agdar/static/plugins/d3/src/geom/quadtree.js
2025-11-02 14:35:35 +03:00

244 lines
6.8 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import "../core/functor";
import "../math/abs";
import "geom";
import "point";
d3.geom.quadtree = function(points, x1, y1, x2, y2) {
var x = d3_geom_pointX,
y = d3_geom_pointY,
compat;
// For backwards-compatibility.
if (compat = arguments.length) {
x = d3_geom_quadtreeCompatX;
y = d3_geom_quadtreeCompatY;
if (compat === 3) {
y2 = y1;
x2 = x1;
y1 = x1 = 0;
}
return quadtree(points);
}
function quadtree(data) {
var d,
fx = d3_functor(x),
fy = d3_functor(y),
xs,
ys,
i,
n,
x1_,
y1_,
x2_,
y2_;
if (x1 != null) {
x1_ = x1, y1_ = y1, x2_ = x2, y2_ = y2;
} else {
// Compute bounds, and cache points temporarily.
x2_ = y2_ = -(x1_ = y1_ = Infinity);
xs = [], ys = [];
n = data.length;
if (compat) for (i = 0; i < n; ++i) {
d = data[i];
if (d.x < x1_) x1_ = d.x;
if (d.y < y1_) y1_ = d.y;
if (d.x > x2_) x2_ = d.x;
if (d.y > y2_) y2_ = d.y;
xs.push(d.x);
ys.push(d.y);
} else for (i = 0; i < n; ++i) {
var x_ = +fx(d = data[i], i),
y_ = +fy(d, i);
if (x_ < x1_) x1_ = x_;
if (y_ < y1_) y1_ = y_;
if (x_ > x2_) x2_ = x_;
if (y_ > y2_) y2_ = y_;
xs.push(x_);
ys.push(y_);
}
}
// Squarify the bounds.
var dx = x2_ - x1_,
dy = y2_ - y1_;
if (dx > dy) y2_ = y1_ + dx;
else x2_ = x1_ + dy;
// Recursively inserts the specified point p at the node n or one of its
// descendants. The bounds are defined by [x1, x2] and [y1, y2].
function insert(n, d, x, y, x1, y1, x2, y2) {
if (isNaN(x) || isNaN(y)) return; // ignore invalid points
if (n.leaf) {
var nx = n.x,
ny = n.y;
if (nx != null) {
// If the point at this leaf node is at the same position as the new
// point we are adding, we leave the point associated with the
// internal node while adding the new point to a child node. This
// avoids infinite recursion.
if ((abs(nx - x) + abs(ny - y)) < 0.01) {
insertChild(n, d, x, y, x1, y1, x2, y2);
} else {
var nPoint = n.point;
n.x = n.y = n.point = null;
insertChild(n, nPoint, nx, ny, x1, y1, x2, y2);
insertChild(n, d, x, y, x1, y1, x2, y2);
}
} else {
n.x = x, n.y = y, n.point = d;
}
} else {
insertChild(n, d, x, y, x1, y1, x2, y2);
}
}
// Recursively inserts the specified point [x, y] into a descendant of node
// n. The bounds are defined by [x1, x2] and [y1, y2].
function insertChild(n, d, x, y, x1, y1, x2, y2) {
// Compute the split point, and the quadrant in which to insert p.
var xm = (x1 + x2) * 0.5,
ym = (y1 + y2) * 0.5,
right = x >= xm,
below = y >= ym,
i = below << 1 | right;
// Recursively insert into the child node.
n.leaf = false;
n = n.nodes[i] || (n.nodes[i] = d3_geom_quadtreeNode());
// Update the bounds as we recurse.
if (right) x1 = xm; else x2 = xm;
if (below) y1 = ym; else y2 = ym;
insert(n, d, x, y, x1, y1, x2, y2);
}
// Create the root node.
var root = d3_geom_quadtreeNode();
root.add = function(d) {
insert(root, d, +fx(d, ++i), +fy(d, i), x1_, y1_, x2_, y2_);
};
root.visit = function(f) {
d3_geom_quadtreeVisit(f, root, x1_, y1_, x2_, y2_);
};
// Find the closest point to the specified point.
