++) { if ((directOrphans[i].quadrant & rect.quadrant)) { comparisonList.push(directOrphans[i]); } } comparisonList = comparisonList.concat(parentOrphanComparisons); if (_.contains(comparisonList, rect)) { comparisonList.splice(comparisonList.indexOf(rect), 1); } return comparisonList; }; Quadtree.prototype.getBruteForceCollisions = function (rect) { if (!hasRectProps(rect)) { throw 'Collsion must be a rect'; } var comparisonList, currentQuadTree = this; while (currentQuadTree.parent) { currentQuadTree = currentQuadTree.parent; } comparisonList = currentQuadTree.getOrphansAndChildren(); if (_.contains(comparisonList, rect)) { comparisonList.splice(comparisonList.indexOf(rect), 1); } return getCollisions(comparisonList, rect); }; // Helper functions /** * setQuadrant sets the overlapping quadrants (quadtrees) given an object * @param {Object} object A rectangle that is inserted in the quadtree * @param {Object} quadtree A quadtree */ function setQuadrant (object, quadtree) { if (quadtree.isLeaf) { if (quadtree.parent) { object.quadrant = (isIntersecting(quadtree.parent.children[0], object) * NORTH_WEST) + (isIntersecting(quadtree.parent.children[1], object) * NORTH_EAST) + (isIntersecting(quadtree.parent.children[2], object) * SOUTH_WEST) + (isIntersecting(quadtree.parent.children[3], object) * SOUTH_EAST); } else { object.quadrant = 15; } } else { object.quadrant = (isIntersecting(quadtree.children[0], object) * NORTH_WEST) + (isIntersecting(quadtree.children[1], object) * NORTH_EAST) + (isIntersecting(quadtree.children[2], object) * SOUTH_WEST) + (isIntersecting(quadtree.children[3], object) * SOUTH_EAST); } } /** * [hasRectProps determines if the object has the necessary properties to be considered a rectangle] * @param {Object} object [The object questioned for rect props] * @return {Boolean} [True if it is a rectangle] */ function hasRectProps (object) { return typeof object.width !== 'undefined' && object.height !== 'undefined' && object.x !== 'undefined' && object.y !== 'undefined'; } /** * [getBounds returns the bounds of a rectangle] * @param {Object} r [x, y, width, height] * @return {Object} [left, right, top, bottom] */ function getBounds (r) { return { 'left' : r.x - r.width / 2, 'right' : r.x + r.width / 2, 'top' : r.y - r.height / 2, 'bottom': r.y + r.height / 2 }; } /** * [isWithinBounds retuns true if rect2 is completely within rect1] * @param {Object} r1 [x, y, width, height] * @param {Object} r2 [x, y, width, height] * @return {Boolean} [true if rect2 is completely within rect1] */ function isWithinBounds (r1, r2) { var r1Bounds = getBounds(r1), r2Bounds = getBounds(r2); return (r2Bounds.left >= r1Bounds.left && r2Bounds.right <= r1Bounds.right && r2Bounds.top >= r1Bounds.top && r2Bounds.bottom <= r1Bounds.bottom); } /** * [isIntersecting returns true if two rectangles intersect] * @param {Object} r1 [rectangle] * @param {Object} r2 [rectangle] * @return {Boolean} [True if two rectangles isIntersecting] * @diagram * * * * * * * * * * r2 * * * * * * * * * * * * * * * * * r1 * * * * * * * * * * * * * * * * r2 * * * * * * * * * * * * * * * * r1 * * * * * * * * * */ function isIntersecting (r1, r2) { if (r1.radius && r2.radius) { return isIntersectingCircles(r1, r2); } else { return isIntersectingSquares(r1, r2); } } function isIntersectingSquares (r1, r2) { var r1Bounds = getBounds(r1), r2Bounds = getBounds(r2); return (r1Bounds.left < r2Bounds.right && r1Bounds.right > r2Bounds.left && r1Bounds.top < r2Bounds.bottom && r1Bounds.bottom > r2Bounds.top); } function isIntersectingCircles (c1, c2) { var dx = c1.x - c2.x, dy = c1.y - c2.y, distance = Math.sqrt(dx * dx + dy * dy); return distance < c1.radius + c2.radius; } function getCollisions (comparisonList, rect) { var collisionList = []; for (var i = 0; i < comparisonList.length; i++) { if (isIntersecting(comparisonList[i], rect)) { collisionList.push(comparisonList[i]); } } return collisionList; } /** * [forceObjectWithinBounds forces the inserted object into the quadtree bounds. * This makes the quadtree behave like pac-man when he goes into the opening on * the side of the map] * @param {Object} object [This is the parent-most quadtree] * @param {Object} rect [The inserted rectangle] */ function forceObjectWithinBounds (object, rect) { var objectBounds = getBounds(object), containerBounds = getBounds(rect), isTooFarLeft = objectBounds.left < containerBounds.left, isTooFarRight = objectBounds.left > containerBounds.right, isTooFarAbove = objectBounds.top < containerBounds.top, isTooFarBelow = objectBounds.top > containerBounds.bottom; if (isTooFarLeft) { while (object.x < containerBounds.left) { object.x = containerBounds.right + object.x + rect.halfWidth; } } if (isTooFarRight) { while (object.x > containerBounds.right) { object.x = containerBounds.left + object.x - rect.halfWidth; } } if (isTooFarAbove) { while (object.y < containerBounds.top) { object.y = containerBounds.bottom + object.y + rect.halfHeight; } } if (isTooFarBelow) { while (object.y > containerBounds.bottom) { object.y = containerBounds.top + object.y - rect.halfHeight; } } } module.exports = Quadtree; },{"underscore":3}],3:[function(require,module,exports){ // Underscore.js 1.8.3 // http://underscorejs.org // (c) 2009-2015 Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors // Underscore may be freely distributed under the MIT license. (function() { // Baseline setup // -------------- // Establish the root object, `window` in the browser, or `exports` on the server. var root = this; // Save the previous value of the `_` variable. var previousUnderscore = root._; // Save bytes in the minified (but not gzipped) version: var ArrayProto = Array.prototype, ObjProto = Object.prototype, FuncProto = Function.prototype; // Create quick reference variables for speed access to core prototypes. var push = ArrayProto.push, slice = ArrayProto.slice, toString = ObjProto.toString, hasOwnProperty = ObjProto.hasOwnProperty; // All **ECMAScript 5** native function implementations that we hope to use // are declared here. var nativeIsArray = Array.isArray, nativeKeys = Object.keys, nativeBind = FuncProto.bind, nativeCreate = Object.create; // Naked function reference for surrogate-prototype-swapping. var Ctor = function(){}; // Create a safe reference to the Underscore object for use below. var _ = function(obj) { if (obj instanceof _) return obj; if (!(this instanceof _)) return new _(obj); this._wrapped = obj; }; // Export the Underscore object for **Node.js**, with // backwards-compatibility for the old `require()` API. If we're in // the browser, add `_` as a global object. if (typeof exports !== 'undefined') { if (typeof module !== 'undefined' && module.exports) { exports = module.exports = _; } exports._ = _; } else { root._ = _; } // Current version. _.VERSION = '1.8.3'; // Internal function that returns an efficient (for current engines) version // of the passed-in callback, to be repeatedly applied in other Underscore // functions. var optimizeCb = function(func, context, argCount) { if (context === void 0) return func; switch (argCount == null ? 3 : argCount) { case 1: return function(value) { return func.call(context, value); }; case 2: return function(value, other) { return func.call(context, value, other); }; case 3: return function(value, index, collection) { return func.call(context, value, index, collection); }; case 4: return function(accumulator, value, index, collection) { return func.call(context, accumulator, value, index, collection); }; } return function() { return func.apply(context, arguments); }; }; // A mostly-internal function to generate callbacks that can be applied // to each element in a collection, returning the desired result — either // identity, an arbitrary callback, a property matcher, or a property accessor. var cb = function(value, context, argCount) { if (value == null) return _.identity; if (_.isFunction(value)) return optimizeCb(value, context, argCount); if (_.isObject(value)) return _.matcher(value); return _.property(value); }; _.iteratee = function(value, context) { return cb(value, context, Infinity); }; // An internal function for creating assigner functions. var createAssigner = function(keysFunc, undefinedOnly) { return function(obj) { var length = arguments.length; if (length < 2 || obj == null) return obj; for (var index = 1; index < length; index++) { var source = arguments[index], keys = keysFunc(source), l = keys.length; for (var i = 0; i < l; i++) { var key = keys[i]; if (!undefinedOnly || obj[key] === void 0) obj[key] = source[key]; } } return obj; }; }; // An internal function for creating a new object that inherits from another. var baseCreate = function(prototype) { if (!