aiquadtreejs 0.4.0 → 0.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +1 -1
- package/README.md +1 -1
- package/README_ZHTW.md +1 -1
- package/dist/index.cjs +1 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +8 -3
- package/dist/index.d.ts +8 -3
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/llms-full.txt +30 -1
- package/package.json +2 -2
package/LICENSE
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package/README.md
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@@ -27,7 +27,7 @@ Naïve pairwise collision detection on `N` entities is `O(N²)`. At 1,000 entiti
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Why not just import `@timohausmann/quadtree-ts`? That library is solid and you should use it for stand-alone work. `aiquadtreejs` exists so that an ai*js stack can talk to entity IDs from `aiecsjs` without per-frame object adaptation — `insert({ id: eid, x, y, width, height })` lines up with the SoA columns you already maintain.
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> `aiquadtreejs` is one of the four 0.3-cycle siblings joining the family — alongside [aipooljs](https://github.com/yshengliao/aipooljs) (object pool), `aieventjs` (typed events; self-built, not a `mitt` fork
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> `aiquadtreejs` is one of the four 0.3-cycle siblings joining the family — alongside [aipooljs](https://github.com/yshengliao/aipooljs) (object pool), `aieventjs` (typed events; self-built, not a `mitt` fork), and `aiaudiojs` (Web Audio shell over a Howler.js `peerDependency`).
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package/README_ZHTW.md
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那為什麼不直接用 `@timohausmann/quadtree-ts`?它做得很好,獨立場景直接用沒問題。`aiquadtreejs` 存在的理由是讓 ai*js stack 能直接接 `aiecsjs` 的 entity ID,不必每 frame 再轉一次物件 ── `insert({ id: eid, x, y, width, height })` 直接對齊你已經維護的 SoA 欄位。
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> `aiquadtreejs` 是 v0.3 cycle 四個新加入兄弟套件之一 ── 另外三個是 [aipooljs](https://github.com/yshengliao/aipooljs)(物件池)、`aieventjs`(typed event;**自寫不 fork mitt
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> `aiquadtreejs` 是 v0.3 cycle 四個新加入兄弟套件之一 ── 另外三個是 [aipooljs](https://github.com/yshengliao/aipooljs)(物件池)、`aieventjs`(typed event;**自寫不 fork mitt**)、`aiaudiojs`(Web Audio 薄殼,底層用 Howler.js 作 `peerDependency`)。
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package/dist/index.cjs
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'use strict';var
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'use strict';var h=class extends Error{name="QuadtreeError"},b=class extends Error{name="QuadtreeDisposedError"};function m(e,t){return e.x<t.x+t.width&&e.x+e.width>t.x&&e.y<t.y+t.height&&e.y+e.height>t.y}function x(e,t){let n=e.bounds.x+e.bounds.width/2,s=e.bounds.y+e.bounds.height/2,i=t.x<n,r=t.width===0?t.x>=n:t.x+t.width>n,l=t.y<s,c=t.height===0?t.y>=s:t.y+t.height>s,o=[];return l&&i&&o.push(0),l&&r&&o.push(1),c&&i&&o.push(2),c&&r&&o.push(3),o}function y(e){let t=e.bounds.width/2,n=e.bounds.height/2,s=e.bounds.x,i=e.bounds.y,r=e.level+1;e.children.push({bounds:{x:s,y:i,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s+t,y:i,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s,y:i+n,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s+t,y:i+n,width:t,height:n},level:r,objects:[],children:[]});for(let l of e.objects)for(let c of x(e,l)){let o=e.children[c];o!==void 0&&o.objects.push(l);}e.objects.length=0;}function w(e,t,n,s){if(!(e.level===0&&!m(e.bounds,t))){if(e.children.length===4){for(let i of x(e,t)){let r=e.children[i];r!==void 0&&w(r,t,n,s);}return}e.objects.push(t),e.objects.length>n&&e.level<s&&y(e);}}function A(e){e.objects.length=0;for(let t of e.children)A(t);e.children.length=0;}function N(e){let{bounds:t}=e,n=e.maxObjects??10,s=e.maxLevels??4;if(!Number.isFinite(t.x)||!Number.isFinite(t.y)||!Number.isFinite(t.width)||!Number.isFinite(t.height))throw new h("bounds must contain finite numbers");if(t.width<=0)throw new h("bounds.width must be > 0");if(t.height<=0)throw new h("bounds.height must be > 0");if(!Number.isInteger(n)||n<=0)throw new h("maxObjects must be a positive integer");if(!Number.isInteger(s)||s<=0)throw new h("maxLevels must be a positive integer");let i={root:{bounds:{...t},level:0,objects:[],children:[]},maxObjects:n,maxLevels:s,disposed:false};function r(){if(i.disposed)throw new b("aiquadtreejs: quadtree has been disposed")}function l(d){if(r(),!d||!Number.isFinite(d.x)||!Number.isFinite(d.y)||!Number.isFinite(d.width)||!Number.isFinite(d.height))throw new h("inserted object must be defined with finite numeric x, y, width and height");if(d.width<0)throw new h("inserted object width must be >= 0");if(d.height<0)throw new h("inserted object height must be >= 0");w(i.root,d,i.maxObjects,i.maxLevels);}let c=new Set,o=[];function a(d){for(c.clear(),o.length=0,o.push(i.root);o.length>0;){let u=o.pop();if(u!==void 0&&m(u.bounds,d)){for(let f of u.objects)c.add(f);for(let f of u.children)o.push(f);}}return c}function B(d){return r(),Array.from(a(d))}function v(d,u){r();let f=a(d);u.length=0;for(let T of f)u.push(T);return u}function g(){r(),A(i.root);}function p(){i.disposed||(i.disposed=true,i.root.objects.length=0,i.root.children.length=0,c.clear(),o.length=0);}return {insert:l,retrieve:B,retrieveInto:v,clear:g,dispose:p,get disposed(){return i.disposed}}}exports.QuadtreeDisposedError=b;exports.QuadtreeError=h;exports.createQuadtree=N;//# sourceMappingURL=index.cjs.map
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package/dist/index.cjs.map
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aiquadtreejs — 2D quadtree for per-frame rebuild collision broadphase.\n//\n// v0.1.0: full implementation. Plain-object nodes, iterative-DFS retrieve,\n// Set-based dedup, idempotent dispose, destructurable methods (no `this`).\n\n/**\n * Axis-aligned bounding box.\n *\n * Right-open coordinate semantics: `x` / `y` are the top-left corner and\n * `x + width` / `y + height` are **exclusive**. A 32×32 box at `(0, 0)`\n * covers `[0, 32)` on both axes. (This matches the convention used by\n * renderers such as PixiJS `getBounds()`, but the type is renderer-agnostic.)\n *\n * @public\n */\nexport interface AABB {\n x: number;\n y: number;\n width: number;\n height: number;\n}\n\n/**\n * Configuration for {@link createQuadtree}.\n *\n * @public\n */\nexport interface QuadtreeOptions {\n /**\n * Outer bounds. Objects partially outside `bounds` still insert into\n * whichever child nodes they overlap; objects fully outside are ignored\n * by `retrieve()` because no node overlaps them.\n */\n bounds: AABB;\n\n /**\n * Threshold above which a node subdivides. Default `10`. Lower values\n * mean deeper trees and fewer candidates per `retrieve()`; higher values\n * mean shallower trees and cheaper `insert()`.\n */\n maxObjects?: number;\n\n /**\n * Maximum subdivision depth. Default `4`. Caps recursion so a very dense\n * cluster doesn't blow up into an unbounded tree.\n */\n maxLevels?: number;\n}\n\n/**\n * Quadtree storing objects that extend {@link AABB}. `T` may carry any\n * payload (entity ID, sprite reference, user data) alongside the geometry.\n *\n * The expected usage pattern is **per-frame rebuild**: at the start of each\n * frame, call `clear()` and re-`insert()` every active object. This is\n * cheaper than tracking movements through the tree and gives correct results\n * regardless of how objects moved.\n *\n * @public\n */\nexport interface Quadtree<T extends AABB> {\n /**\n * Insert an object. The same object reference may legitimately appear\n * in multiple leaf nodes when it spans quadrant boundaries; `retrieve()`\n * deduplicates with a `Set` so the caller sees it exactly once.\n */\n insert(obj: T): void;\n\n /**\n * Return every inserted object whose containing node overlaps `region`,\n * deduplicated. The result is a **broadphase**: callers must still run\n * a precise AABB or pixel-level hit test on each candidate.