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@gridworkjs/quadtree

v1.1.2

Published

quadtree spatial index for sparse, uneven point and region data

Downloads

399

Readme

Install

npm install @gridworkjs/quadtree

Usage

A 2D game where entities spawn and despawn dynamically. The quadtree tracks their positions so you can efficiently query who's nearby:

import { createQuadtree } from '@gridworkjs/quadtree'
import { point, rect, bounds } from '@gridworkjs/core'

const entities = createQuadtree(e => bounds(e.position))

// entities come and go at arbitrary positions
entities.insert({ name: 'player', position: point(100, 200) })
const goblin = { name: 'goblin', position: point(120, 210) }
entities.insert(goblin)
entities.insert({ name: 'chest', position: point(400, 50) })
entities.insert({ name: 'trap', position: rect(110, 190, 130, 220) })

// who's in the player's field of view?
entities.search(rect(50, 150, 200, 300))
// => [player, goblin, trap]

// what's closest to the goblin for it to target?
entities.nearest({ x: 120, y: 210 }, 3)
// => [goblin, trap, player]

// entity defeated - remove it (by reference)
entities.remove(goblin)

Quadtrees handle sparse, uneven data well. Entities can cluster in one corner or spread across the whole map - the tree adapts its subdivision to match.

Options

createQuadtree(accessor, {
  bounds: { minX: 0, minY: 0, maxX: 1000, maxY: 1000 }, // world bounds (optional, auto-grows)
  maxItems: 16,  // items per node before splitting
  maxDepth: 8    // maximum tree depth
})

If bounds is omitted, the tree auto-creates bounds from the first insert and grows as needed.

API

createQuadtree(accessor, options?)

Creates a new quadtree. The accessor function maps each item to its bounding box ({ minX, minY, maxX, maxY }). Use bounds() from @gridworkjs/core to convert geometries.

Returns a spatial index implementing the gridwork protocol.

index.insert(item)

Adds an item to the tree.

index.remove(item)

Removes an item by identity (===). Returns true if found and removed.

index.search(query)

Returns all items whose bounds intersect the query. Accepts bounds objects or geometry objects (point, rect, circle).

index.nearest(point, k?)

Returns the k nearest items to the given point, sorted by distance. Defaults to k=1. Accepts { x, y } or a point geometry.

index.clear()

Removes all items. Preserves fixed bounds if provided at construction.

index.size

Number of items in the tree.

index.bounds

Current root bounds, or null if empty and no fixed bounds were set.

License

MIT