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🍀 Quadtree (Go)

godoc reference

A quadtree implementation in Go, featuring insertion and retrieval of bounding boxes and points.

What is it?

"A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The regions may be square or rectangular, or may have arbitrary shapes. This data structure was named a quadtree by Raphael Finkel and J.L. Bentley in 1974." - Wikipedia (2016)



Setup

Usage

    qt := &quadtree.Quadtree{
		Bounds: quadtree.Bounds{
			X:      0,
			Y:      0,
			Width:  100,
			Height: 100,
		},
		MaxObjects: 10,
		MaxLevels:  4,
		Level:      0,
		Objects:    make([]quadtree.Bounds, 0),
		Nodes:      make([]quadtree.Quadtree, 0),
	}

    // Insert some boxes
    qt.Insert(Bounds{
		X:      1,
		Y:      1,
		Width:  10,
		Height: 10,
	})
	qt.Insert(Bounds{
		X:      5,
		Y:      5,
		Width:  10,
		Height: 10,
	})
	qt.Insert(Bounds{
		X:      10,
		Y:      10,
		Width:  10,
		Height: 10,
	})
	qt.Insert(Bounds{
		X:      15,
		Y:      15,
		Width:  10,
		Height: 10,
	})

	//Get all the intersections
	intersections := qt.RetrieveIntersections(Bounds{
		X:      5,
		Y:      5,
		Width:  2.5,
		Height: 2.5,
	})

	// Clear the Quadtree
	qt.Clear()

Acknowledgements

This package is based on Timo Hausmann JavaScript Quadtree implementation. This is in turn based on this post.

License

MIT

Original JavaScript code: Copyright © 2012 Timo Hausmann

Go code: Copyright © 2016 James Milner

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