\n */\n retrieve(region: AABB): T[];\n\n /**\n * Zero-allocation variant of {@link retrieve}.\n *\n * Clears `target` (sets `target.length = 0`), walks the tree using the same\n * iterative DFS + Set-based dedup as {@link retrieve}, then writes every\n * deduplicated candidate into `target` and returns it.\n *\n * Designed for hot-path callers (per-frame broadphase queries in a game\n * loop) that hold a permanent `T[]` buffer and want to avoid allocating a\n * fresh result array on every call.\n *\n * @invariant `target` identity is preserved — only its contents are\n * replaced. `retrieveInto(r, buf) === buf` always holds.\n * @invariant After return, `target.length` equals the deduplicated\n * candidate count. No `undefined` / `null` holes.\n * @invariant Empty result set → `target.length === 0`.\n * @invariant Dedup semantics identical to {@link retrieve}: objects\n * spanning multiple quadrants appear exactly once.\n *\n * Allocation: in steady state this performs no per-call heap allocation.\n * The dedup `Set` and DFS stack are reused across calls (cleared, not\n * re-created), and results are written into the caller's `target` instead\n * of a fresh array. The first calls may grow the internal scratch; once\n * result sizes stabilise, allocation amortises to zero — the design goal\n * for per-frame broadphase loops issuing thousands of queries.\n */\n retrieveInto(region: AABB, target: T[]): T[];\n\n /**\n * Reset the tree to empty. The root node object is reused across\n * frames; child nodes are released on clear() and re-created next\n * time subdivision triggers. The per-frame churn is bounded by\n * `4 * (subdivided-internal-node-count)` and stays well inside V8's\n * young-generation budget for typical game-loop usage.\n */\n clear(): void;\n\n /**\n * Idempotent teardown. Drops references so the GC can reclaim everything.\n * After disposal, every method except `dispose` itself — `insert`,\n * `retrieve`, `retrieveInto`, `clear` — throws {@link QuadtreeDisposedError}.\n */\n dispose(): void;\n\n /** `true` once {@link dispose} has been called. */\n readonly disposed: boolean;\n}\n\n/**\n * Recoverable quadtree error — currently unused at the public surface, but\n * reserved for future precondition violations (e.g. an inserted object with\n * `NaN` coordinates or negative `width`).\n *\n * @public\n */\nexport class QuadtreeError extends Error {\n override readonly name = \"QuadtreeError\";\n}\n\n/**\n * Thrown by any quadtree method called after {@link Quadtree.dispose}.\n *\n * @public\n */\nexport class QuadtreeDisposedError extends Error {\n override readonly name = \"QuadtreeDisposedError\";\n}\n\n// ---------------------------------------------------------------------------\n// Internal types\n// ---------------------------------------------------------------------------\n\ninterface Node<T extends AABB> {\n bounds: AABB;\n level: number;\n objects: T[];\n children: Node<T>[];\n}\n\ninterface State<T extends AABB> {\n root: Node<T>;\n maxObjects: number;\n maxLevels: number;\n disposed: boolean;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\nfunction rectsOverlap(a: AABB, b: AABB): boolean {\n return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;\n}\n\nfunction quadrantIndices<T extends AABB>(node: Node<T>, obj: AABB): number[] {\n const midX = node.bounds.x + node.bounds.width / 2;\n const midY = node.bounds.y + node.bounds.height / 2;\n // Zero-extent objects (points) sitting exactly on midX / midY would fall\n // through both `<` and `>` checks; treat the point as belonging to the\n // right/bottom side so it doesn't silently disappear.\n const inLeft = obj.x < midX;\n const inRight = obj.width === 0 ? obj.x >= midX : obj.x + obj.width > midX;\n const inTop = obj.y < midY;\n const inBottom = obj.height === 0 ? obj.y >= midY : obj.y + obj.height > midY;\n const result: number[] = [];\n if (inTop && inLeft) result.push(0);\n if (inTop && inRight) result.push(1);\n if (inBottom && inLeft) result.push(2);\n if (inBottom && inRight) result.push(3);\n return result;\n}\n\nfunction subdivide<T extends AABB>(node: Node<T>): void {\n const w = node.bounds.width / 2;\n const h = node.bounds.height / 2;\n const x = node.bounds.x;\n const y = node.bounds.y;\n const lvl = node.level + 1;\n node.children.push(\n { bounds: { x, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n );\n for (const obj of node.objects) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) child.objects.push(obj);\n }\n }\n node.objects.length = 0;\n}\n\nfunction insertNode<T extends AABB>(\n node: Node<T>,\n obj: T,\n maxObjects: number,\n maxLevels: number,\n): void {\n // Reject objects entirely outside the root bounds; for inner nodes we\n // trust `quadrantIndices` to route correctly (it has zero-extent fallback\n // logic that `rectsOverlap` does not, so the strict check is too tight\n // at child level for points sitting on a child boundary).\n if (node.level === 0 && !rectsOverlap(node.bounds, obj)) return;\n if (node.children.length === 4) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) insertNode(child, obj, maxObjects, maxLevels);\n }\n return;\n }\n node.objects.push(obj);\n if (node.objects.length > maxObjects && node.level < maxLevels) {\n subdivide(node);\n }\n}\n\nfunction clearNode<T extends AABB>(node: Node<T>): void {\n node.objects.length = 0;\n for (const child of node.children) {\n clearNode(child);\n }\n node.children.length = 0;\n}\n\n// ---------------------------------------------------------------------------\n// Factory\n// ---------------------------------------------------------------------------\n\n/**\n * Construct a 2D quadtree.\n *\n * @example\n * ```ts\n * import { createQuadtree, type AABB } from \"aiquadtreejs\";\n *\n * interface Body extends AABB {\n * id: number;\n * }\n *\n * const entities: Body[] = [\n * { id: 1, x: 100, y: 100, width: 32, height: 32 },\n * { id: 2, x: 400, y: 250, width: 32, height: 32 },\n * ];\n * const player: Body = { id: 0, x: 200, y: 200, width: 32, height: 32 };\n *\n * const qt = createQuadtree<Body>({\n * bounds: { x: 0, y: 0, width: 800, height: 600 },\n * maxObjects: 10,\n * maxLevels: 4,\n * });\n *\n * // Per-frame:\n * qt.clear();\n * for (const e of entities) qt.insert(e);\n *\n * // Broadphase lookup near the player:\n * const region: AABB = { x: player.x - 50, y: player.y - 50, width: 100, height: 100 };\n * const candidates = qt.retrieve(region);\n * // Caller runs a precise hit test on `candidates`.\n * ```\n *\n * @public\n */\nexport function createQuadtree<T extends AABB>(opts: QuadtreeOptions): Quadtree<T> {\n const { bounds } = opts;\n const maxObjects = opts.maxObjects ?? 10;\n const maxLevels = opts.maxLevels ?? 4;\n\n if (\n !Number.isFinite(bounds.x) ||\n !Number.isFinite(bounds.y) ||\n !Number.isFinite(bounds.width) ||\n !Number.isFinite(bounds.height)\n ) {\n throw new QuadtreeError(\"bounds must contain finite numbers\");\n }\n if (bounds.width <= 0) {\n throw new QuadtreeError(\"bounds.width must be > 0\");\n }\n if (bounds.height <= 0) {\n throw new QuadtreeError(\"bounds.height must be > 0\");\n }\n if (!Number.isInteger(maxObjects) || maxObjects <= 0) {\n throw new QuadtreeError(\"maxObjects must be a positive integer\");\n }\n if (!Number.isInteger(maxLevels) || maxLevels <= 0) {\n throw new QuadtreeError(\"maxLevels must be a positive integer\");\n }\n\n const state: State<T> = {\n root: {\n bounds: { ...bounds },\n level: 0,\n objects: [],\n children: [],\n },\n maxObjects,\n maxLevels,\n disposed: false,\n };\n\n function ck(): void {\n if (state.disposed) throw new QuadtreeDisposedError(\"aiquadtreejs: quadtree has been disposed\");\n }\n\n function insert(obj: T): void {\n ck();\n insertNode(state.root, obj, state.maxObjects, state.maxLevels);\n }\n\n // Reusable scratch for retrieveSet, hoisted so steady-state queries\n // allocate nothing. Safe because the returned Set never escapes the\n // module: retrieve copies it out via Array.from and retrieveInto via a\n // push loop, both synchronously and fully before any subsequent call.