Skip to content

pescadorbob/quad-trees

Folders and files

NameName
Last commit message
Last commit date

Latest commit

ย 

History

23 Commits
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 

Repository files navigation

My Quadtree Point Search Solution

Overview

In this solution, I leveraged a quadtree data structure to efficiently search for points within a specified rectangular query region. The quadtree allows us to organize points spatially and optimize point retrieval. Click here for the interactive demo: See Figure 1

Interactive Demo

Figure 1

Here's how I tackled it:

1. Quadtree Construction

Dividing the Space

  • I started by defining the entire 2D space (bounding box) with a Rectangle.

    class Rectangle {
    constructor(x, y, w, h) {
        this.x = x; // the middle of the rectangle
        this.y = y; // the middle of the rectangle
        this.w = w; // the width from middle to side
        this.h = h; // the height, from middle to top or bottom. 
        this.left = x - w;
        this.right = x + w;
        this.top = y - h;
        this.bottom = y + h;
    }
    ...
    }
  • Then, I recursively divided it into four equal quadrants: NW (northwest), NE (northeast), SW (southwest), and SE (southeast).

    class QuadTree {
    constructor(boundary, n = DEFAULT_CAPACITY) {
        this.boundary = boundary;
        this.capacity = n;
        this.points = [];
        this.nw = null;
        this.ne = null;
        this.se = null;
        this.sw = null;
        this.isDivided = false;
    }
    ...
    }

Inserting Points

  • For each point, I determined which quadrant it belonged to based on its coordinates.
  • If a quadrant contained more points than a predefined threshold (let's call it DEFAULT_CAPACITY), I further subdivided it.
        function insert(point) {            
            if (!this.within(point)) return;
            if (this.points && this.points.length < this.capacity) {
            this.points.push(point);            
            }
        }

Recursion

  • I repeated the subdivision process recursively for each quadrant until either:
    • The desired depth was reached (controlled by a maximum depth parameter).

    • The quadrant contained fewer points than the threshold.

          if (!this.isDivided) {
              this.subdivide();
              this.isDivided = true;
          }
          if (this.nw.within(point)) this.nw.insert(point);
          else if (this.ne.within(point)) this.ne.insert(point);
          else if (this.se.within(point)) this.se.insert(point);
          else if (this.sw.within(point)) this.sw.insert(point);
          else console.log("Error: p is not within any boundary");

2. Point Search

Query Region

  • When a user queried for points within a rectangular region, I initiated the search. Note that in this implementation, a Rectangle is defined by its middle point, x:y and the width and height. Width and height are both only the distance from the middle point to the outer edge, so its really 2X width for the total width of the rectangle. I started by finding all of the bounding quad trees for the query rectangle
    class QuadTree {

        queryTrees(range, found) {

            if (this.boundary.intersects(range)) {
            found.push(this);
            } else return;

            if (!this.isDivided) {
            } else {
            let sections = [this.nw, this.ne, this.se, this.sw];
            sections.forEach(quad => {
                quad.queryTrees(range, found);
            });
            }
        }
        intersects(range) {
            return !(this.right < range.left ||
            this.left > range.right ||
            this.top > range.bottom ||
            this.bottom  < range.top
            )

        }
    }

Traversal

  • I traversed the quadtree, checking each quadrant:
    • If it intersected the query region, I explored it further.
    • If it was fully contained within the query region, I considered all points within that quadrant as relevant.
    • If it didn't intersect, I pruned it entirely (no need to search deeper).
        if (this.boundary.intersects(range)) {
        found.push(this);
        } else return;

Combining Results

  • Finally, I collected all relevant points from intersecting quadrants and returned them as the search result.

    Then, I search the points in those quad trees.

        function highlightSearchPoints(range){
            let trees = [];
            qt.queryTrees(range,trees);
            for(let tree of trees){
                if(!tree.isDivided){
                    for(let p of tree.points){
                        if(range.contains(p)){
                            stroke(255,0,0);
                            strokeWeight(3);

                            point(p.x,p.y);
                        }
                    }
                }
            }
        }

3. Interactive Query Range

Mouse Interaction

  • To enhance user experience, I allowed users to adjust the query range using mouse clicks.
  • As the user clicked and dragged the mouse, the query region dynamically updated.
        function draw(){
            background(0);
            if(mouseIsPressed){
                searchRange = new Rectangle(mouseX,mouseY,searchRange.w,searchRange.h);
            }
            highlightIntersections(searchRange);
            show(qt);
            drawSearchRange(searchRange);
            highlightSearchPoints(searchRange);
        }

Visual Feedback

  • I highlighted intersecting quadrants during the search.
  • By visually showing the bounding boxes of relevant quadrants, users could understand the impact of their query range adjustments.
        function highlightIntersections(range){
            let rectangles = [];
            qt.queryTrees(range,rectangles);
            for(let tree of rectangles){
                let r = tree.boundary;
                strokeWeight(6);
                stroke(150,150,0);
                rectMode(CENTER);
                noFill();
                rect(r.x,r.y,2*r.w,2*r.h);
            }

        }

4. Visualization

Quadtree Nodes

  • I drew the bounding boxes for each quadrant in the quadtree.

    alt text

Search Highlight

  • During point searches, I used different colors to highlight intersecting quadrants.

  • The points found within those quadrants were displayed a different color.

    alt text

Conclusion

My solution combines efficient point search, interactive query range adjustment, and informative visualization. It's a powerful tool for spatial data analysis and can be adapted for various applications.

Feel free to explore the specific implementation details, code snippets, or any other aspects of the project here. If you have further questions or desire additional conversation, feel free to ask! ๐ŸŒณ๐Ÿ”

References

About

learning quad trees

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published