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refactor(es modules): continue migration
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42 changed files with 252 additions and 222 deletions
243
src/utils/graphUtils.ts
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243
src/utils/graphUtils.ts
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import {TIME} from "../config/logging";
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import {createTypedArray} from "./arrayUtils";
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// check if new grid graph should be generated or we can use the existing one
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export function shouldRegenerateGrid(grid) {
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const cellsDesired = +byId("pointsInput").dataset.cells;
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if (cellsDesired !== grid.cellsDesired) return true;
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const newSpacing = rn(Math.sqrt((graphWidth * graphHeight) / cellsDesired), 2);
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const newCellsX = Math.floor((graphWidth + 0.5 * newSpacing - 1e-10) / newSpacing);
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const newCellsY = Math.floor((graphHeight + 0.5 * newSpacing - 1e-10) / newSpacing);
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return grid.spacing !== newSpacing || grid.cellsX !== newCellsX || grid.cellsY !== newCellsY;
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}
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export function generateGrid() {
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Math.random = aleaPRNG(seed); // reset PRNG
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const {spacing, cellsDesired, boundary, points, cellsX, cellsY} = placePoints();
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const {cells, vertices} = calculateVoronoi(points, boundary);
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return {spacing, cellsDesired, boundary, points, cellsX, cellsY, cells, vertices};
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}
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// place random points to calculate Voronoi diagram
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function placePoints() {
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TIME && console.time("placePoints");
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const cellsDesired = +byId("pointsInput").dataset.cells;
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const spacing = rn(Math.sqrt((graphWidth * graphHeight) / cellsDesired), 2); // spacing between points before jirrering
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const boundary = getBoundaryPoints(graphWidth, graphHeight, spacing);
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const points = getJitteredGrid(graphWidth, graphHeight, spacing); // points of jittered square grid
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const cellsX = Math.floor((graphWidth + 0.5 * spacing - 1e-10) / spacing);
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const cellsY = Math.floor((graphHeight + 0.5 * spacing - 1e-10) / spacing);
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TIME && console.timeEnd("placePoints");
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return {spacing, cellsDesired, boundary, points, cellsX, cellsY};
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}
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// calculate Delaunay and then Voronoi diagram
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export function calculateVoronoi(points, boundary) {
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TIME && console.time("calculateDelaunay");
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const allPoints = points.concat(boundary);
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const delaunay = Delaunator.from(allPoints);
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TIME && console.timeEnd("calculateDelaunay");
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TIME && console.time("calculateVoronoi");
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const voronoi = new Voronoi(delaunay, allPoints, points.length);
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const cells = voronoi.cells;
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cells.i = createTypedArray({maxValue: points.length, length: points.length}).map((_, i) => i); // array of indexes
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const vertices = voronoi.vertices;
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TIME && console.timeEnd("calculateVoronoi");
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return {cells, vertices};
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}
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// add points along map edge to pseudo-clip voronoi cells
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function getBoundaryPoints(width, height, spacing) {
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const offset = rn(-1 * spacing);
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const bSpacing = spacing * 2;
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const w = width - offset * 2;
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const h = height - offset * 2;
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const numberX = Math.ceil(w / bSpacing) - 1;
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const numberY = Math.ceil(h / bSpacing) - 1;
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const points = [];
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for (let i = 0.5; i < numberX; i++) {
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let x = Math.ceil((w * i) / numberX + offset);
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points.push([x, offset], [x, h + offset]);
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}
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for (let i = 0.5; i < numberY; i++) {
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let y = Math.ceil((h * i) / numberY + offset);
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points.push([offset, y], [w + offset, y]);
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}
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return points;
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}
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// get points on a regular square grid and jitter them a bit
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function getJitteredGrid(width, height, spacing) {
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const radius = spacing / 2; // square radius
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const jittering = radius * 0.9; // max deviation
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const doubleJittering = jittering * 2;
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const jitter = () => Math.random() * doubleJittering - jittering;
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let points = [];
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for (let y = radius; y < height; y += spacing) {
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for (let x = radius; x < width; x += spacing) {
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const xj = Math.min(rn(x + jitter(), 2), width);
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const yj = Math.min(rn(y + jitter(), 2), height);
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points.push([xj, yj]);
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}
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}
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return points;
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}
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// return cell index on a regular square grid
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export function findGridCell(x, y, grid) {
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return (
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Math.floor(Math.min(y / grid.spacing, grid.cellsY - 1)) * grid.cellsX +
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Math.floor(Math.min(x / grid.spacing, grid.cellsX - 1))
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);
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}
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// return array of cell indexes in radius on a regular square grid
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export function findGridAll(x, y, radius) {
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const c = grid.cells.c;
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let r = Math.floor(radius / grid.spacing);
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let found = [findGridCell(x, y, grid)];
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if (!r || radius === 1) return found;
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if (r > 0) found = found.concat(c[found[0]]);
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if (r > 1) {
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let frontier = c[found[0]];
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while (r > 1) {
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let cycle = frontier.slice();
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frontier = [];
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cycle.forEach(function (s) {
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c[s].forEach(function (e) {
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if (found.indexOf(e) !== -1) return;
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found.push(e);
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frontier.push(e);
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});
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});
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r--;
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}
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}
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return found;
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}
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// return array of cell indexes in radius
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export function findAll(x, y, radius) {
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const found = pack.cells.q.findAll(x, y, radius);
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return found.map(r => r[2]);
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}
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// get polygon points for packed cells knowing cell id
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export function getPackPolygon(i) {
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return pack.cells.v[i].map(v => pack.vertices.p[v]);
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}
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// return closest cell index
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export function findCell(x, y, radius = Infinity) {
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const found = pack.cells.q.find(x, y, radius);
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return found ? found[2] : undefined;
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}
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// get polygon points for initial cells knowing cell id
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export function getGridPolygon(i) {
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return grid.cells.v[i].map(v => grid.vertices.p[v]);
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}
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// filter land cells
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export function isLand(i) {
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return pack.cells.h[i] >= 20;
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}
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// filter water cells
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export function isWater(i) {
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return pack.cells.h[i] < 20;
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}
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// findAll d3.quandtree search from https://bl.ocks.org/lwthatcher/b41479725e0ff2277c7ac90df2de2b5e
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void (function addFindAll() {
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const Quad = function (node, x0, y0, x1, y1) {
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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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const tree_filter = function (x, y, radius) {
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var t = {x, y, x0: this._x0, y0: this._y0, x3: this._x1, y3: this._y1, quads: [], node: this._root};
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if (t.node) {
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t.quads.push(new Quad(t.node, t.x0, t.y0, t.x3, t.y3));
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}
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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 = (t.x1 + t.x2) / 2,
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ym = (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 - +this._x.call(null, t.node.data),
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dy = y - +this._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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d3.quadtree.prototype.findAll = tree_filter;
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var radiusSearchInit = function (t, radius) {
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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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var radiusSearchVisit = function (t, d2) {
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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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})();
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