\n const scratchSet = new Set<T>();\n const scratchStack: Node<T>[] = [];\n\n function retrieveSet(region: AABB): Set<T> {\n scratchSet.clear();\n scratchStack.length = 0;\n scratchStack.push(state.root);\n while (scratchStack.length > 0) {\n const node = scratchStack.pop();\n if (node === undefined) continue;\n if (!rectsOverlap(node.bounds, region)) continue;\n for (const obj of node.objects) scratchSet.add(obj);\n for (const child of node.children) scratchStack.push(child);\n }\n return scratchSet;\n }\n\n function retrieve(region: AABB): T[] {\n ck();\n return Array.from(retrieveSet(region));\n }\n\n function retrieveInto(region: AABB, target: T[]): T[] {\n ck();\n const set = retrieveSet(region);\n target.length = 0;\n for (const v of set) target.push(v);\n return target;\n }\n\n function clear(): void {\n ck();\n clearNode(state.root);\n }\n\n function dispose(): void {\n if (state.disposed) return;\n state.disposed = true;\n state.root.objects.length = 0;\n state.root.children.length = 0;\n scratchSet.clear();\n scratchStack.length = 0;\n }\n\n return {\n insert,\n retrieve,\n retrieveInto,\n clear,\n dispose,\n get disposed() {\n return state.disposed;\n },\n };\n}\n"]}
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aiquadtreejs — 2D quadtree for per-frame rebuild collision broadphase.\n//\n// v0.1.0: full implementation. Plain-object nodes, iterative-DFS retrieve,\n// Set-based dedup, idempotent dispose, destructurable methods (no `this`).\n\n/**\n * Axis-aligned bounding box.\n *\n * Right-open coordinate semantics: `x` / `y` are the top-left corner and\n * `x + width` / `y + height` are **exclusive**. A 32×32 box at `(0, 0)`\n * covers `[0, 32)` on both axes. (This matches the convention used by\n * renderers such as PixiJS `getBounds()`, but the type is renderer-agnostic.)\n *\n * @public\n */\nexport interface AABB {\n x: number;\n y: number;\n width: number;\n height: number;\n}\n\n/**\n * Configuration for {@link createQuadtree}.\n *\n * @public\n */\nexport interface QuadtreeOptions {\n /**\n * Outer bounds. Objects partially outside `bounds` still insert into\n * whichever child nodes they overlap; objects fully outside are ignored\n * by `retrieve()` because no node overlaps them.\n */\n bounds: AABB;\n\n /**\n * Threshold above which a node subdivides. Default `10`. Lower values\n * mean deeper trees and fewer candidates per `retrieve()`; higher values\n * mean shallower trees and cheaper `insert()`.\n */\n maxObjects?: number;\n\n /**\n * Maximum subdivision depth. Default `4`. Caps recursion so a very dense\n * cluster doesn't blow up into an unbounded tree.\n */\n maxLevels?: number;\n}\n\n/**\n * Quadtree storing objects that extend {@link AABB}. `T` may carry any\n * payload (entity ID, sprite reference, user data) alongside the geometry.\n *\n * The expected usage pattern is **per-frame rebuild**: at the start of each\n * frame, call `clear()` and re-`insert()` every active object. This is\n * cheaper than tracking movements through the tree and gives correct results\n * regardless of how objects moved.\n *\n * @public\n */\nexport interface Quadtree<T extends AABB> {\n /**\n * Insert an object. The same object reference may legitimately appear\n * in multiple leaf nodes when it spans quadrant boundaries; `retrieve()`\n * deduplicates with a `Set` so the caller sees it exactly once.\n *\n * @throws {@link QuadtreeError} if any of `x`, `y`, `width`, or `height`\n * is non-finite (`NaN`, `Infinity`, `-Infinity`), or if `width` or\n * `height` is negative. Zero-extent objects (points / lines) are valid.\n */\n insert(obj: T): void;\n\n /**\n * Return every inserted object whose containing node overlaps `region`,\n * deduplicated. The result is a **broadphase**: callers must still run\n * a precise AABB or pixel-level hit test on each candidate.\n */\n retrieve(region: AABB): T[];\n\n /**\n * Zero-allocation variant of {@link retrieve}.\n *\n * Clears `target` (sets `target.length = 0`), walks the tree using the same\n * iterative DFS + Set-based dedup as {@link retrieve}, then writes every\n * deduplicated candidate into `target` and returns it.\n *\n * Designed for hot-path callers (per-frame broadphase queries in a game\n * loop) that hold a permanent `T[]` buffer and want to avoid allocating a\n * fresh result array on every call.\n *\n * @invariant `target` identity is preserved — only its contents are\n * replaced. `retrieveInto(r, buf) === buf` always holds.\n * @invariant After return, `target.length` equals the deduplicated\n * candidate count. No `undefined` / `null` holes.\n * @invariant Empty result set → `target.length === 0`.\n * @invariant Dedup semantics identical to {@link retrieve}: objects\n * spanning multiple quadrants appear exactly once.\n *\n * Allocation: in steady state this performs no per-call heap allocation.\n * The dedup `Set` and DFS stack are reused across calls (cleared, not\n * re-created), and results are written into the caller's `target` instead\n * of a fresh array. The first calls may grow the internal scratch; once\n * result sizes stabilise, allocation amortises to zero — the design goal\n * for per-frame broadphase loops issuing thousands of queries.\n */\n retrieveInto(region: AABB, target: T[]): T[];\n\n /**\n * Reset the tree to empty. The root node object is reused across\n * frames; child nodes are released on clear() and re-created next\n * time subdivision triggers. The per-frame churn is bounded by\n * `4 * (subdivided-internal-node-count)` and stays well inside V8's\n * young-generation budget for typical game-loop usage.\n */\n clear(): void;\n\n /**\n * Idempotent teardown. Drops references so the GC can reclaim everything.\n * After disposal, every method except `dispose` itself — `insert`,\n * `retrieve`, `retrieveInto`, `clear` — throws {@link QuadtreeDisposedError}.\n */\n dispose(): void;\n\n /** `true` once {@link dispose} has been called. */\n readonly disposed: boolean;\n}\n\n/**\n * Recoverable quadtree error — thrown by `createQuadtree` for invalid\n * construction options and by `insert()` for precondition violations\n * (e.g. an inserted object with non-finite coordinates or negative\n * `width` / `height`).\n *\n * @public\n */\nexport class QuadtreeError extends Error {\n override readonly name = \"QuadtreeError\";\n}\n\n/**\n * Thrown by any quadtree method called after {@link Quadtree.dispose}.\n *\n * @public\n */\nexport class QuadtreeDisposedError extends Error {\n override readonly name = \"QuadtreeDisposedError\";\n}\n\n// ---------------------------------------------------------------------------\n// Internal types\n// ---------------------------------------------------------------------------\n\ninterface Node<T extends AABB> {\n bounds: AABB;\n level: number;\n objects: T[];\n children: Node<T>[];\n}\n\ninterface State<T extends AABB> {\n root: Node<T>;\n maxObjects: number;\n maxLevels: number;\n disposed: boolean;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\nfunction rectsOverlap(a: AABB, b: AABB): boolean {\n return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;\n}\n\nfunction quadrantIndices<T extends AABB>(node: Node<T>, obj: AABB): number[] {\n const midX = node.bounds.x + node.bounds.width / 2;\n const midY = node.bounds.y + node.bounds.height / 2;\n // Zero-extent objects (points) sitting exactly on midX / midY would fall\n // through both `<` and `>` checks; treat the point as belonging to the\n // right/bottom side so it doesn't silently disappear.