cosmograph 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 Corvin Burmeister
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # cosmograph
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+
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+ Lightweight, zero-dependency canvas particle library. Composable forces, configurable everything.
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+
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+ ```
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+ npm install cosmograph
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+ ```
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+
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+ ---
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+
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+ ## Quick start
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+
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+ ```js
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+ import { World, drift, dampen, twinkle, mouseRepel } from 'cosmograph'
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+
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+ const world = new World({
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+ canvas: document.getElementById('bg'),
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+ nodeCount: 60,
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+ colors: ['#ffffff', '#cce8ff'],
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+ forces: [twinkle(), mouseRepel(), dampen(), drift()],
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+ })
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+
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+ world.start()
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+ ```
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+
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+ **Forces are just functions** — compose them in any order, pass as an array. Each force runs every frame and mutates node velocities.
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+
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+ ---
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+
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+ ## Full-screen background
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+
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+ ```js
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+ const world = new World({
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+ canvas,
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+ autoResize: true, // fits canvas to window, handles resize
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+ pauseWhenHidden: true, // pauses when tab is not visible
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+ pauseWhenOffscreen: true,
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+ nodeCount: 60,
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+ colors: ['#ffffff', '#cce8ff', '#fff4e0'],
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+ edgeMaxDist: 180,
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+ forces: [twinkle(), mouseRepel(), dampen(), drift()],
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+ })
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+ world.start()
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+ ```
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+
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+ ---
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+
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+ ## React
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+
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+ ```jsx
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+ import { useCosmograph } from 'cosmograph/react'
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+ import { drift, dampen, twinkle, mouseRepel } from 'cosmograph'
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+
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+ export default function Background() {
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+ const ref = useCosmograph({
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+ nodeCount: 60,
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+ colors: ['#ffffff', '#cce8ff'],
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+ forces: [twinkle(), mouseRepel(), dampen(), drift()],
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+ })
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+
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+ return <canvas ref={ref} style={{ position: 'fixed', inset: 0, width: '100%', height: '100%' }} />
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+ }
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+ ```
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+
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+ ---
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+
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+ ## World options
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+
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+ ### Nodes
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+
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+ | Option | Type | Default | Description |
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+ |---|---|---|---|
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+ | `nodeCount` | `number` | `60` | Number of nodes |
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+ | `nodeSize` | `[min, max]` | `[0.8, 2.8]` | Radius range in px |
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+ | `colors` | `string[]` | `['#ffffff']` | Node colors |
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+ | `nodeShape` | `'circle' \| 'diamond' \| 'star' \| 'cross' \| 'ring'` | `'circle'` | Node shape |
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+ | `nodeRotation` | `boolean` | `false` | Nodes rotate on their axis — visible on diamond/star |
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+ | `nodeSizeDistribution` | `'uniform' \| 'gaussian' \| 'weighted-small'` | `'uniform'` | Size sampling distribution |
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+ | `nodeColorMode` | `'random' \| 'by-size' \| 'sequential' \| 'gradient' \| 'by-position'` | `'random'` | How colors are assigned |
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+ | `nodeSpawnRegion` | `'full' \| 'center' \| 'edges' \| fn` | `'full'` | Where nodes spawn. `fn(width, height) => {x, y}` for custom regions |
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+
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+ ### Edges
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+
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+ | Option | Type | Default | Description |
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+ |---|---|---|---|
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+ | `edgeMaxDist` | `number` | `180` | Max distance for edge to appear |
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+ | `edgeMaxOpacity` | `number` | `0.18` | Max edge opacity |
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+ | `edgeWidth` | `number` | `0.5` | Edge stroke width in px |
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+ | `edgeColors` | `string[]` | `null` | Edge colors — falls back to `colors` if not set |
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+ | `edgeStyle` | `'solid' \| 'dashed' \| 'gradient'` | `'solid'` | `gradient` interpolates between connected node colors |
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+ | `edgeColorMode` | `'alternate' \| 'source' \| 'target' \| fn` | `'alternate'` | `fn(a, b, i, j) => color` for custom logic |
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+ | `edgeCurvature` | `number` | `0` | `0` = straight, `1` = strong bezier curve |
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+ | `maxEdgesPerNode` | `number \| null` | `null` | Cap connections per node — prevents dense clusters |
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+ | `minEdgesPerNode` | `number \| null` | `null` | Guarantee minimum connections — draws faint long-range edges as fallback |
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+
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+ ### Glow
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+
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+ | Option | Type | Default | Description |
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+ |---|---|---|---|
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+ | `glowOnLargeNodes` | `boolean` | `true` | Adds radial halo to nodes above threshold |
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+ | `glowThreshold` | `number` | `2` | Minimum radius to trigger glow |
