@timohausmann/quadtree-js
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Another quadtree implementation for javascript
384 lines (291 loc) • 10.9 kB
HTML
<html>
<head>
<title>quadtree-js Simple Demo</title>
<link rel="stylesheet" type="text/css" href="style.css?v=2" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
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</head>
<body>
<div class="outer">
<h1><a href="https://github.com/timohausmann/quadtree-js">quadtree-js</a> <small>simple example</small></h1>
<nav class="nav">
<strong>Demos:</strong>
<span>simple</span>
<a href="dynamic.html">dynamic</a>
<a href="many.html">many to many</a>
<a href="test-retrieve.html">benchmark</a>
</nav>
<div id="canvasContainer">
<canvas id="canvas" width="640" height="480"></canvas>
</div>
<div class="ctrl">
<div class="ctrl-left">
<button id="btn_add">add small object</button>
<button id="btn_add_big">add big object</button>
<button id="btn_add_10">add 10 small objects</button>
<button id="btn_clear">clear tree</button>
</div>
<div class="ctrl-right">
Total Objects: <span id="cnt_total">0</span><br />
Candidates: <span id="cnt_cand">0</span> (<span id="cnt_perc">0</span>%)
</div>
</div>
<p>
This quadtree starts off empty. Click the buttons to add elements to the Quadtree.
</p>
<p>
After adding five objects to the Quadtree it will split, because we initially set <code>max_objects</code> to 4.
</p>
<pre><code class="language-javascript">var myTree = new Quadtree({
x: 0,
y: 0,
width: 640,
height: 480
}, 4);</code></pre>
<p>
Objects that you insert into the tree need to have <code>x</code>, <code>y</code>, <code>width</code> and <code>height</code> properties in order to work.
Of course you can extend these objects with your own data.
</p>
<pre><code class="language-javascript">var myObject = {
x: 200,
y: 100,
width: 35,
height: 70
}
myTree.insert(myObject);</code></pre>
<p>
In this example, we constantly retrieve collision candidates for the white area at your mouse cursor. The candidates are highlighted in green.
</p>
<pre><code class="language-javascript">var myCursor = {
x: mouseX,
y: mouseY,
width: 20,
height: 20
};
var candidates = myTree.retrieve(myCursor);</code></pre>
<p>
The object passed to the retrieve function does not have to be inside the quadtree. It could be though, if that's your thing.
</p>
<p>
What you get is an array of your collision candidates. In this example, we will only mark them with a <code>check</code>-property to paint them green. In a real world example, you may want to check them for collisions.
</p>
<pre><code class="language-javascript">for(var i=0;i<candidates.length;i=i+1) {
candidates[i].check = true;
}</code></pre>
<p>
Run clear() to remove all objects from the quadtree and reset it.
</p>
<pre><code class="language-javascript">myTree.clear();</code></pre>
<p>
To see the full example code please check the page source or
<a href="https://github.com/timohausmann/quadtree-js/tree/master/docs" target="_blank" rel="noopener noreferrer">visit GitHub</a>.
</p>
</div>
<!-- github corner (https://github.com/tholman/github-corners) -->
<a href="https://github.com/timohausmann/quadtree-js" class="github-corner" aria-label="View source on GitHub"
target="_blank" rel="noopener noreferrer">
<svg width="80" height="80" viewBox="0 0 250 250" aria-hidden="true">
<path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path><path d="M128.3,109.0 C113.8,99.7 119.0,89.6 119.0,89.6 C122.0,82.7 120.5,78.6 120.5,78.6 C119.2,72.0 123.4,76.3 123.4,76.3 C127.3,80.9 125.5,87.3 125.5,87.3 C122.9,97.6 130.6,101.9 134.4,103.2" fill="currentColor" style="transform-origin: 130px 106px;" class="octo-arm"></path><path d="M115.0,115.0 C114.9,115.1 118.7,116.5 119.8,115.4 L133.7,101.6 C136.9,99.2 139.9,98.4 142.2,98.6 C133.8,88.0 127.5,74.4 143.8,58.0 C148.5,53.4 154.0,51.2 159.7,51.0 C160.3,49.4 163.2,43.6 171.4,40.1 C171.4,40.1 176.1,42.5 178.8,56.2 C183.1,58.6 187.2,61.8 190.9,65.4 C194.5,69.0 197.7,73.2 200.1,77.6 C213.8,80.2 216.3,84.9 216.3,84.9 C212.7,93.1 206.9,96.0 205.4,96.6 C205.1,102.4 203.0,107.8 198.3,112.5 C181.9,128.9 168.3,122.5 157.7,114.1 C157.9,116.9 156.7,120.9 152.7,124.9 L141.0,136.5 C139.8,137.7 141.6,141.9 141.8,141.8 Z" fill="currentColor" class="octo-body"></path>
</svg>
</a>
<!-- prism syntax highlighting -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/prism/1.21.0/prism.min.js" integrity="sha512-WkVkkoB31AoI9DAk6SEEEyacH9etQXKUov4JRRuM1Y681VsTq7jYgrRw06cbP6Io7kPsKx+tLFpH/HXZSZ2YEQ==" crossorigin="anonymous"></script>
<!-- quadtree lib and script -->
<script src="./quadtree.min.js"></script>
<!-- CDN alternative: -->
<!-- <script src="https://cdn.jsdelivr.net/npm/@timohausmann/quadtree-js/quadtree.min.js"></script> -->
<script>
(function(w, M) {
w.requestAnimFrame = (function () {
return w.requestAnimationFrame ||
w.webkitRequestAnimationFrame ||
w.mozRequestAnimationFrame ||
w.oRequestAnimationFrame ||
w.msRequestAnimationFrame ||
function (callback) {
w.setTimeout(callback, 1000 / 60);
};
})();
/*
* the main Quadtree
*/
var myTree = new Quadtree({
x: 0,
y: 0,
width: 640,
height: 480
}, 4);
/*
* our objects will be stored here
*/
var myObjects = [];
/*
* our "hero", aka the mouse cursor.