\n const inLeft = obj.x < midX;\n const inRight = obj.width === 0 ? obj.x >= midX : obj.x + obj.width > midX;\n const inTop = obj.y < midY;\n const inBottom = obj.height === 0 ? obj.y >= midY : obj.y + obj.height > midY;\n const result: number[] = [];\n if (inTop && inLeft) result.push(0);\n if (inTop && inRight) result.push(1);\n if (inBottom && inLeft) result.push(2);\n if (inBottom && inRight) result.push(3);\n return result;\n}\n\nfunction subdivide<T extends AABB>(node: Node<T>): void {\n const w = node.bounds.width / 2;\n const h = node.bounds.height / 2;\n const x = node.bounds.x;\n const y = node.bounds.y;\n const lvl = node.level + 1;\n node.children.push(\n { bounds: { x, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n );\n for (const obj of node.objects) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) child.objects.push(obj);\n }\n }\n node.objects.length = 0;\n}\n\nfunction insertNode<T extends AABB>(\n node: Node<T>,\n obj: T,\n maxObjects: number,\n maxLevels: number,\n): void {\n // Reject objects entirely outside the root bounds; for inner nodes we\n // trust `quadrantIndices` to route correctly (it has zero-extent fallback\n // logic that `rectsOverlap` does not, so the strict check is too tight\n // at child level for points sitting on a child boundary).\n if (node.level === 0 && !rectsOverlap(node.bounds, obj)) return;\n if (node.children.length === 4) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) insertNode(child, obj, maxObjects, maxLevels);\n }\n return;\n }\n node.objects.push(obj);\n if (node.objects.length > maxObjects && node.level < maxLevels) {\n subdivide(node);\n }\n}\n\nfunction clearNode<T extends AABB>(node: Node<T>): void {\n node.objects.length = 0;\n for (const child of node.children) {\n clearNode(child);\n }\n node.children.length = 0;\n}\n\n// ---------------------------------------------------------------------------\n// Factory\n// ---------------------------------------------------------------------------\n\n/**\n * Construct a 2D quadtree.\n *\n * @example\n * ```ts\n * import { createQuadtree, type AABB } from \"aiquadtreejs\";\n *\n * interface Body extends AABB {\n * id: number;\n * }\n *\n * const entities: Body[] = [\n * { id: 1, x: 100, y: 100, width: 32, height: 32 },\n * { id: 2, x: 400, y: 250, width: 32, height: 32 },\n * ];\n * const player: Body = { id: 0, x: 200, y: 200, width: 32, height: 32 };\n *\n * const qt = createQuadtree<Body>({\n * bounds: { x: 0, y: 0, width: 800, height: 600 },\n * maxObjects: 10,\n * maxLevels: 4,\n * });\n *\n * // Per-frame:\n * qt.clear();\n * for (const e of entities) qt.insert(e);\n *\n * // Broadphase lookup near the player:\n * const region: AABB = { x: player.x - 50, y: player.y - 50, width: 100, height: 100 };\n * const candidates = qt.retrieve(region);\n * // Caller runs a precise hit test on `candidates`.\n * ```\n *\n * @public\n */\nexport function createQuadtree<T extends AABB>(opts: QuadtreeOptions): Quadtree<T> {\n const { bounds } = opts;\n const maxObjects = opts.maxObjects ?? 10;\n const maxLevels = opts.maxLevels ?? 4;\n\n if (\n !Number.isFinite(bounds.x) ||\n !Number.isFinite(bounds.y) ||\n !Number.isFinite(bounds.width) ||\n !Number.isFinite(bounds.height)\n ) {\n throw new QuadtreeError(\"bounds must contain finite numbers\");\n }\n if (bounds.width <= 0) {\n throw new QuadtreeError(\"bounds.width must be > 0\");\n }\n if (bounds.height <= 0) {\n throw new QuadtreeError(\"bounds.height must be > 0\");\n }\n if (!Number.isInteger(maxObjects) || maxObjects <= 0) {\n throw new QuadtreeError(\"maxObjects must be a positive integer\");\n }\n if (!Number.isInteger(maxLevels) || maxLevels <= 0) {\n throw new QuadtreeError(\"maxLevels must be a positive integer\");\n }\n\n const state: State<T> = {\n root: {\n bounds: { ...bounds },\n level: 0,\n objects: [],\n children: [],\n },\n maxObjects,\n maxLevels,\n disposed: false,\n };\n\n function ck(): void {\n if (state.disposed) throw new QuadtreeDisposedError(\"aiquadtreejs: quadtree has been disposed\");\n }\n\n function insert(obj: T): void {\n ck();\n if (\n !obj ||\n !Number.isFinite(obj.x) ||\n !Number.isFinite(obj.y) ||\n !Number.isFinite(obj.width) ||\n !Number.isFinite(obj.height)\n ) {\n throw new QuadtreeError(\n \"inserted object must be defined with finite numeric x, y, width and height\",\n );\n }\n if (obj.width < 0) {\n throw new QuadtreeError(\"inserted object width must be >= 0\");\n }\n if (obj.height < 0) {\n throw new QuadtreeError(\"inserted object height must be >= 0\");\n }\n insertNode(state.root, obj, state.maxObjects, state.maxLevels);\n }\n\n // Reusable scratch for retrieveSet, hoisted so steady-state queries\n // allocate nothing. Safe because the returned Set never escapes the\n // module: retrieve copies it out via Array.from and retrieveInto via a\n // push loop, both synchronously and fully before any subsequent call.\n const scratchSet = new Set<T>();\n const scratchStack: Node<T>[] = [];\n\n function retrieveSet(region: AABB): Set<T> {\n scratchSet.clear();\n scratchStack.length = 0;\n scratchStack.push(state.root);\n while (scratchStack.length > 0) {\n const node = scratchStack.pop();\n if (node === undefined) continue;\n if (!rectsOverlap(node.bounds, region)) continue;\n for (const obj of node.objects) scratchSet.add(obj);\n for (const child of node.children) scratchStack.push(child);\n }\n return scratchSet;\n }\n\n function retrieve(region: AABB): T[] {\n ck();\n return Array.from(retrieveSet(region));\n }\n\n function retrieveInto(region: AABB, target: T[]): T[] {\n ck();\n const set = retrieveSet(region);\n target.length = 0;\n for (const v of set) target.push(v);\n return target;\n }\n\n function clear(): void {\n ck();\n clearNode(state.root);\n }\n\n function dispose(): void {\n if (state.disposed) return;\n state.disposed = true;\n state.root.objects.length = 0;\n state.root.children.length = 0;\n scratchSet.clear();\n scratchStack.length = 0;\n }\n\n return {\n insert,\n retrieve,\n retrieveInto,\n clear,\n dispose,\n get disposed() {\n return state.disposed;\n },\n };\n}\n"]}
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package/dist/index.d.ts
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var h=class extends Error{name="QuadtreeError"},b=class extends Error{name="QuadtreeDisposedError"};function m(e,t){return e.x<t.x+t.width&&e.x+e.width>t.x&&e.y<t.y+t.height&&e.y+e.height>t.y}function x(e,t){let n=e.bounds.x+e.bounds.width/2,s=e.bounds.y+e.bounds.height/2,i=t.x<n,r=t.width===0?t.x>=n:t.x+t.width>n,l=t.y<s,c=t.height===0?t.y>=s:t.y+t.height>s,o=[];return l&&i&&o.push(0),l&&r&&o.push(1),c&&i&&o.push(2),c&&r&&o.push(3),o}function y(e){let t=e.bounds.width/2,n=e.bounds.height/2,s=e.bounds.x,i=e.bounds.y,r=e.level+1;e.children.push({bounds:{x:s,y:i,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s+t,y:i,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s,y:i+n,width:t,height:n},level:r,objects:[],children:[]},{bounds:{x:s+t,y:i+n,width:t,height:n},level:r,objects:[],children:[]});for(let l of e.objects)for(let c of x(e,l)){let o=e.children[c];o!==void 0&&o.objects.push(l);}e.objects.length=0;}function w(e,t,n,s){if(!(e.level===0&&!m(e.bounds,t))){if(e.children.length===4){for(let i of x(e,t)){let r=e.children[i];r!==void 0&&w(r,t,n,s);}return}e.objects.push(t),e.objects.length>n&&e.level<s&&y(e);}}function A(e){e.objects.length=0;for(let t of e.children)A(t);e.children.length=0;}function N(e){let{bounds:t}=e,n=e.maxObjects??10,s=e.maxLevels??4;if(!Number.isFinite(t.x)||!Number.isFinite(t.y)||!Number.isFinite(t.width)||!Number.isFinite(t.height))throw new h("bounds must contain finite numbers");if(t.width<=0)throw new h("bounds.width must be > 0");if(t.height<=0)throw new h("bounds.height must be > 0");if(!Number.isInteger(n)||n<=0)throw new h("maxObjects must be a positive integer");if(!Number.isInteger(s)||s<=0)throw new h("maxLevels must be a positive integer");let i={root:{bounds:{...t},level:0,objects:[],children:[]},maxObjects:n,maxLevels:s,disposed:false};function r(){if(i.disposed)throw new b("aiquadtreejs: quadtree has been disposed")}function l(d){if(r(),!d||!Number.isFinite(d.x)||!Number.isFinite(d.y)||!Number.isFinite(d.width)||!Number.isFinite(d.height))throw new h("inserted object must be defined with finite numeric x, y, width and height");if(d.width<0)throw new h("inserted object width must be >= 0");if(d.height<0)throw new h("inserted object height must be >= 0");w(i.root,d,i.maxObjects,i.maxLevels);}let c=new Set,o=[];function a(d){for(c.clear(),o.length=0,o.push(i.root);o.length>0;){let u=o.pop();if(u!==void 0&&m(u.bounds,d)){for(let f of u.objects)c.add(f);for(let f of u.children)o.push(f);}}return c}function B(d){return r(),Array.from(a(d))}function v(d,u){r();let f=a(d);u.length=0;for(let T of f)u.push(T);return u}function g(){r(),A(i.root);}function p(){i.disposed||(i.disposed=true,i.root.objects.length=0,i.root.children.length=0,c.clear(),o.length=0);}return {insert:l,retrieve:B,retrieveInto:v,clear:g,dispose:p,get disposed(){return i.disposed}}}export{b as QuadtreeDisposedError,h as QuadtreeError,N as createQuadtree};//# sourceMappingURL=index.js.map
