/spacetree

A quadtree implementation

Primary LanguageJavaScriptMIT LicenseMIT

Spacetree

Spacetree is a fast and compact library to query spatial data in the 2 dimensions.

Why to use it

If you are developing an application that deals with bidimensional space you probably need to retrieve all points or shapes in a certain area. This library allows you to do it in logarithmic time! That means that you can handle a lot of shapes very fast.

How it works internally

Internally uses a data structure called quadtree.

Basic usage

We create the data structure with:

import Spacetree from 'spacetree';
const st = new Spacetree({x: 0, y: 0, height: 1200, width: 2000});

This define a rectangle in the 2d space starting at the coordinates x and y (they can be negative or positive) and with a certain height and width. All objects we insert should be within this rectangle. Let's add some data:

const points = [
  {x: 100, y: 0, data: 'first'},
  {x: 100, y: 100, data: 'second'},
  {x: 1000, y: 100, data: 'third'},
  {x: 1000, y: 600, data: 'fourth'},
  {x: 10000, y: 10000, data: 'fifth'}, // note the coordinates outside of the boundary
];
for (const point of points) {
  console.log(`Insert ${point.data}:`, st.insert(point));
}
console.log('Total size', st.size);

This will print:

Insert first: true
Insert second: true
Insert third: true
Insert fourth: true
Insert fifth: false
Total size: 4

One point had its coordinates outside of the data structure. This is not allowed and therefore the insert was not successful. Here's how we retrieve the points in an area:

for (const point of st.retrieve({x: 10, y: 10, width: 100, height: 100})) {
  console.log('Point found: ', point.data)
}

That will return:

first
second

If we want we can remove a point using:

console.log(`Deleting ${points[0].data}`, st.delete(points[0]));
console.log('Remaining points: ', st.size);
Deleting first: true
Remaining points: 3

How to retrieve from multiple boundaries

"retrieve" can take one or more areas as arguments:

st.retrieve({x: 10, y: 10, width: 100, height: 100}, {x:500, y: 100, width: 10, height: 10});

If the areas overlap, duplicated points will be removed.

How to use different shapes

The library can be used to retrieve rectangles, circles and every other bidimensional shape. The only thing needed is a function that returns true if an object is in a rectangular area. The library contains one for rectangles and circles:

import Spacetree, {isRectInBoundary, isCircleinBoundary} from 'spacetree';

const st1 = new Spacetree({x: 0, y: 0, height: 1200, width:2000}, {isWithinBoundary: isRectInBoundary});
st1.insert({x: 10, y: 10, width: 100, height: 100});
...
const st2 = new Spacetree({x: 0, y: 0, height: 1200, width:2000}, {isWithinBoundary: isCircleinBoundary});
st1.insert({x: 10, y: 10, radius: 100});
...

You can also write your own. This is necessary for example when you want to support multiple different shapes:

 export function isRectOrCircleInBoundary(obj, boundary) {
  if ('radius' in obj) {
    return isCircleInBoundary(obj, boundary);
  } else {
    return isRectInBoundary(obj, boundary);
  }
}

Here's the implementation of isRectInBoundary as a reference:

 function isRectInBoundary(obj, boundary) {
  return !(
    (obj.x < boundary.x && obj.x + obj.width < boundary.x) ||
    (obj.x >= boundary.x + boundary.width && obj.x + obj.width >= boundary.x + boundary.width) ||
    (obj.y < boundary.y && obj.y + obj.height < boundary.y) ||
    (obj.y >= boundary.y + boundary.height && obj.y + obj.height >= boundary.y + boundary.height));
}

How to clean up reset or change boundaries

There is no particular API for this common operations but here is how you can perform them. If you need to clean up the tree, I suggest to just create a new one and let's the old one to be garbage collected. In fact, this is the most performant way to get an empty data structure. If you need to change the boundaries of the data structure, again I suggest to create a new Spacetree. There is an API to retrieve all the object saved so that you can easily create a new one:

const newST = new Spacetree({x: 0, y: 0, width: 20000, height: 10000});
for (const obj of st.retrieveAll()) {
  newST.insert(obj);
}

Running time

  • insert O(log n)
  • delete O(log n)
  • retrieve O(log n)
  • retrieveAll O(n)
  • size O(1)

Why use this and not other Quadtree implementations?

  • This is extensible: you can define your own shapes
  • Very small footprint and no dependencies
  • It is thouroughly tested
  • It has a compact API, it does one thing well and fast
  • It runs everywhere (no transpilation provided)