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+ | `glowScale` | `number` | `4` | Halo radius multiplier |
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+ | `glowOpacity` | `number` | `0.25` | Halo opacity |
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+
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+ ### Rendering
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+
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+ | Option | Type | Default | Description |
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+ |---|---|---|---|
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+ | `blendMode` | `string` | `'source-over'` | Canvas `globalCompositeOperation` — `'screen'` makes overlapping nodes glow brighter |
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+ | `renderOrder` | `'edges-first' \| 'nodes-first'` | `'edges-first'` | Draw order |
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+ | `background` | `string \| null` | `null` | Background fill color — `null` for transparent |
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+ | `pixelRatio` | `number \| 'auto'` | `'auto'` | HiDPI/Retina pixel ratio |
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+
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+ ### Performance
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+
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+ | Option | Type | Default | Description |
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+ |---|---|---|---|
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+ | `pauseWhenHidden` | `boolean` | `true` | Pause RAF when tab is not visible |
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+ | `pauseWhenOffscreen` | `boolean` | `false` | Pause RAF when canvas is scrolled out of view |
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+ | `autoResize` | `boolean` | `true` | Fit canvas to window on resize — set to `false` when managing canvas size yourself |
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+ | `maxEdgesPerFrame` | `number \| null` | `null` | Hard cap on edges drawn per frame — useful for very high node counts |
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+ | `spatialIndex` | `boolean` | `false` | Use a QuadTree for edge queries — O(n log n) instead of O(n²), worth enabling above ~200 nodes |
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+
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+ ### Callbacks
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+
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+ | Option | Type | Description |
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+ |---|---|---|
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+ | `onFrame` | `(nodes, context) => void` | Called every frame after rendering |
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+ | `onNodeHover` | `(node) => void` | Called when cursor enters a node's hitbox |
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+ | `onNodeLeave` | `(node) => void` | Called when cursor leaves a node's hitbox |
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+ | `onNodeClick` | `(node) => void` | Called when a node is clicked |
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+
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+ ---
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+
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+ ## Forces
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+
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+ Forces are plain functions — `(nodes, context) => void`. The `context` object provides `{ time, mouse, scrollY, width, height }`. Combine freely.
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+
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+ ### `drift({ maxSpeed })`
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+ Caps node velocity — prevents runaway acceleration. Use as the last force in your chain.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `maxSpeed` | `0.08` | Maximum speed in px/frame |
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+
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+ ### `dampen({ factor })`
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+ Multiplies all velocities by `factor` each frame — simulates friction.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `factor` | `0.99` | `0.95` = heavy friction, `0.999` = near frictionless |
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+
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+ ### `twinkle({ minBrightness, variance })`
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+ Oscillates node opacity using a per-node sine wave.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `minBrightness` | `0.5` | Minimum alpha |
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+ | `variance` | `0.5` | Oscillation amplitude |
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+
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+ ### `mouseRepel({ mode, radius, strength, fn })`
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+ Cursor interaction.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `mode` | `'repel'` | `'repel'` · `'attract'` · `'orbit'` · `'custom'` |
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+ | `radius` | `120` | Influence radius in px |
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+ | `strength` | `0.012` | Force multiplier |
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+ | `fn` | — | `fn(node, mouse, context)` when `mode: 'custom'` |
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+
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+ ### `gravity({ x, y, strength })`
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+ Pulls all nodes toward a fixed point. Values `0..1` are relative to canvas size.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `x` | `0.5` | Target x — `0.5` = center |
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+ | `y` | `0.5` | Target y |
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+ | `strength` | `0.0002` | Force magnitude |
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+
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+ ### `attract({ x, y, radius, strength })`
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+ Like gravity but only affects nodes within `radius`. Has a dead zone at the center — combine with `nodeRepel` to prevent clustering.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `x` | `0.5` | Target x |
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+ | `y` | `0.5` | Target y |
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+ | `radius` | `200` | Influence radius in px |
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+ | `strength` | `0.001` | Force magnitude |
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+
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+ ### `nodeRepel({ radius, strength })`
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+ Nodes push each other away — simulates charged particles. O(n²), keep `radius` small.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `radius` | `60` | Repulsion radius |
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+ | `strength` | `0.003` | Force magnitude |
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+
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+ ### `wind({ angle, strength, gust })`
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+ Constant directional force with optional sinusoidal gusting.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `angle` | `0` | Direction in radians |
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+ | `strength` | `0.001` | Base force magnitude |
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+ | `gust` | `0` | Gust amplitude |
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+
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+ ### `noise({ scale, strength, speed })`
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+ Moves nodes along a slowly shifting 2D vector field. Nearby nodes flow in the same direction — organic, non-random.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `scale` | `0.004` | Field scale — small = broad sweeping currents |
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+ | `strength` | `0.001` | Force magnitude |
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+ | `speed` | `0.0003` | How fast the field shifts over time |
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+
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+ ### `scrollDrift({ mode, strength })`
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+ Reacts to `world.scrollY`. In `autoResize` mode this tracks `window.scrollY` automatically.