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aiquadtreejs — 2D quadtree for per-frame rebuild collision broadphase.\n//\n// v0.1.0: full implementation. Plain-object nodes, iterative-DFS retrieve,\n// Set-based dedup, idempotent dispose, destructurable methods (no `this`).\n\n/**\n * Axis-aligned bounding box.\n *\n * Right-open coordinate semantics: `x` / `y` are the top-left corner and\n * `x + width` / `y + height` are **exclusive**. A 32×32 box at `(0, 0)`\n * covers `[0, 32)` on both axes. (This matches the convention used by\n * renderers such as PixiJS `getBounds()`, but the type is renderer-agnostic.)\n *\n * @public\n */\nexport interface AABB {\n x: number;\n y: number;\n width: number;\n height: number;\n}\n\n/**\n * Configuration for {@link createQuadtree}.\n *\n * @public\n */\nexport interface QuadtreeOptions {\n /**\n * Outer bounds. Objects partially outside `bounds` still insert into\n * whichever child nodes they overlap; objects fully outside are ignored\n * by `retrieve()` because no node overlaps them.\n */\n bounds: AABB;\n\n /**\n * Threshold above which a node subdivides. Default `10`. Lower values\n * mean deeper trees and fewer candidates per `retrieve()`; higher values\n * mean shallower trees and cheaper `insert()`.\n */\n maxObjects?: number;\n\n /**\n * Maximum subdivision depth. Default `4`. Caps recursion so a very dense\n * cluster doesn't blow up into an unbounded tree.\n */\n maxLevels?: number;\n}\n\n/**\n * Quadtree storing objects that extend {@link AABB}. `T` may carry any\n * payload (entity ID, sprite reference, user data) alongside the geometry.\n *\n * The expected usage pattern is **per-frame rebuild**: at the start of each\n * frame, call `clear()` and re-`insert()` every active object. This is\n * cheaper than tracking movements through the tree and gives correct results\n * regardless of how objects moved.\n *\n * @public\n */\nexport interface Quadtree<T extends AABB> {\n /**\n * Insert an object. The same object reference may legitimately appear\n * in multiple leaf nodes when it spans quadrant boundaries; `retrieve()`\n * deduplicates with a `Set` so the caller sees it exactly once.\n */\n insert(obj: T): void;\n\n /**\n * Return every inserted object whose containing node overlaps `region`,\n * deduplicated. The result is a **broadphase**: callers must still run\n * a precise AABB or pixel-level hit test on each candidate.\n */\n retrieve(region: AABB): T[];\n\n /**\n * Zero-allocation variant of {@link retrieve}.\n *\n * Clears `target` (sets `target.length = 0`), walks the tree using the same\n * iterative DFS + Set-based dedup as {@link retrieve}, then writes every\n * deduplicated candidate into `target` and returns it.\n *\n * Designed for hot-path callers (per-frame broadphase queries in a game\n * loop) that hold a permanent `T[]` buffer and want to avoid allocating a\n * fresh result array on every call.\n *\n * @invariant `target` identity is preserved — only its contents are\n * replaced. `retrieveInto(r, buf) === buf` always holds.\n * @invariant After return, `target.length` equals the deduplicated\n * candidate count. No `undefined` / `null` holes.\n * @invariant Empty result set → `target.length === 0`.\n * @invariant Dedup semantics identical to {@link retrieve}: objects\n * spanning multiple quadrants appear exactly once.\n *\n * Allocation: in steady state this performs no per-call heap allocation.\n * The dedup `Set` and DFS stack are reused across calls (cleared, not\n * re-created), and results are written into the caller's `target` instead\n * of a fresh array. The first calls may grow the internal scratch; once\n * result sizes stabilise, allocation amortises to zero — the design goal\n * for per-frame broadphase loops issuing thousands of queries.\n */\n retrieveInto(region: AABB, target: T[]): T[];\n\n /**\n * Reset the tree to empty. The root node object is reused across\n * frames; child nodes are released on clear() and re-created next\n * time subdivision triggers. The per-frame churn is bounded by\n * `4 * (subdivided-internal-node-count)` and stays well inside V8's\n * young-generation budget for typical game-loop usage.\n */\n clear(): void;\n\n /**\n * Idempotent teardown. Drops references so the GC can reclaim everything.\n * After disposal, every method except `dispose` itself — `insert`,\n * `retrieve`, `retrieveInto`, `clear` — throws {@link QuadtreeDisposedError}.\n */\n dispose(): void;\n\n /** `true` once {@link dispose} has been called. */\n readonly disposed: boolean;\n}\n\n/**\n * Recoverable quadtree error — currently unused at the public surface, but\n * reserved for future precondition violations (e.g. an inserted object with\n * `NaN` coordinates or negative `width`).\n *\n * @public\n */\nexport class QuadtreeError extends Error {\n override readonly name = \"QuadtreeError\";\n}\n\n/**\n * Thrown by any quadtree method called after {@link Quadtree.dispose}.\n *\n * @public\n */\nexport class QuadtreeDisposedError extends Error {\n override readonly name = \"QuadtreeDisposedError\";\n}\n\n// ---------------------------------------------------------------------------\n// Internal types\n// ---------------------------------------------------------------------------\n\ninterface Node<T extends AABB> {\n bounds: AABB;\n level: number;\n objects: T[];\n children: Node<T>[];\n}\n\ninterface State<T extends AABB> {\n root: Node<T>;\n maxObjects: number;\n maxLevels: number;\n disposed: boolean;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\nfunction rectsOverlap(a: AABB, b: AABB): boolean {\n return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;\n}\n\nfunction quadrantIndices<T extends AABB>(node: Node<T>, obj: AABB): number[] {\n const midX = node.bounds.x + node.bounds.width / 2;\n const midY = node.bounds.y + node.bounds.height / 2;\n // Zero-extent objects (points) sitting exactly on midX / midY would fall\n // through both `<` and `>` checks; treat the point as belonging to the\n // right/bottom side so it doesn't silently disappear.\n const inLeft = obj.x < midX;\n const inRight = obj.width === 0 ? obj.x >= midX : obj.x + obj.width > midX;\n const inTop = obj.y < midY;\n const inBottom = obj.height === 0 ? obj.y >= midY : obj.y + obj.height > midY;\n const result: number[] = [];\n if (inTop && inLeft) result.push(0);\n if (inTop && inRight) result.push(1);\n if (inBottom && inLeft) result.push(2);\n if (inBottom && inRight) result.push(3);\n return result;\n}\n\nfunction subdivide<T extends AABB>(node: Node<T>): void {\n const w = node.bounds.width / 2;\n const h = node.bounds.height / 2;\n const x = node.bounds.x;\n const y = node.bounds.y;\n const lvl = node.level + 1;\n node.children.push(\n { bounds: { x, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n );\n for (const obj of node.objects) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) child.objects.push(obj);\n }\n }\n node.objects.length = 0;\n}\n\nfunction insertNode<T extends AABB>(\n node: Node<T>,\n obj: T,\n maxObjects: number,\n maxLevels: number,\n): void {\n // Reject objects entirely outside the root bounds; for inner nodes we\n // trust `quadrantIndices` to route correctly (it has zero-extent fallback\n // logic that `rectsOverlap` does not, so the strict check is too tight\n // at child level for points sitting on a child boundary).