_.isObject(prototype)) return {}; if (nativeCreate) return nativeCreate(prototype); Ctor.prototype = prototype; var result = new Ctor; Ctor.prototype = null; return result; }; var property = function(key) { return function(obj) { return obj == null ? void 0 : obj[key]; }; }; // Helper for collection methods to determine whether a collection // should be iterated as an array or as an object // Related: http://people.mozilla.org/~jorendorff/es6-draft.html#sec-tolength // Avoids a very nasty iOS 8 JIT bug on ARM-64. #2094 var MAX_ARRAY_INDEX = Math.pow(2, 53) - 1; var getLength = property('length'); var isArrayLike = function(collection) { var length = getLength(collection); return typeof length == 'number' && length >= 0 && length <= MAX_ARRAY_INDEX; }; // Collection Functions // -------------------- // The cornerstone, an `each` implementation, aka `forEach`. // Handles raw objects in addition to array-likes. Treats all // sparse array-likes as if they were dense. _.each = _.forEach = function(obj, iteratee, context) { iteratee = optimizeCb(iteratee, context); var i, length; if (isArrayLike(obj)) { for (i = 0, length = obj.length; i < length; i++) { iteratee(obj[i], i, obj); } } else { var keys = _.keys(obj); for (i = 0, length = keys.length; i < length; i++) { iteratee(obj[keys[i]], keys[i], obj); } } return obj; }; // Return the results of applying the iteratee to each element. _.map = _.collect = function(obj, iteratee, context) { iteratee = cb(iteratee, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length, results = Array(length); for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; results[index] = iteratee(obj[currentKey], currentKey, obj); } return results; }; // Create a reducing function iterating left or right. function createReduce(dir) { // Optimized iterator function as using arguments.length // in the main function will deoptimize the, see #1991. function iterator(obj, iteratee, memo, keys, index, length) { for (; index >= 0 && index < length; index += dir) { var currentKey = keys ? keys[index] : index; memo = iteratee(memo, obj[currentKey], currentKey, obj); } return memo; } return function(obj, iteratee, memo, context) { iteratee = optimizeCb(iteratee, context, 4); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length, index = dir > 0 ? 0 : length - 1; // Determine the initial value if none is provided. if (arguments.length < 3) { memo = obj[keys ? keys[index] : index]; index += dir; } return iterator(obj, iteratee, memo, keys, index, length); }; } // **Reduce** builds up a single result from a list of values, aka `inject`, // or `foldl`. _.reduce = _.foldl = _.inject = createReduce(1); // The right-associative version of reduce, also known as `foldr`. _.reduceRight = _.foldr = createReduce(-1); // Return the first value which passes a truth test. Aliased as `detect`. _.find = _.detect = function(obj, predicate, context) { var key; if (isArrayLike(obj)) { key = _.findIndex(obj, predicate, context); } else { key = _.findKey(obj, predicate, context); } if (key !== void 0 && key !== -1) return obj[key]; }; // Return all the elements that pass a truth test. // Aliased as `select`. _.filter = _.select = function(obj, predicate, context) { var results = []; predicate = cb(predicate, context); _.each(obj, function(value, index, list) { if (predicate(value, index, list)) results.push(value); }); return results; }; // Return all the elements for which a truth test fails. _.reject = function(obj, predicate, context) { return _.filter(obj, _.negate(cb(predicate)), context); }; // Determine whether all of the elements match a truth test. // Aliased as `all`. _.every = _.all = function(obj, predicate, context) { predicate = cb(predicate, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length; for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; if (!predicate(obj[currentKey], currentKey, obj)) return false; } return true; }; // Determine if at least one element in the object matches a truth test. // Aliased as `any`. _.some = _.any = function(obj, predicate, context) { predicate = cb(predicate, context); var keys = !isArrayLike(obj) && _.keys(obj), length = (keys || obj).length; for (var index = 0; index < length; index++) { var currentKey = keys ? keys[index] : index; if (predicate(obj[currentKey], currentKey, obj)) return true; } return false; }; // Determine if the array or object contains a given item (using `===`). // Aliased as `includes` and `include`. _.contains = _.includes = _.include = function(obj, item, fromIndex, guard) { if (!isArrayLike(obj)) obj = _.values(obj); if (typeof fromIndex != 'number' || guard) fromIndex = 0; return _.indexOf(obj, item, fromIndex) >= 0; }; // Invoke a method (with arguments) on every item in a collection. _.invoke = function(obj, method) { var args = slice.call(arguments, 2); var isFunc = _.isFunction(method); return _.map(obj, function(value) { var func = isFunc ? method : value[method]; return func == null ? func : func.apply(value, args); }); }; // Convenience version of a common use case of `map`: fetching a property. _.pluck = function(obj, key) { return _.map(obj, _.property(key)); }; // Convenience version of a common use case of `filter`: selecting only objects // containing specific `key:value` pairs. _.where = function(obj, attrs) { return _.filter(obj, _.matcher(attrs)); }; // Convenience version of a common use case of `find`: getting the first object // containing specific `key:value` pairs. _.findWhere = function(obj, attrs) { return _.find(obj, _.matcher(attrs)); }; // Return the maximum element (or element-based computation). _.max = function(obj, iteratee, context) { var result = -Infinity, lastComputed = -Infinity, value, computed; if (iteratee == null && obj != null) { obj = isArrayLike(obj) ? obj : _.values(obj); for (var i = 0, length = obj.length; i < length; i++) { value = obj[i]; if (value > result) { result = value; } } } else { iteratee = cb(iteratee, context); _.each(obj, function(value, index, list) { computed = iteratee(value, index, list); if (computed > lastComputed || computed === -Infinity && result === -Infinity) { result = value; lastComputed = computed; } }); } return result; }; // Return the minimum element (or element-based computation). _.min = function(obj, iteratee, context) { var result = Infinity, lastComputed = Infinity, value, computed; if (iteratee == null && obj != null) { obj = isArrayLike(obj) ? obj : _.values(obj); for (var i = 0, length = obj.length; i < length; i++) { value = obj[i]; if (value < result) { result = value; } } } else { iteratee = cb(iteratee, context); _.each(obj, function(value, index, list) { computed = iteratee(value, index, list); if (computed < lastComputed || computed === Infinity && result === Infinity) { result = value; lastComputed = computed; } }); } return result; }; // Shuffle a collection, using the modern version of the // [Fisher-Yates shuffle](http://en.wikipedia.org/wiki/Fisher–Yates_shuffle). _.shuffle = function(obj) { var set = isArrayLike(obj) ? obj : _.values(obj); var length = set.length; var shuffled = Array(length); for (var index = 0, rand; index < length; index++) { rand = _.random(0, index); if (rand !== index) shuffled[index] = shuffled[rand]; shuffled[rand] = set[index]; } return shuffled; }; // Sample **n** random values from a collection. // If **n** is not specified, returns a single random element. // The internal `guard` argument allows it to work with `map`. _.sample = function(obj, n, guard) { if (n == null || guard) { if (!isArrayLike(obj)) obj = _.values(obj); return obj[_.random(obj.length - 1)]; } return _.shuffle(obj).slice(0, Math.max(0, n)); }; // Sort the object's values by a criterion produced by an iteratee. _.sortBy = function(obj, iteratee, context) { iteratee = cb(iteratee, context); return _.pluck(_.map(obj, function(value, index, list) { return { value: value, index: index, criteria: iteratee(value, index, list) }; }).sort(function(left, right) { var a = left.criteria; var b = right.criteria; if (a !== b) { if (a > b || a === void 0) return 1; if (a < b || b === void 0) return -1; } return left.index - right.index; }), 'value'); }; // An internal function used for aggregate "group by" operations. var group = function(behavior) { return function(obj, iteratee, context) { var result = {}; iteratee = cb(iteratee, context); _.each(obj, function(value, index) { var key = iteratee(value, index, obj); behavior(result, value, key); }); return result; }; }; // Groups the object's values by a criterion. Pass either a string attribute // to group by, or a function that returns the criterion. _.groupBy = group(function(result, value, key) { if (_.has(result, key)) result[key].push(value); else result[key] = [value]; }); // Indexes the object's values by a criterion, similar to `groupBy`, but for // when you know that your index values will be unique. _.indexBy = group(function(result, value, key) { result[key] = value; }); // Counts instances of an object that group by a certain criterion. Pass // either a string attribute to count by, or a function that returns the // criterion. _.countBy = group(function(result, value, key) { if (_.has(result, key)) result[key]++; else result[key] = 1; }); // Safely create a real, live array from anything iterable. _.toArray = function(obj) { if (!obj) return []; if (_.isArray(obj)) return slice.call(obj); if (isArrayLike(obj)) return _.map(obj, _.identity); return _.values(obj); }; // Return the number of elements in an object. _.size = function(obj) { if (obj == null) return 0; return isArrayLike(obj) ? obj.length : _.keys(obj).length; }; // Split a collection into two arrays: one whose elements all satisfy the given // predicate, and one whose elements all do not satisfy the predicate. _.partition = function(obj, predicate, context) { predicate = cb(predicate, context); var pass = [], fail = []; _.each(obj, function(value, key, obj) { (predicate(value, key, obj) ? pass : fail).push(value); }); return [pass, fail]; }; // Array Functions // --------------- // Get the first element of an array. Passing **n** will return the first N // values in the array. Aliased as `head` and `take`. The **guard** check // allows it to work with `_.map`. _.first = _.head = _.take = function(array, n, guard) { if (array == null) return void 0; if (n == null || guard) return array[0]; return _.initial(array, array.length - n); }; // Returns everything but the last entry of the array. Especially useful on // the arguments object. Passing **n** will return all the values in // the array, excluding the last N. _.initial = function(array, n, guard) { return slice.call(array, 0, Math.max(0, array.length - (n == null || guard ? 1 : n))); }; // Get the last element of an array. Passing **n** will return the last N // values in the array. _.last = function(array, n, guard) { if (array == null) return void 0; if (n == null || guard) return array[array.length - 1]; return _.rest(array, Math.max(0, array.length - n)); }; // Returns everything but the first entry of the array. Aliased as `tail` and `drop`. // Especially useful on the arguments object. Passing an **n** will return // the rest N values in the array. _.rest = _.tail = _.drop = function(array, n, guard) { return slice.call(array, n == null || guard ? 1 : n); }; // Trim out all falsy values from an array. _.compact = function(array) { return _.filter(array, _.identity); }; // Internal implementation of a recursive `flatten` function. var flatten = function(input, shallow, strict, startIndex) { var output = [], idx = 0; for (var i = startIndex || 0, length = getLength(input); i < length; i++) { var value = input[i]; if (isArrayLike(value) && (_.isArray(value) || _.isArguments(value))) { //flatten current level of array or arguments object if (!shallow) value = flatten(value, shallow, strict); var j = 0, len = value.length; output.length += len; while (j < len) { output[idx++] = value[j++]; } } else if (!strict) { output[idx++] = value; } } return output; }; // Flatten out an array, either recursively (by default), or just one level. _.flatten = function(array, shallow) { return flatten(array, shallow, false); }; // Return a version of the array that does not contain the specified value(s). _.without = function(array) { return _.difference(array, slice.call(arguments, 1)); }; // Produce a duplicate-free version of the array. If the array has already // been sorted, you have the option of using a faster algorithm. // Aliased as `unique`. _.uniq = _.unique = function(array, isSorted, iteratee, context) { if (!_.isBoolean(isSorted)) { context = iteratee; iteratee = isSorted; isSorted = false; } if (iteratee != null) iteratee = cb(iteratee, context); var result = []; var seen = []; for (var i = 0, length = getLength(array); i < length; i++) { var value = array[i], computed = iteratee ? iteratee(value, i, array) : value; if (isSorted) { if (!i || seen !== computed) result.push(value); seen = computed; } else if (iteratee) { if (!_.contains(seen, computed)) { seen.push(computed); result.push(value); } } else if (!_.contains(result, value)) { result.push(value); } } return result; }; // Produce an array that contains the union: each distinct element from all of // the passed-in arrays. _.union = function() { return _.uniq(flatten(arguments, true, true)); }; // Produce an array that contains every item shared between all the // passed-in arrays. _.intersection = function(array) { var result = []; var argsLength = arguments.length; for (var i = 0, length = getLength(array); i < length; i++) { var item = array[i]; if (_.contains(result, item)) continue; for (var j = 1; j < argsLength; j++) { if (!_.contains(arguments[j], item)) break; } if (j === argsLength) result.push(item); } return result; }; // Take the difference between one array and a number of other arrays. // Only the elements present in just the first array will remain. _.difference = function(array) { var rest = flatten(arguments, true, true, 1); return _.filter(array, function(value){ return !