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https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2026-02-04 17:41:23 +01:00
fix: implement quadtree search for points within a radius
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1 changed files with 97 additions and 83 deletions
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@ -206,13 +206,109 @@ export const findClosestCell = (x: number, y: number, radius = Infinity, packedG
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return found ? found[2] : undefined;
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}
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/**
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* Searches a quadtree for all points within a given radius
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* Based on https://bl.ocks.org/lwthatcher/b41479725e0ff2277c7ac90df2de2b5e
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* @param {number} x - The x coordinate of the search center
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* @param {number} y - The y coordinate of the search center
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* @param {number} radius - The search radius
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* @param {Object} quadtree - The D3 quadtree to search
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* @returns {Array} - An array of found data points within the radius
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*/
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export const findAllInQuadtree = (x: number, y: number, radius: number, quadtree: any) => {
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const radiusSearchInit = (t: any, radius: number) => {
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t.result = [];
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(t.x0 = t.x - radius), (t.y0 = t.y - radius);
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(t.x3 = t.x + radius), (t.y3 = t.y + radius);
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t.radius = radius * radius;
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};
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const radiusSearchVisit = (t: any, d2: number) => {
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t.node.data.scanned = true;
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if (d2 < t.radius) {
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do {
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t.result.push(t.node.data);
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t.node.data.selected = true;
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} while ((t.node = t.node.next));
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}
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};
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class Quad {
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node: any;
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x0: number;
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y0: number;
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x1: number;
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y1: number;
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constructor(node: any, x0: number, y0: number, x1: number, y1: number) {
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this.node = node;
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this.x0 = x0;
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this.y0 = y0;
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this.x1 = x1;
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this.y1 = y1;
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}
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}
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const t: any = {x, y, x0: quadtree._x0, y0: quadtree._y0, x3: quadtree._x1, y3: quadtree._y1, quads: [], node: quadtree._root};
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if (t.node) t.quads.push(new Quad(t.node, t.x0, t.y0, t.x3, t.y3));
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radiusSearchInit(t, radius);
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var i = 0;
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while ((t.q = t.quads.pop())) {
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i++;
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// Stop searching if this quadrant can't contain a closer node.
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if (
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!(t.node = t.q.node) ||
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(t.x1 = t.q.x0) > t.x3 ||
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(t.y1 = t.q.y0) > t.y3 ||
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(t.x2 = t.q.x1) < t.x0 ||
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(t.y2 = t.q.y1) < t.y0
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)
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continue;
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// Bisect the current quadrant.
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if (t.node.length) {
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t.node.explored = true;
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var xm: number = (t.x1 + t.x2) / 2,
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ym: number = (t.y1 + t.y2) / 2;
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t.quads.push(
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new Quad(t.node[3], xm, ym, t.x2, t.y2),
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new Quad(t.node[2], t.x1, ym, xm, t.y2),
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new Quad(t.node[1], xm, t.y1, t.x2, ym),
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new Quad(t.node[0], t.x1, t.y1, xm, ym)
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);
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// Visit the closest quadrant first.
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if ((t.i = (+(y >= ym) << 1) | +(x >= xm))) {
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t.q = t.quads[t.quads.length - 1];
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t.quads[t.quads.length - 1] = t.quads[t.quads.length - 1 - t.i];
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t.quads[t.quads.length - 1 - t.i] = t.q;
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}
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}
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// Visit this point. (Visiting coincident points isn't necessary!)
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else {
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var dx = x - +quadtree._x.call(null, t.node.data),
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dy = y - +quadtree._y.call(null, t.node.data),
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d2 = dx * dx + dy * dy;
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radiusSearchVisit(t, d2);
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}
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}
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return t.result;
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}
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/**
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* Returns an array of packed cell indexes within a specified radius from given x and y coordinates
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* @param {number} x - The x coordinate
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* @param {number} y - The y coordinate
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* @param {number} radius - The search radius
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* @param {Object} packedGraph - The packed graph containing cells with quadtree
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* @returns {number[]} - An array of cell indexes within the radius
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*/
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export const findAllCellsInRadius = (x: number, y: number, radius: number, packedGraph: any): number[] => {
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const found = packedGraph.cells.q.findAll(x, y, radius);
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// Use findAllInQuadtree directly instead of relying on prototype extension
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const found = findAllInQuadtree(x, y, radius, packedGraph.cells.q);
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return found.map((r: any) => r[2]);
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}
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@ -325,88 +421,6 @@ export const isWater = (i: number, packedGraph: any) => {
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return packedGraph.cells.h[i] < 20;
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}
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export const findAllInQuadtree = (x: number, y: number, radius: number, quadtree: any) => {
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const radiusSearchInit = (t: any, radius: number) => {
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t.result = [];
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(t.x0 = t.x - radius), (t.y0 = t.y - radius);
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(t.x3 = t.x + radius), (t.y3 = t.y + radius);
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t.radius = radius * radius;
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};
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const radiusSearchVisit = (t: any, d2: number) => {
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t.node.data.scanned = true;
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if (d2 < t.radius) {
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do {
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t.result.push(t.node.data);
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t.node.data.selected = true;
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} while ((t.node = t.node.next));
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}
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};
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class Quad {
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node: any;
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x0: number;
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y0: number;
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x1: number;
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y1: number;
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constructor(node: any, x0: number, y0: number, x1: number, y1: number) {
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this.node = node;
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this.x0 = x0;
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this.y0 = y0;
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this.x1 = x1;
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this.y1 = y1;
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}
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}
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const t: any = {x, y, x0: quadtree._x0, y0: quadtree._y0, x3: quadtree._x1, y3: quadtree._y1, quads: [], node: quadtree._root};
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if (t.node) t.quads.push(new Quad(t.node, t.x0, t.y0, t.x3, t.y3));
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radiusSearchInit(t, radius);
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var i = 0;
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while ((t.q = t.quads.pop())) {
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i++;
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// Stop searching if this quadrant can’t contain a closer node.
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if (
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!(t.node = t.q.node) ||
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(t.x1 = t.q.x0) > t.x3 ||
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(t.y1 = t.q.y0) > t.y3 ||
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(t.x2 = t.q.x1) < t.x0 ||
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(t.y2 = t.q.y1) < t.y0
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)
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continue;
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// Bisect the current quadrant.
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if (t.node.length) {
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t.node.explored = true;
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var xm: number = (t.x1 + t.x2) / 2,
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ym: number = (t.y1 + t.y2) / 2;
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t.quads.push(
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new Quad(t.node[3], xm, ym, t.x2, t.y2),
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new Quad(t.node[2], t.x1, ym, xm, t.y2),
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new Quad(t.node[1], xm, t.y1, t.x2, ym),
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new Quad(t.node[0], t.x1, t.y1, xm, ym)
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);
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// Visit the closest quadrant first.
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if ((t.i = (+(y >= ym) << 1) | +(x >= xm))) {
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t.q = t.quads[t.quads.length - 1];
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t.quads[t.quads.length - 1] = t.quads[t.quads.length - 1 - t.i];
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t.quads[t.quads.length - 1 - t.i] = t.q;
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}
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}
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// Visit this point. (Visiting coincident points isn’t necessary!)
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else {
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var dx = x - +quadtree._x.call(null, t.node.data),
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dy = y - +quadtree._y.call(null, t.node.data),
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d2 = dx * dx + dy * dy;
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radiusSearchVisit(t, d2);
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}
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}
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return t.result;
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}
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// draw raster heightmap preview (not used in main generation)
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/**
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