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+
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+ | Param | Default | |
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+ |---|---|---|
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+ | `mode` | `'rotate'` | `'rotate'` · `'wave'` · `'scatter'` · `'custom'` |
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+ | `strength` | `1.0` | Effect multiplier |
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+ | `fn` | — | `fn(node, delta, context)` when `mode: 'custom'` |
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+
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+ ---
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+
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+ ## Custom forces
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+
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+ Any function matching `(nodes, context) => void` works as a force:
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+
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+ ```js
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+ function pulse() {
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+ return (nodes, { time }) => {
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+ const scale = Math.sin(time * 0.001)
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+ for (const node of nodes) {
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+ node.vx += (node.x - 400) * scale * 0.0001
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+ node.vy += (node.y - 300) * scale * 0.0001
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+ }
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+ }
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+ }
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+
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+ new World({ canvas, forces: [pulse(), dampen(), drift()] })
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+ ```
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+
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+ ---
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+
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+ ## API
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+
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+ ### `world.start()`
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+ Begins the render loop and registers event listeners.
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+
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+ ### `world.stop()`
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+ Cancels the render loop and removes all event listeners.
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+
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+ ### `world.scrollY`
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+ Set directly when managing scroll manually (e.g. in a bounded canvas):
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+ ```js
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+ window.addEventListener('scroll', () => { world.scrollY = window.scrollY })
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+ ```
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+
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+ ---
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+
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+ ## Shapes
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+
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+ `circle` · `diamond` · `star` · `cross` · `ring`
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+
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+ Custom shape function: `(ctx, x, y, r) => void`
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+
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+ ```js
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+ import { World } from 'cosmograph'
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+
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+ function triangle(ctx, x, y, r) {
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+ ctx.beginPath()
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+ ctx.moveTo(x, y - r)
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+ ctx.lineTo(x + r, y + r)
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+ ctx.lineTo(x - r, y + r)
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+ ctx.closePath()
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+ ctx.fill()
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+ }
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+
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+ new World({ canvas, nodeShape: triangle })
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+ ```
package/index.d.ts ADDED
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+ // cosmograph — canvas particle library
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+
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+ export interface NodeOptions {
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+ x: number
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+ y: number
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+ r: number
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+ vx: number
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+ vy: number
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+ color: string
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+ phase: number
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+ twinkleSpeed: number
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+ }
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+
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+ export declare class Node {
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+ x: number
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+ y: number
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+ r: number
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+ vx: number
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+ vy: number
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+ color: string
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+ brightness: number
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+ phase: number
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+ twinkleSpeed: number
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+ angle?: number
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+ angularVelocity?: number
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+ shape?: string | ShapeFn
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+ constructor(opts: NodeOptions)
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+ }
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+
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+ export type ShapeFn = (ctx: CanvasRenderingContext2D, x: number, y: number, r: number) => void
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+
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+ export declare function resolveShape(shape: string | ShapeFn): ShapeFn
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+
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+ export declare const circle: ShapeFn
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+ export declare const diamond: ShapeFn
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+ export declare const star: ShapeFn
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+ export declare const cross: ShapeFn
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+ export declare const ring: ShapeFn
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+
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+ export interface ForceContext {
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+ readonly time: number
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+ readonly mouse: { x: number; y: number } | null
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+ readonly scrollY: number
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+ readonly width: number
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+ readonly height: number
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+ }
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+
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+ export type Force = (nodes: Node[], context: ForceContext) => void
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+
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+ export interface WorldOptions {