\n if (node.level === 0 && !rectsOverlap(node.bounds, obj)) return;\n if (node.children.length === 4) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) insertNode(child, obj, maxObjects, maxLevels);\n }\n return;\n }\n node.objects.push(obj);\n if (node.objects.length > maxObjects && node.level < maxLevels) {\n subdivide(node);\n }\n}\n\nfunction clearNode<T extends AABB>(node: Node<T>): void {\n node.objects.length = 0;\n for (const child of node.children) {\n clearNode(child);\n }\n node.children.length = 0;\n}\n\n// ---------------------------------------------------------------------------\n// Factory\n// ---------------------------------------------------------------------------\n\n/**\n * Construct a 2D quadtree.\n *\n * @example\n * ```ts\n * import { createQuadtree, type AABB } from \"aiquadtreejs\";\n *\n * interface Body extends AABB {\n * id: number;\n * }\n *\n * const entities: Body[] = [\n * { id: 1, x: 100, y: 100, width: 32, height: 32 },\n * { id: 2, x: 400, y: 250, width: 32, height: 32 },\n * ];\n * const player: Body = { id: 0, x: 200, y: 200, width: 32, height: 32 };\n *\n * const qt = createQuadtree<Body>({\n * bounds: { x: 0, y: 0, width: 800, height: 600 },\n * maxObjects: 10,\n * maxLevels: 4,\n * });\n *\n * // Per-frame:\n * qt.clear();\n * for (const e of entities) qt.insert(e);\n *\n * // Broadphase lookup near the player:\n * const region: AABB = { x: player.x - 50, y: player.y - 50, width: 100, height: 100 };\n * const candidates = qt.retrieve(region);\n * // Caller runs a precise hit test on `candidates`.\n * ```\n *\n * @public\n */\nexport function createQuadtree<T extends AABB>(opts: QuadtreeOptions): Quadtree<T> {\n const { bounds } = opts;\n const maxObjects = opts.maxObjects ?? 10;\n const maxLevels = opts.maxLevels ?? 4;\n\n if (\n !Number.isFinite(bounds.x) ||\n !Number.isFinite(bounds.y) ||\n !Number.isFinite(bounds.width) ||\n !Number.isFinite(bounds.height)\n ) {\n throw new QuadtreeError(\"bounds must contain finite numbers\");\n }\n if (bounds.width <= 0) {\n throw new QuadtreeError(\"bounds.width must be > 0\");\n }\n if (bounds.height <= 0) {\n throw new QuadtreeError(\"bounds.height must be > 0\");\n }\n if (!Number.isInteger(maxObjects) || maxObjects <= 0) {\n throw new QuadtreeError(\"maxObjects must be a positive integer\");\n }\n if (!Number.isInteger(maxLevels) || maxLevels <= 0) {\n throw new QuadtreeError(\"maxLevels must be a positive integer\");\n }\n\n const state: State<T> = {\n root: {\n bounds: { ...bounds },\n level: 0,\n objects: [],\n children: [],\n },\n maxObjects,\n maxLevels,\n disposed: false,\n };\n\n function ck(): void {\n if (state.disposed) throw new QuadtreeDisposedError(\"aiquadtreejs: quadtree has been disposed\");\n }\n\n function insert(obj: T): void {\n ck();\n insertNode(state.root, obj, state.maxObjects, state.maxLevels);\n }\n\n // Reusable scratch for retrieveSet, hoisted so steady-state queries\n // allocate nothing. Safe because the returned Set never escapes the\n // module: retrieve copies it out via Array.from and retrieveInto via a\n // push loop, both synchronously and fully before any subsequent call.\n const scratchSet = new Set<T>();\n const scratchStack: Node<T>[] = [];\n\n function retrieveSet(region: AABB): Set<T> {\n scratchSet.clear();\n scratchStack.length = 0;\n scratchStack.push(state.root);\n while (scratchStack.length > 0) {\n const node = scratchStack.pop();\n if (node === undefined) continue;\n if (!rectsOverlap(node.bounds, region)) continue;\n for (const obj of node.objects) scratchSet.add(obj);\n for (const child of node.children) scratchStack.push(child);\n }\n return scratchSet;\n }\n\n function retrieve(region: AABB): T[] {\n ck();\n return Array.from(retrieveSet(region));\n }\n\n function retrieveInto(region: AABB, target: T[]): T[] {\n ck();\n const set = retrieveSet(region);\n target.length = 0;\n for (const v of set) target.push(v);\n return target;\n }\n\n function clear(): void {\n ck();\n clearNode(state.root);\n }\n\n function dispose(): void {\n if (state.disposed) return;\n state.disposed = true;\n state.root.objects.length = 0;\n state.root.children.length = 0;\n scratchSet.clear();\n scratchStack.length = 0;\n }\n\n return {\n insert,\n retrieve,\n retrieveInto,\n clear,\n dispose,\n get disposed() {\n return state.disposed;\n },\n };\n}\n"]}
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aiquadtreejs — 2D quadtree for per-frame rebuild collision broadphase.\n//\n// v0.1.0: full implementation. Plain-object nodes, iterative-DFS retrieve,\n// Set-based dedup, idempotent dispose, destructurable methods (no `this`).\n\n/**\n * Axis-aligned bounding box.\n *\n * Right-open coordinate semantics: `x` / `y` are the top-left corner and\n * `x + width` / `y + height` are **exclusive**. A 32×32 box at `(0, 0)`\n * covers `[0, 32)` on both axes. (This matches the convention used by\n * renderers such as PixiJS `getBounds()`, but the type is renderer-agnostic.)\n *\n * @public\n */\nexport interface AABB {\n x: number;\n y: number;\n width: number;\n height: number;\n}\n\n/**\n * Configuration for {@link createQuadtree}.\n *\n * @public\n */\nexport interface QuadtreeOptions {\n /**\n * Outer bounds. Objects partially outside `bounds` still insert into\n * whichever child nodes they overlap; objects fully outside are ignored\n * by `retrieve()` because no node overlaps them.\n */\n bounds: AABB;\n\n /**\n * Threshold above which a node subdivides. Default `10`. Lower values\n * mean deeper trees and fewer candidates per `retrieve()`; higher values\n * mean shallower trees and cheaper `insert()`.\n */\n maxObjects?: number;\n\n /**\n * Maximum subdivision depth. Default `4`. Caps recursion so a very dense\n * cluster doesn't blow up into an unbounded tree.\n */\n maxLevels?: number;\n}\n\n/**\n * Quadtree storing objects that extend {@link AABB}. `T` may carry any\n * payload (entity ID, sprite reference, user data) alongside the geometry.\n *\n * The expected usage pattern is **per-frame rebuild**: at the start of each\n * frame, call `clear()` and re-`insert()` every active object. This is\n * cheaper than tracking movements through the tree and gives correct results\n * regardless of how objects moved.\n *\n * @public\n */\nexport interface Quadtree<T extends AABB> {\n /**\n * Insert an object. The same object reference may legitimately appear\n * in multiple leaf nodes when it spans quadrant boundaries; `retrieve()`\n * deduplicates with a `Set` so the caller sees it exactly once.\n *\n * @throws {@link QuadtreeError} if any of `x`, `y`, `width`, or `height`\n * is non-finite (`NaN`, `Infinity`, `-Infinity`), or if `width` or\n * `height` is negative. Zero-extent objects (points / lines) are valid.\n */\n insert(obj: T): void;\n\n /**\n * Return every inserted object whose containing node overlaps `region`,\n * deduplicated. The result is a **broadphase**: callers must still run\n * a precise AABB or pixel-level hit test on each candidate.\n */\n retrieve(region: AABB): T[];\n\n /**\n * Zero-allocation variant of {@link retrieve}.\n *\n * Clears `target` (sets `target.length = 0`), walks the tree using the same\n * iterative DFS + Set-based dedup as {@link retrieve}, then writes every\n * deduplicated candidate into `target` and returns it.