giant-quadtree
v0.1.2
Published
Infinite 2D collision detection
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Readme
Giant Quadtree is 2D collision Detection Without Boundaries
A quadtree is a data structure which segments 2D space to reduce the cost of collision detection. Generally, a quadtree subdivides space as more elements occupy it. Giant Quadtree does this and adds a little twist: it grows outwards whenever an element is added outside the current boundaries. This means collision detection without boundaries.
An Example
In this example, we'll insert a box to the quadtree, and then check an area which the box overlaps for objects to retrieve it again.
var tree = Quadtree.create();
var myBox = { left: 0, top: 0, width: 100, height:100 };
tree.insert(myBox);
var objs = tree.get(0, 0, 10, 10);
console.log(objs[0] === myBox); // outputs true
Use
For plain JavaScript applications, use the dist/quadtree.js, which will inject the Quadtree object to the global scope. If you're using NodeJS (or any system that uses the export/require pattern), use dist/quadtree-module.js, as it exports the Quadtree object.
API
In the API Quadtree
(capitalized) refers to the module object and quadtree
(lowercase) refers to a
Quadtree instance which is created via Quadtree.create
.
Quadtree.create(opt_width, opt_height)
Constructor function which returns a new Quadtree instance. By default, the starting height and width are 10,000 pixels.
var myTree = Quadtree.create();
// 1. add a bunch of rectangles using myTree.insert
// 2. find a bunch of collisions using myTree.get
// 3. clear the tree for the next step using myTree.clear
// repeat steps 1 to 3
quadtree.insert(rectangle)
Inserts a rectangle to the quadtree. A rectange is any object which has a width
, height
, left
, and top
property. This object may have any other properties (none of them will be modified by the Quadtree).
var myTree = Quadtree.create();
// Add a 100x100 box with the top left corner at 0,0
myTree.insert({left: 0, top: 0, width: 100, height: 100});
// Add a 100x100 box overlapping the previous with the top left corner at 50,50
myTree.insert({left: 50, top: 50, width: 100, height: 100});
quadtree.get(left, top, width, height)
Returns all rectangles which intersect the given dimensions. This method useful for finding collisions.
var myTree = Quadtree.create();
myTree.insert({left: 0, top: 0, width: 100, height: 100});
myTree.insert({left: 50, top: 50, width: 100, height: 100});
var boxes = myTree.get(60, 60, 100, 100);
// boxes will contain both of the inserted boxes since they intersect the boundaries of the get query
quadtree.reset()
Clears the quadtree of all objects.
var myTree = Quadtree.create();
myTree.insert({left: 0, top: 0, width: 100, height: 100});
myTree.insert({left: 50, top: 50, width: 100, height: 100});
var boxes = myTree.get(60, 60, 100, 100);
console.log(boxes.length); // 2
myTree.reset();
var boxes = myTree.get(60, 60, 100, 100);
console.log(boxes.length); // 0
quadtree.prune(left, top, width, height)
Clears the quadtree, but retains any elements that fall within the given dimensions.
var myTree = Quadtree.create();
myTree.insert({left: 0, top: 0, width: 100, height: 100});
myTree.insert({left: 50, top: 50, width: 100, height: 100});
var boxes = myTree.get(60, 60, 100, 100);
console.log(boxes.length); // 2
myTree.prune(-10, -10, 120, 120); // keep everything that's contained in these boundaries
var boxes = myTree.get(60, 60, 100, 100);
console.log(boxes.length); // 1 (the first box that was inserted)