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Leaflet.Quadtree.js
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Leaflet.Quadtree.js
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/*
* Leaflet quadtree implementation
* Copyright (c) 2017, Isaac Besora Vilardaga (http://www.ibesora.me)
* Licensed under the MIT (http://www.opensource.org/licenses/mit-license.php)
* and the Beerware (http://en.wikipedia.org/wiki/Beerware) license.
*/
;(function (factory) {
var L
if (typeof define === 'function' && define.amd) {
// AMD
define(['leaflet'], factory)
} else if (typeof module !== 'undefined') {
// Node/CommonJS
L = require('leaflet')
module.exports = factory(L)
} else {
// Browser globals
if (typeof window.L === 'undefined') {
throw new Error('Leaflet must be loaded first')
}
factory(window.L)
}
}(function (L) {
'use strict';
var quadtree = L.Class.extend({
options: {
maxObjectsPerLevel : 10,
maxLevels : 8,
},
initialize: function(options, depthLevel)
{
var self = this;
L.setOptions(self, options);
self.depth = depthLevel;
self.elements = [];
self.nodes = [];
self.bounds = L.latLngBounds(L.latLng(), L.latLng());
},
isLatLngBounds: function(elem)
{
return ('function' === typeof elem.getBounds);
},
getElementBounds: function(elem)
{
var self = this;
var elemBounds = null;
if(self.isLatLngBounds(elem))
{
elemBounds = elem.getBounds();
}
else //It's a marker object
{
elemBounds = L.latLngBounds(elem.getLatLng(), elem.getLatLng());
}
return elemBounds;
},
add: function(elem)
{
var self = this;
var elemBounds = self.getElementBounds(elem);
if(0 == self.depth && 0 == self.elements.length && 0 == self.nodes.length)
{
self.bounds = elemBounds;
}
if(0 == self.depth && !self.bounds.intersects(elemBounds))
{
//Extend the quadtree, recompute its childs and
//redistribute its elements
self.bounds.extend(elemBounds);
self.updateChildNodesBounds();
self.updateChildNodesElements();
return self.add(elem);
}
else if(0 != self.nodes.length)
{
//Propagate the insert to the child nodes it intersects
var quadrants = self.getQuadrants(elemBounds);
for(var i=0, len=quadrants.length; i<len; ++i)
{
self.nodes[quadrants[i]].add(elem);
}
return self;
}
self.elements.push(elem);
if(self.options.maxObjectsPerLevel < self.elements.length &&
self.depth < self.options.maxLevels &&
0 == self.nodes.length)
{
//If the node is full, we haven't reached the maximum depth
//and we don't have child nodes, split
self.splitNode();
self.updateChildNodesElements();
}
return self;
},
updateChildNodesBounds: function()
{
var self = this;
if(0 != self.nodes.length)
{
var nwChild = self.bounds.getNorthWest();
var seChild = self.bounds.getSouthEast();
var center = self.bounds.getCenter();
//Update the top-left quadrant
self.nodes[0].bounds = L.latLngBounds(L.latLng(center.lat, nwChild.lng),
L.latLng(nwChild.lat, center.lng));
self.nodes[0].updateChildNodesBounds();
//Update the top-right quadrant
self.nodes[1].bounds = L.latLngBounds(L.latLng(center.lat, center.lng),
L.latLng(nwChild.lat, seChild.lng));
self.nodes[1].updateChildNodesBounds();
//Update the bottom-left quadrant
self.nodes[2].bounds = L.latLngBounds(L.latLng(seChild.lat, nwChild.lng),
L.latLng(center.lat, center.lng));
self.nodes[2].updateChildNodesBounds();
//Update the bottom-right quadrant
self.nodes[3].bounds = L.latLngBounds(L.latLng(seChild.lat, center.lng),
L.latLng(center.lat, seChild.lng));