\n *\n * Designed for hot-path callers (per-frame broadphase queries in a game\n * loop) that hold a permanent `T[]` buffer and want to avoid allocating a\n * fresh result array on every call.\n *\n * @invariant `target` identity is preserved — only its contents are\n * replaced. `retrieveInto(r, buf) === buf` always holds.\n * @invariant After return, `target.length` equals the deduplicated\n * candidate count. No `undefined` / `null` holes.\n * @invariant Empty result set → `target.length === 0`.\n * @invariant Dedup semantics identical to {@link retrieve}: objects\n * spanning multiple quadrants appear exactly once.\n *\n * Allocation: in steady state this performs no per-call heap allocation.\n * The dedup `Set` and DFS stack are reused across calls (cleared, not\n * re-created), and results are written into the caller's `target` instead\n * of a fresh array. The first calls may grow the internal scratch; once\n * result sizes stabilise, allocation amortises to zero — the design goal\n * for per-frame broadphase loops issuing thousands of queries.\n */\n retrieveInto(region: AABB, target: T[]): T[];\n\n /**\n * Reset the tree to empty. The root node object is reused across\n * frames; child nodes are released on clear() and re-created next\n * time subdivision triggers. The per-frame churn is bounded by\n * `4 * (subdivided-internal-node-count)` and stays well inside V8's\n * young-generation budget for typical game-loop usage.\n */\n clear(): void;\n\n /**\n * Idempotent teardown. Drops references so the GC can reclaim everything.\n * After disposal, every method except `dispose` itself — `insert`,\n * `retrieve`, `retrieveInto`, `clear` — throws {@link QuadtreeDisposedError}.\n */\n dispose(): void;\n\n /** `true` once {@link dispose} has been called. */\n readonly disposed: boolean;\n}\n\n/**\n * Recoverable quadtree error — thrown by `createQuadtree` for invalid\n * construction options and by `insert()` for precondition violations\n * (e.g. an inserted object with non-finite coordinates or negative\n * `width` / `height`).\n *\n * @public\n */\nexport class QuadtreeError extends Error {\n override readonly name = \"QuadtreeError\";\n}\n\n/**\n * Thrown by any quadtree method called after {@link Quadtree.dispose}.\n *\n * @public\n */\nexport class QuadtreeDisposedError extends Error {\n override readonly name = \"QuadtreeDisposedError\";\n}\n\n// ---------------------------------------------------------------------------\n// Internal types\n// ---------------------------------------------------------------------------\n\ninterface Node<T extends AABB> {\n bounds: AABB;\n level: number;\n objects: T[];\n children: Node<T>[];\n}\n\ninterface State<T extends AABB> {\n root: Node<T>;\n maxObjects: number;\n maxLevels: number;\n disposed: boolean;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\nfunction rectsOverlap(a: AABB, b: AABB): boolean {\n return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;\n}\n\nfunction quadrantIndices<T extends AABB>(node: Node<T>, obj: AABB): number[] {\n const midX = node.bounds.x + node.bounds.width / 2;\n const midY = node.bounds.y + node.bounds.height / 2;\n // Zero-extent objects (points) sitting exactly on midX / midY would fall\n // through both `<` and `>` checks; treat the point as belonging to the\n // right/bottom side so it doesn't silently disappear.\n const inLeft = obj.x < midX;\n const inRight = obj.width === 0 ? obj.x >= midX : obj.x + obj.width > midX;\n const inTop = obj.y < midY;\n const inBottom = obj.height === 0 ? obj.y >= midY : obj.y + obj.height > midY;\n const result: number[] = [];\n if (inTop && inLeft) result.push(0);\n if (inTop && inRight) result.push(1);\n if (inBottom && inLeft) result.push(2);\n if (inBottom && inRight) result.push(3);\n return result;\n}\n\nfunction subdivide<T extends AABB>(node: Node<T>): void {\n const w = node.bounds.width / 2;\n const h = node.bounds.height / 2;\n const x = node.bounds.x;\n const y = node.bounds.y;\n const lvl = node.level + 1;\n node.children.push(\n { bounds: { x, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n { bounds: { x: x + w, y: y + h, width: w, height: h }, level: lvl, objects: [], children: [] },\n );\n for (const obj of node.objects) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) child.objects.push(obj);\n }\n }\n node.objects.length = 0;\n}\n\nfunction insertNode<T extends AABB>(\n node: Node<T>,\n obj: T,\n maxObjects: number,\n maxLevels: number,\n): void {\n // Reject objects entirely outside the root bounds; for inner nodes we\n // trust `quadrantIndices` to route correctly (it has zero-extent fallback\n // logic that `rectsOverlap` does not, so the strict check is too tight\n // at child level for points sitting on a child boundary).\n if (node.level === 0 && !rectsOverlap(node.bounds, obj)) return;\n if (node.children.length === 4) {\n for (const i of quadrantIndices(node, obj)) {\n const child = node.children[i];\n if (child !== undefined) insertNode(child, obj, maxObjects, maxLevels);\n }\n return;\n }\n node.objects.push(obj);\n if (node.objects.length > maxObjects && node.level < maxLevels) {\n subdivide(node);\n }\n}\n\nfunction clearNode<T extends AABB>(node: Node<T>): void {\n node.objects.length = 0;\n for (const child of node.children) {\n clearNode(child);\n }\n node.children.length = 0;\n}\n\n// ---------------------------------------------------------------------------\n// Factory\n// ---------------------------------------------------------------------------\n\n/**\n * Construct a 2D quadtree.\n *\n * @example\n * ```ts\n * import { createQuadtree, type AABB } from \"aiquadtreejs\";\n *\n * interface Body extends AABB {\n * id: number;\n * }\n *\n * const entities: Body[] = [\n * { id: 1, x: 100, y: 100, width: 32, height: 32 },\n * { id: 2, x: 400, y: 250, width: 32, height: 32 },\n * ];\n * const player: Body = { id: 0, x: 200, y: 200, width: 32, height: 32 };\n *\n * const qt = createQuadtree<Body>({\n * bounds: { x: 0, y: 0, width: 800, height: 600 },\n * maxObjects: 10,\n * maxLevels: 4,\n * });\n *\n * // Per-frame:\n * qt.clear();\n * for (const e of entities) qt.insert(e);\n *\n * // Broadphase lookup near the player:\n * const region: AABB = { x: player.x - 50, y: player.y - 50, width: 100, height: 100 };\n * const candidates = qt.retrieve(region);\n * // Caller runs a precise hit test on `candidates`.\n * ```\n *\n * @public\n */\nexport function createQuadtree<T extends AABB>(opts: QuadtreeOptions): Quadtree<T> {\n const { bounds } = opts;\n const maxObjects = opts.maxObjects ?? 10;\n const maxLevels = opts.maxLevels ?? 4;\n\n if (\n !Number.isFinite(bounds.x) ||\n !Number.isFinite(bounds.y) ||\n !Number.isFinite(bounds.width) ||\n !Number.isFinite(bounds.height)\n ) {\n throw new QuadtreeError(\"bounds must contain finite numbers\");\n }\n if (bounds.width <= 0) {\n throw new QuadtreeError(\"bounds.width must be > 0\");\n }\n if (bounds.height <= 0) {\n throw new QuadtreeError(\"bounds.height must be > 0\");\n }\n if (!Number.isInteger(maxObjects) || maxObjects <= 0) {\n throw new QuadtreeError(\"maxObjects must be a positive integer\");\n }\n if (!Number.isInteger(maxLevels) || maxLevels <= 0) {\n throw new QuadtreeError(\"maxLevels must be a positive integer\");\n }\n\n const state: State<T> = {\n root: {\n bounds: { ...bounds },\n level: 0,\n objects: [],\n children: [],\n },\n maxObjects,\n maxLevels,\n disposed: false,\n };\n\n function ck(): void {\n if (state.disposed) throw new QuadtreeDisposedError(\"aiquadtreejs: quadtree has been disposed\");\n }\n\n function insert(obj: T): void {\n ck();\n if (\n !obj ||\n !Number.isFinite(obj.x) ||\n !Number.isFinite(obj.y) ||\n !Number.isFinite(obj.width) ||\n !Number.isFinite(obj.height)\n ) {\n throw new QuadtreeError(\n \"inserted object must be defined with finite numeric x, y, width and height\",\n );\n }\n if (obj.width < 0) {\n throw new QuadtreeError(\"inserted object width must be >= 0\");\n }\n if (obj.height < 0) {\n throw new QuadtreeError(\"inserted object height must be >= 0\");\n }\n insertNode(state.root, obj, state.maxObjects, state.maxLevels);\n }\n\n // Reusable scratch for retrieveSet, hoisted so steady-state queries\n // allocate nothing. Safe because the returned Set never escapes the\n // module: retrieve copies it out via Array.from and retrieveInto via a\n // push loop, both synchronously and fully before any subsequent call.