_.contains(rest, value); }); }; // Zip together multiple lists into a single array -- elements that share // an index go together. _.zip = function() { return _.unzip(arguments); }; // Complement of _.zip. Unzip accepts an array of arrays and groups // each array's elements on shared indices _.unzip = function(array) { var length = array && _.max(array, getLength).length || 0; var result = Array(length); for (var index = 0; index < length; index++) { result[index] = _.pluck(array, index); } return result; }; // Converts lists into objects. Pass either a single array of `[key, value]` // pairs, or two parallel arrays of the same length -- one of keys, and one of // the corresponding values. _.object = function(list, values) { var result = {}; for (var i = 0, length = getLength(list); i < length; i++) { if (values) { result[list[i]] = values[i]; } else { result[list[i][0]] = list[i][1]; } } return result; }; // Generator function to create the findIndex and findLastIndex functions function createPredicateIndexFinder(dir) { return function(array, predicate, context) { predicate = cb(predicate, context); var length = getLength(array); var index = dir > 0 ? 0 : length - 1; for (; index >= 0 && index < length; index += dir) { if (predicate(array[index], index, array)) return index; } return -1; }; } // Returns the first index on an array-like that passes a predicate test _.findIndex = createPredicateIndexFinder(1); _.findLastIndex = createPredicateIndexFinder(-1); // Use a comparator function to figure out the smallest index at which // an object should be inserted so as to maintain order. Uses binary search. _.sortedIndex = function(array, obj, iteratee, context) { iteratee = cb(iteratee, context, 1); var value = iteratee(obj); var low = 0, high = getLength(array); while (low < high) { var mid = Math.floor((low + high) / 2); if (iteratee(array[mid]) < value) low = mid + 1; else high = mid; } return low; }; // Generator function to create the indexOf and lastIndexOf functions function createIndexFinder(dir, predicateFind, sortedIndex) { return function(array, item, idx) { var i = 0, length = getLength(array); if (typeof idx == 'number') { if (dir > 0) { i = idx >= 0 ? idx : Math.max(idx + length, i); } else { length = idx >= 0 ? Math.min(idx + 1, length) : idx + length + 1; } } else if (sortedIndex && idx && length) { idx = sortedIndex(array, item); return array[idx] === item ? idx : -1; } if (item !== item) { idx = predicateFind(slice.call(array, i, length), _.isNaN); return idx >= 0 ? idx + i : -1; } for (idx = dir > 0 ? i : length - 1; idx >= 0 && idx < length; idx += dir) { if (array[idx] === item) return idx; } return -1; }; } // Return the position of the first occurrence of an item in an array, // or -1 if the item is not included in the array. // If the array is large and already in sort order, pass `true` // for **isSorted** to use binary search. _.indexOf = createIndexFinder(1, _.findIndex, _.sortedIndex); _.lastIndexOf = createIndexFinder(-1, _.findLastIndex); // Generate an integer Array containing an arithmetic progression. A port of // the native Python `range()` function. See // [the Python documentation](http://docs.python.org/library/functions.html#range). _.range = function(start, stop, step) { if (stop == null) { stop = start || 0; start = 0; } step = step || 1; var length = Math.max(Math.ceil((stop - start) / step), 0); var range = Array(length); for (var idx = 0; idx < length; idx++, start += step) { range[idx] = start; } return range; }; // Function (ahem) Functions // ------------------ // Determines whether to execute a function as a constructor // or a normal function with the provided arguments var executeBound = function(sourceFunc, boundFunc, context, callingContext, args) { if (!(callingContext instanceof boundFunc)) return sourceFunc.apply(context, args); var self = baseCreate(sourceFunc.prototype); var result = sourceFunc.apply(self, args); if (_.isObject(result)) return result; return self; }; // Create a function bound to a given object (assigning `this`, and arguments, // optionally). Delegates to **ECMAScript 5**'s native `Function.bind` if // available. _.bind = function(func, context) { if (nativeBind && func.bind === nativeBind) return nativeBind.apply(func, slice.call(arguments, 1)); if (!