* He is not in the quadtree, we only use this object to retrieve objects from a certain area
*/
var myCursor = {
x : 0,
y : 0,
width : 28,
height : 28
};
var isMouseover = false;
var ctx = document.getElementById('canvas').getContext('2d');
var cnt_total = document.querySelector('#cnt_total'),
cnt_cand = document.querySelector('#cnt_cand'),
cnt_perc = document.querySelector('#cnt_perc');
/*
* position hero at mouse
*/
var handleMousemove = function(e) {
isMouseover = true;
if(!e.offsetX) {
e.offsetX = e.layerX - e.target.offsetLeft;
e.offsetY = e.layerY - e.target.offsetTop;
}
myCursor.x = e.offsetX - (myCursor.width/2);
myCursor.y = e.offsetY - (myCursor.height/2);
};
/*
* hide hero
*/
var handleMouseout = function(e) {
isMouseover = false;
};
/*
* add a random object to our simulation
*/
var handleAdd = function(rect) {
if(!rect) {
rect = {
x : randMinMax(0, myTree.bounds.width-32),
y : randMinMax(0, myTree.bounds.height-32),
width : randMinMax(4, 32, true),
height : randMinMax(4, 32, true),
check : false
};
}
//store object in our array
myObjects.push(rect);
//insert object in our quadtree
myTree.insert(rect);
//update total counter
updateTotal();
}
/*
* clear the tree
*/
var handleClear = function() {
//empty our array
myObjects = [];
//empty our quadtree
myTree.clear();
//update total counter
updateTotal();
}
/*
* draw Quadtree nodes
*/
var drawQuadtree = function(node) {
var bounds = node.bounds;
//no subnodes? draw the current node
if(node.nodes.length === 0) {
ctx.strokeStyle = 'rgba(255,0,0,0.5)';
ctx.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
//has subnodes? drawQuadtree them!
} else {
for(var i=0;i<node.nodes.length;i=i+1) {
drawQuadtree(node.nodes[i]);
}
}
};
/*
* draw all objects
*/
var drawObjects = function() {
var obj;
for(var i=0;i<myObjects.length;i=i+1) {
obj = myObjects[i];
if(obj.check) {
ctx.fillStyle = 'rgba(48,255,48,0.5)';
ctx.fillRect(obj.x, obj.y, obj.width, obj.height);
} else {
ctx.strokeStyle = 'rgba(255,255,255,0.5)';
ctx.strokeRect(obj.x, obj.y, obj.width, obj.height);
}
}
};
/**
* return a random number within given boundaries.
*
* @param {number} min the lowest possible number
* @param {number} max the highest possible number
* @param {boolean} round if true, return integer
* @return {number} a random number
*/
randMinMax = function(min, max, round) {
var val = min + (Math.random() * (max - min));
if(round) val = Math.round(val);
return val;
};
/*
* our main loop
*/
var loop = function() {
var candidates = [];
ctx.clearRect(0, 0, 640, 480);
//reset myObjects check flag
for(var i=0;i<myObjects.length;i=i+1) {
myObjects[i].check = false;
}
if(isMouseover) {
ctx.fillStyle = 'rgba(255,255,255,0.5)';
ctx.fillRect(myCursor.x, myCursor.y, myCursor.width, myCursor.height);
//retrieve all objects in the bounds of the hero
candidates = myTree.retrieve(myCursor);
//flag retrieved objects
for(i=0;i<candidates.length;i=i+1) {
candidates[i].check = true;
}
}
updateCandidatesInfo(candidates);
drawQuadtree(myTree);
drawObjects();
requestAnimFrame(loop);
};
var updateTotal = function() {
cnt_total.innerHTML = myObjects.length;
}
var updateCandidatesInfo = function(candidates) {
cnt_cand.innerHTML = candidates.length;
if(!myObjects.length) return;
cnt_perc.innerHTML = Math.round((candidates.length/myObjects.length)*100);
}
//init first loop
loop();
//set eventListener for mousemove
document.getElementById('canvas').addEventListener('mousemove', handleMousemove);
document.getElementById('canvas').addEventListener('mouseout', handleMouseout);
//set eventListener for buttons
document.getElementById('btn_add').addEventListener('click', function() {
handleAdd();
});
document.getElementById('btn_add_big').addEventListener('click', function() {
handleAdd({
x : randMinMax(0, myTree.bounds.width/2),
y : randMinMax(0, myTree.bounds.height/2),
width : randMinMax(myTree.bounds.height/4, myTree.bounds.height/2, true),
height : randMinMax(myTree.bounds.height/4, myTree.bounds.height/2, true),
check : false
});
});
document.getElementById('btn_add_10').addEventListener('click', function() {
for(var i=0;i<10;i++) { handleAdd() };
});
document.getElementById('btn_clear').addEventListener('click', handleClear);
})(window, Math);
</script>
</body>
</html>