self.nodes[3].updateChildNodesBounds();
}
return self;
},
updateChildNodesElements: function()
{
var self = this;
if(0 != self.nodes.length)
{
//Distribute the parent node elements to the child ones
//or regroup them to this node
var elements = self.getColliders(self.bounds);
if(self.options.maxObjectsPerLevel < elements.length &&
self.depth < self.options.maxLevels)
{
self.splitNode();
for(var i=0, lenI=elements.length; i<lenI; ++i)
{
var elem = elements[i];
var quadrants = self.getQuadrants(self.getElementBounds(elem));
for(var j=0, lenJ=quadrants.length; j<lenJ; ++j)
{
self.nodes[quadrants[j]].add(elem);
}
}
self.elements = [];
}
else
{
self.elements = elements;
self.nodes = [];
}
}
return self;
},
splitNode: function()
{
var self = this;
self.nodes = [];
for(var i=0; i<4; ++i)
{
self.nodes[i] = new quadtree(self.options, self.depth+1);
}
self.updateChildNodesBounds();
return self;
},
getQuadrants: function(bounds)
{
var self = this;
var indexes = [];
for(var i=0, len=self.nodes.length; i<len; ++i)
{
if(self.nodes[i].bounds.intersects(bounds))
{
indexes.push(i);
}
}
return indexes;
},
getPossibleColliders: function(bounds)
{
var self = this;
var colliders = [];
if(self.bounds.isValid())
{
var intersects = self.bounds.intersects(bounds);
var hasChilds = (0 != self.nodes.length);
if(!intersects)
{
//The object doesn't intersect our bounding box
}
else
{
//Append our own elements and if we have children, theirs
colliders = colliders.concat(self.elements);
for(var i=0, len=self.nodes.length; i<len; ++i)
{
colliders = colliders.concat(self.nodes[i].getPossibleColliders(bounds));
}
}
}
return colliders;
},
getColliders: function(bounds)
{
var self = this;
var realColliders = [];
if(self.bounds.isValid())
{
var colliders = self.getPossibleColliders(bounds);
for(var i=0, len=colliders.length; i<len; ++i)
{
var elem = colliders[i];
var collides = self.intersects(elem, bounds);
if(collides)
{
realColliders.push(elem);
}
}
}
return realColliders;
},
intersects: function(elem, bounds)
{
var self = this;
var elemBounds = self.getElementBounds(elem);
return bounds.intersects(elemBounds);
},
clear: function()
{
var self = this;
self.elements = [];
for(var i=0, len=self.nodes.length; i<len; ++i)
self.nodes[i].clear();
self.nodes = [];
},
getBounds: function() {
var self = this;
return self.bounds;
},
getQuadtreeStats: function() {
var self = this;
return self._getQuadtreeStatsAux();
},
_getQuadtreeStatsAux: function() {
var self = this;
var childs = [];
if(self.nodes.length)
{
childs.push(self.nodes[0]._getQuadtreeStatsAux());
childs.push(self.nodes[1]._getQuadtreeStatsAux());
childs.push(self.nodes[2]._getQuadtreeStatsAux());
childs.push(self.nodes[3]._getQuadtreeStatsAux());
}
else
{
childs.push(self.elements.length);
}
return childs;
},
draw: function(map)
{
var self = this;
var drawnLayers = [];
self.drawAux(map, "#ff0000", drawnLayers);
return drawnLayers;
},
drawAux: function(map, color, layers)
{
var self = this;
if(0 != self.nodes.length)
{
self.nodes[0].drawAux(map, "#ffff00", layers);
self.nodes[1].drawAux(map, "#00ff00", layers);
self.nodes[2].drawAux(map, "#0000ff", layers);
self.nodes[3].drawAux(map, "#00ffff", layers);
}
else
{
var layer = L.rectangle(self.bounds, {color: color, weight: 1});
layers.push(layer);
layer.addTo(map);
}
}
});
L.quadtree = function (options) {
return new quadtree(options, 0);
};
return L;
}));