// TODO allow the initial search extent to be specified?
// TODO allow the initial minimum distance to be specified?
// TODO allow searching below any node?
root.find = function(point) {
return d3_geom_quadtreeFind(root, point[0], point[1], x1_, y1_, x2_, y2_);
};
// Insert all points.
i = -1;
if (x1 == null) {
while (++i < n) {
insert(root, data[i], xs[i], ys[i], x1_, y1_, x2_, y2_);
}
--i; // index of last insertion
} else data.forEach(root.add);
// Discard captured fields.
xs = ys = data = d = null;
return root;
}
quadtree.x = function(_) {
return arguments.length ? (x = _, quadtree) : x;
};
quadtree.y = function(_) {
return arguments.length ? (y = _, quadtree) : y;
};
quadtree.extent = function(_) {
if (!arguments.length) return x1 == null ? null : [[x1, y1], [x2, y2]];
if (_ == null) x1 = y1 = x2 = y2 = null;
else x1 = +_[0][0], y1 = +_[0][1], x2 = +_[1][0], y2 = +_[1][1];
return quadtree;
};
quadtree.size = function(_) {
if (!arguments.length) return x1 == null ? null : [x2 - x1, y2 - y1];
if (_ == null) x1 = y1 = x2 = y2 = null;
else x1 = y1 = 0, x2 = +_[0], y2 = +_[1];
return quadtree;
};
return quadtree;
};
function d3_geom_quadtreeCompatX(d) { return d.x; }
function d3_geom_quadtreeCompatY(d) { return d.y; }
function d3_geom_quadtreeNode() {
return {
leaf: true,
nodes: [],
point: null,
x: null,
y: null
};
}
function d3_geom_quadtreeVisit(f, node, x1, y1, x2, y2) {
if (!f(node, x1, y1, x2, y2)) {
var sx = (x1 + x2) * 0.5,
sy = (y1 + y2) * 0.5,
children = node.nodes;
if (children[0]) d3_geom_quadtreeVisit(f, children[0], x1, y1, sx, sy);
if (children[1]) d3_geom_quadtreeVisit(f, children[1], sx, y1, x2, sy);
if (children[2]) d3_geom_quadtreeVisit(f, children[2], x1, sy, sx, y2);
if (children[3]) d3_geom_quadtreeVisit(f, children[3], sx, sy, x2, y2);
}
}
function d3_geom_quadtreeFind(root, x, y, x0, y0, x3, y3) {
var minDistance2 = Infinity,
closestPoint;
(function find(node, x1, y1, x2, y2) {
// stop searching if this cell cant contain a closer node
if (x1 > x3 || y1 > y3 || x2 < x0 || y2 < y0) return;
// visit this point
if (point = node.point) {
var point,
dx = x - node.x,
dy = y - node.y,
distance2 = dx * dx + dy * dy;
if (distance2 < minDistance2) {
var distance = Math.sqrt(minDistance2 = distance2);
x0 = x - distance, y0 = y - distance;
x3 = x + distance, y3 = y + distance;
closestPoint = point;
}
}
// bisect the current node
var children = node.nodes,
xm = (x1 + x2) * 0.5,
ym = (y1 + y2) * 0.5,
right = x >= xm,
below = y >= ym;
// visit closest cell first
for (var i = below << 1 | right, j = i + 4; i < j; ++i) {
if (node = children[i & 3]) switch (i & 3) {
case 0: find(node, x1, y1, xm, ym); break;
case 1: find(node, xm, y1, x2, ym); break;
case 2: find(node, x1, ym, xm, y2); break;
case 3: find(node, xm, ym, x2, y2); break;
}
}
})(root, x0, y0, x3, y3);
return closestPoint;
}