_.isFunction(func)) throw new TypeError('Bind must be called on a function'); var args = slice.call(arguments, 2); var bound = function() { return executeBound(func, bound, context, this, args.concat(slice.call(arguments))); }; return bound; }; // Partially apply a function by creating a version that has had some of its // arguments pre-filled, without changing its dynamic `this` context. _ acts // as a placeholder, allowing any combination of arguments to be pre-filled. _.partial = function(func) { var boundArgs = slice.call(arguments, 1); var bound = function() { var position = 0, length = boundArgs.length; var args = Array(length); for (var i = 0; i < length; i++) { args[i] = boundArgs[i] === _ ? arguments[position++] : boundArgs[i]; } while (position < arguments.length) args.push(arguments[position++]); return executeBound(func, bound, this, this, args); }; return bound; }; // Bind a number of an object's methods to that object. Remaining arguments // are the method names to be bound. Useful for ensuring that all callbacks // defined on an object belong to it. _.bindAll = function(obj) { var i, length = arguments.length, key; if (length <= 1) throw new Error('bindAll must be passed function names'); for (i = 1; i < length; i++) { key = arguments[i]; obj[key] = _.bind(obj[key], obj); } return obj; }; // Memoize an expensive function by storing its results. _.memoize = function(func, hasher) { var memoize = function(key) { var cache = memoize.cache; var address = '' + (hasher ? hasher.apply(this, arguments) : key); if (!_.has(cache, address)) cache[address] = func.apply(this, arguments); return cache[address]; }; memoize.cache = {}; return memoize; }; // Delays a function for the given number of milliseconds, and then calls // it with the arguments supplied. _.delay = function(func, wait) { var args = slice.call(arguments, 2); return setTimeout(function(){ return func.apply(null, args); }, wait); }; // Defers a function, scheduling it to run after the current call stack has // cleared. _.defer = _.partial(_.delay, _, 1); // Returns a function, that, when invoked, will only be triggered at most once // during a given window of time. Normally, the throttled function will run // as much as it can, without ever going more than once per `wait` duration; // but if you'd like to disable the execution on the leading edge, pass // `{leading: false}`. To disable execution on the trailing edge, ditto. _.throttle = function(func, wait, options) { var context, args, result; var timeout = null; var previous = 0; if (!options) options = {}; var later = function() { previous = options.leading === false ? 0 : _.now(); timeout = null; result = func.apply(context, args); if (!timeout) context = args = null; }; return function() { var now = _.now(); if (!previous && options.leading === false) previous = now; var remaining = wait - (now - previous); context = this; args = arguments; if (remaining <= 0 || remaining > wait) { if (timeout) { clearTimeout(timeout); timeout = null; } previous = now; result = func.apply(context, args); if (!timeout) context = args = null; } else if (!timeout && options.trailing !== false) { timeout = setTimeout(later, remaining); } return result; }; }; // Returns a function, that, as long as it continues to be invoked, will not // be triggered. The function will be called after it stops being called for // N milliseconds. If `immediate` is passed, trigger the function on the // leading edge, instead of the trailing. _.debounce = function(func, wait, immediate) { var timeout, args, context, timestamp, result; var later = function() { var last = _.now() - timestamp; if (last < wait && last >= 0) { timeout = setTimeout(later, wait - last); } else { timeout = null; if (!immediate) { result = func.apply(context, args); if (!timeout) context = args = null; } } }; return function() { context = this; args = arguments; timestamp = _.now(); var callNow = immediate && !timeout; if (!timeout) timeout = setTimeout(later, wait); if (callNow) { result = func.apply(context, args); context = args = null; } return result; }; }; // Returns the first function passed as an argument to the second, // allowing you to adjust arguments, run code before and after, and // conditionally execute the original function. _.wrap = function(func, wrapper) { return _.partial(wrapper, func); }; // Returns a negated version of the passed-in predicate. _.negate = function(predicate) { return function() { return !predicate.apply(this, arguments); }; }; // Returns a function that is the composition of a list of functions, each // consuming the return value of the function that follows. _.compose = fu