simplequad
v2.0.0
Published
A simple quadtree implementation useful for 2D collision detection and more.
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simplequad
A simple quadtree implementation useful for 2D collision detection and more.
Note: This library will help you determine which objects have collided with each other. It will not help with resolving these collisions, however.
Installation
npm
npm install simplequad
CDN
<script src="https://unpkg.com/simplequad@latest/dist/simplequad.umd.min.js"></script>
The window global is SimpleQuad
.
Usage
import { BoundingBox, Bound, createQuadTree, QuadTree } from 'simplequad';
interface Monster extends Bound {
hp: number;
attack: number;
favoriteFood: string;
}
// Define both the bounds with which this QuadTree should manage
// and the capacity of each node or bucket in the QuadTree
const bounds: BoundingBox = {
x: 0,
y: 0,
width: 800,
height: 600,
};
const nodeCapacity: number = 5;
// Create the QuadTree by passing in the Bounds and Capacity
// The bounds here are required to be a BoundingBox
const quadTree: QuadTree = createQuadTree(bounds, nodeCapacity);
// Create a monster object
const monsterBounds: BoundingBox = {
x: 0,
y: 0,
width: 200,
height: 200,
};
const monster: Monster = {
// Requirement is that objects added to the QuadTree
// have properties forming a Bound, at minimum
// only a x and y coordinate, forming a point.
//
// Aside from having these directly on the object itself
// you can provide a separate representation of the bounds
// a getBounds() helper or such
...monsterBounds,
hp: 100,
attack: 50,
favoriteFood: 'tacos',
};
// Let's first check for the monster
// He shouldn't be there
let monsterResults = quadTree.query(monsterBounds);
console.log(`# of monsters found: ${monsterResults.length}`);
// Now let's add the monster object to the QuadTree
quadTree.add(monster);
console.log("Added the monster");
// Now lets make sure the monster is there
// Let's hope he didn't run off
monsterResults = quadTree.query(monsterBounds);
console.log("# of monsters found: " + monsterResults.length);
// Remove the monster from the QuadTree
// No one likes monsters...geesh
quadTree.remove(monster);
console.log("Removed the monster");
// Let's just make sure we actually
// got rid of the monster
monsterResults = quadTree.query(monsterBounds);
console.log(`# of monsters found: ${monsterResults.length}`);
// Remove all objects from the QuadTree
// It's already empty...but let's just make sure
// we got all the monsters
quadTree.clear();
console.log("Cleared all monsters...they be gone");
Examples
- simplequad with monster (above example)
- simplequad with static circles
- simplequad with moving circles
- simple with images
API
All of the schema definitions shown below, can also be found in the schema.ts
within the repo.
Creating a QuadTree
/**
* Creates a quadtree "managing" the input bounds with input node capacity.
*
* All collision objects should intersect or be contained within these "managed" bounds.
* @param {BoundingBox} bounds - The bounding box with which the quadtree "manages".
* @param {number} [capacity=3] - The # of collision objects a node can contain before subdividing.
* @return {QuadTree} The created quadtree "managing" the input bounds.
*/
export function createQuadTree<T extends Bound>(bounds: BoundingBox, capacity: number = 3): QuadTree<T> {
const quadTree: QuadTree<T> = {
bounds,
data: new Map<string, Set<T>>(),
capacity,
quadrants: [],
add: (object) => addToQuadTree(quadTree, object),
remove: (object) => removeFromQuadTree(quadTree, object),
clear: () => clearQuadTree(quadTree),
query: (bounds) => queryQuadTree(quadTree, bounds),
getData: () => getQuadTreeData(quadTree),
};
return quadTree;
}
QuadTree
export interface QuadTree<T extends Bound = Bound> {
// Properties
/**
* The bounding box that this quadtree "manages".
*
* Collision objects within this node are within these bounds.
* Child nodes have there bounds derived from these bounds.
*/
bounds: BoundingBox;
/**
* Holds data in each node or bucket.
* Key is generated from point (x, y).
* Key for (x, y) is "(x,y)"
* Each point can hold a set of collision objects. These won't count towards the node capacity.
*
* This will be empty for "container nodes".
*/
data: Map<string, Set<T>>;
/**
* The number of collision objects this node can hold
* before subdividing.
*
* Child quadtrees or nodes will inherit this capacity upon subdividing.
*/
capacity: number;
/**
* The child buckets/quadrants/nodes of this quadtree. They themselves
* are quadtrees. Each manages a quarter of this quadtree's bounds.
*
* This will be of length 4 for "container" nodes.
* This will be empty for leaf nodes.
*/
quadrants: QuadTree<T>[];
// Methods
/**
* Adds a collision object to the quadtree.
*
* Will subdivide leaf nodes when there capacity is reached and re-distribute collision objects.
* @param {T} object - The collision object to add to the quadtree.
* @return {boolean} True if the collision object was added, false if the collision object was not.
*/
add: (object: T) => boolean;
/**
* Removes a collision object from the quadtree.
*
* Will collapse or consume child leaf nodes to parent node if # of child collision objects is less than
* individual node capacity. Meaning parent can fit child collision objects.
* @param {T} object - The collision object to remove from the quadtree.
* @return {boolean} True if the collision object was removed, false if the collision object was not.
*/
remove: (object: T) => boolean;
/**
* Clears the quadtree of all data and quadrant subdivisions (child nodes).
*/
clear: () => void;
/**
* Queries the quadtree, finding what collision objects intersect with the input
* query bound.
* @param {Bound} bounds - The query window bounds, or "lens" into the quadtree to find intersections.
* @return {Array<QueryResult<T>>} The list of results for which the query window bounds intersect with. The query window object input will not be included in the returned list. If empty, there are no intersections.
*/
query: (bounds: Bound) => Array<QueryResult<T>>;
/**
* Convenience method offered to get the data for a node in an easier manner
* Will take a flatten the map of data to a collection.
*
* The data comes from being set based, so you can assume all of the items
* are unique or different references.
* @return {T[]} The list of collision objects that this "bucket" holds
*/
getData: () => T[];
}
MinimumTranslationVectorInfo
/**
* The minimum translation vector returned will point towards the bound
* used to query. The represents then the amount the bound must be moved away.
*
* The x and y components of the vector itself, assume a coordinate space where
* x gets larger running left to right, and y gets larger running top to bottom.
*/
export interface MinimumTranslationVectorInfo {
/**
* The actual minimum translation vector, composes both
* magnitude and direction
*/
vector: Point;
/**
* A unit vector representing the directionality of the minimum translation vector
*/
direction: Point;
/**
* The magnitude or size of the minimum translation vector in the direction it is headed
*/
magnitude: number;
}
QueryResult
export interface QueryResult<T> {
mtv: MinimumTranslationVectorInfo;
/**
* The object or bounds intersecting with the passed in query bounds or object
*/
object: T;
}
Bounds
export type Bound = BoundingBox | Circle | Point;
Point
export interface Point {
x: number;
y: number;
}
BoundingBox
export interface BoundingBox extends Point {
width: number;
height: number;
}
Circle
export interface Circle extends Point {
r: number;
}
Testing
Tests can be ran by simply executing:
npm test
Generating code coverage report for tests:
npm run test:coverage
Note: Make sure to first install the dev dependency packages via npm install
.