\n const scratchSet = new Set<T>();\n const scratchStack: Node<T>[] = [];\n\n function retrieveSet(region: AABB): Set<T> {\n scratchSet.clear();\n scratchStack.length = 0;\n scratchStack.push(state.root);\n while (scratchStack.length > 0) {\n const node = scratchStack.pop();\n if (node === undefined) continue;\n if (!rectsOverlap(node.bounds, region)) continue;\n for (const obj of node.objects) scratchSet.add(obj);\n for (const child of node.children) scratchStack.push(child);\n }\n return scratchSet;\n }\n\n function retrieve(region: AABB): T[] {\n ck();\n return Array.from(retrieveSet(region));\n }\n\n function retrieveInto(region: AABB, target: T[]): T[] {\n ck();\n const set = retrieveSet(region);\n target.length = 0;\n for (const v of set) target.push(v);\n return target;\n }\n\n function clear(): void {\n ck();\n clearNode(state.root);\n }\n\n function dispose(): void {\n if (state.disposed) return;\n state.disposed = true;\n state.root.objects.length = 0;\n state.root.children.length = 0;\n scratchSet.clear();\n scratchStack.length = 0;\n }\n\n return {\n insert,\n retrieve,\n retrieveInto,\n clear,\n dispose,\n get disposed() {\n return state.disposed;\n },\n };\n}\n"]}
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package/llms-full.txt
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@@ -40,7 +40,7 @@ Naïve pairwise collision detection on `N` entities is `O(N²)`. At 1,000 entiti
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Why not just import `@timohausmann/quadtree-ts`? That library is solid and you should use it for stand-alone work. `aiquadtreejs` exists so that an ai*js stack can talk to entity IDs from `aiecsjs` without per-frame object adaptation — `insert({ id: eid, x, y, width, height })` lines up with the SoA columns you already maintain.
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42
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43
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-
> `aiquadtreejs` is one of the four 0.3-cycle siblings joining the family — alongside [aipooljs](https://github.com/yshengliao/aipooljs) (object pool), `aieventjs` (typed events; self-built, not a `mitt` fork
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43
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+
> `aiquadtreejs` is one of the four 0.3-cycle siblings joining the family — alongside [aipooljs](https://github.com/yshengliao/aipooljs) (object pool), `aieventjs` (typed events; self-built, not a `mitt` fork), and `aiaudiojs` (Web Audio shell over a Howler.js `peerDependency`).
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44
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---
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46
46
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@@ -156,6 +156,35 @@ adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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156
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157
157
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## [Unreleased]
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158
158
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159
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+
## [0.5.1] - 2026-06-02
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160
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+
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161
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+
### Fixed
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162
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+
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|
163
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+
- **`insert()` input validation** — `insert()` now throws `QuadtreeError`
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164
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+
when the inserted object contains a non-finite coordinate (`NaN`,
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165
|
+
`Infinity`, `-Infinity` in any of `x`, `y`, `width`, `height`) or a
|
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166
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+
negative dimension (`width < 0` or `height < 0`). Previously, such
|
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167
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+
objects were silently mishandled (kept before subdivide, silently dropped
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168
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+
after). Zero-extent objects (points / lines with `width=0` and/or
|
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169
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+
`height=0`) remain valid and are not rejected. The `QuadtreeError`
|
|
170
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+
JSDoc already noted this use was reserved; the behaviour is now
|
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171
|
+
implemented and documented in `STABILITY.md`.
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172
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+
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173
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+
### Tests
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|
174
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+
|
|
175
|
+
- Added J-group (J1–J15): `insert()` throws `QuadtreeError` for
|
|
176
|
+
`width<0`, `height<0`, `NaN`/`Infinity` in any of `x/y/width/height`, and
|
|
177
|
+
for `null`/`undefined` objects (J14/J15); valid zero-extent objects
|
|
178
|
+
(width=0, height=0, mixed) are accepted.
|
|
179
|
+
- Added K-group (K1–K7): oversized object appears exactly once in
|
|
180
|
+
full-region and per-quadrant sub-queries after subdivide; `retrieveInto`
|
|
181
|
+
buffer identity preserved across 60 clear+insert+retrieveInto frames;
|
|
182
|
+
negative-origin bounds with negative-coord objects and queries; zero-
|
|
183
|
+
extent point at a non-midpoint survives deep subdivision (maxLevels=4)
|
|
184
|
+
and is retrievable with a tight region; maxLevels=1 with many same-
|
|
185
|
+
quadrant objects — all retrievable, zero duplicates; non-origin bounds
|
|
186
|
+
insert+retrieve correctness.
|
|
187
|
+
|
|
159
188
|
## [0.4.0] - 2026-05-29
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|
160
189
|
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161
190
|
Dependency hygiene + stability freeze. **No runtime API addition or behaviour
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "aiquadtreejs",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.5.1",
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|
4
4
|
"description": "Tiny 2D quadtree for per-frame rebuild collision broadphase. Insert AABBs, retrieve candidates, clear. Caller does precise hit-testing. Designed for PixiJS games with 500–10,000 active entities.",
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|
5
5
|
"keywords": [
|
|
6
6
|
"quadtree",
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|
@@ -14,7 +14,7 @@
|
|
|
14
14
|
"typescript",
|
|
15
15
|
"esm"
|
|
16
16
|
],
|
|
17
|
-
"author": "
|
|
17
|
+
"author": "yshengliao",
|
|
18
18
|
"license": "MIT",
|
|
19
19
|
"homepage": "https://github.com/yshengliao/aiquadtreejs#readme",
|
|
20
20
|
"repository": {
|