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+ canvas: HTMLCanvasElement
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+ forces?: Force[]
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+ // Nodes
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+ nodeCount?: number
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+ nodeSize?: number | [number, number]
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+ colors?: string[]
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+ nodeSizeDistribution?: 'uniform' | 'gaussian' | 'weighted-small'
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+ nodeColorMode?: 'random' | 'by-size' | 'sequential' | 'gradient' | 'by-position'
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+ nodeSpawnRegion?: 'full' | 'center' | 'edges' | ((width: number, height: number) => { x: number; y: number })
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+ nodeRotation?: boolean
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+ // Edges
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+ edgeMaxDist?: number
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+ edgeMaxOpacity?: number
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+ edgeWidth?: number
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+ edgeColors?: string[] | null
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+ edgeStyle?: 'solid' | 'dashed' | 'gradient'
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+ edgeColorMode?: 'alternate' | 'source' | 'target' | ((a: Node, b: Node, i: number, j: number) => string)
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+ maxEdgesPerNode?: number | null
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+ minEdgesPerNode?: number | null
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+ edgeCurvature?: number
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+ // Shape
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+ nodeShape?: string | ShapeFn
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+ // Glow
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+ glowOnLargeNodes?: boolean
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+ glowThreshold?: number
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+ glowScale?: number
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+ glowOpacity?: number
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+ // Rendering
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+ pixelRatio?: 'auto' | number
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+ blendMode?: GlobalCompositeOperation
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+ renderOrder?: 'edges-first' | 'nodes-first'
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+ background?: string | null
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+ // Callbacks
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+ onFrame?: ((nodes: Node[], context: ForceContext) => void) | null
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+ onNodeHover?: ((node: Node) => void) | null
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+ onNodeLeave?: ((node: Node) => void) | null
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+ onNodeClick?: ((node: Node) => void) | null
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+ // Performance
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+ pauseWhenHidden?: boolean
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+ maxEdgesPerFrame?: number | null
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+ spatialIndex?: boolean
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+ autoResize?: boolean
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+ pauseWhenOffscreen?: boolean
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+ }
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+
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+ export declare class World {
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+ canvas: HTMLCanvasElement
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+ nodes: Node[]
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+ forces: Force[]
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+ options: WorldOptions
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+ constructor(opts: WorldOptions)
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+ start(): void
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+ stop(): void
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+ resize(): void
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+ update(options: Partial<Omit<WorldOptions, 'canvas'>>): void
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+ }
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+
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+ // Forces
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+ export interface DriftOptions {
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+ speed?: number
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+ chaos?: number
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+ }
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+ export declare function drift(opts?: DriftOptions): Force
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+
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+ export interface DampenOptions {
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+ factor?: number
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+ }
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+ export declare function dampen(opts?: DampenOptions): Force
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+
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+ export interface TwinkleOptions {
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+ minBrightness?: number
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+ variance?: number
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+ }
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+ export declare function twinkle(opts?: TwinkleOptions): Force
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+
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+ export interface MouseRepelOptions {
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+ radius?: number
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+ strength?: number
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+ mode?: 'repel' | 'attract'
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+ }
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+ export declare function mouseRepel(opts?: MouseRepelOptions): Force
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+
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+ export interface ScrollDriftOptions {
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+ mode?: 'rotate' | 'wave' | 'scatter' | 'custom'
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+ strength?: number
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+ fn?: (node: Node, delta: number, context: ForceContext) => void
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+ }
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+ export declare function scrollDrift(opts?: ScrollDriftOptions): Force
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+
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+ export interface GravityOptions {
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+ x?: number | ((context: ForceContext) => number)
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+ y?: number | ((context: ForceContext) => number)
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+ strength?: number
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+ }
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+ export declare function gravity(opts?: GravityOptions): Force
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+
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+ export interface WindOptions {
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+ angle?: number
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+ speed?: number
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+ turbulence?: number
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+ }
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+ export declare function wind(opts?: WindOptions): Force
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+
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+ export interface NodeRepelOptions {
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+ radius?: number
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+ strength?: number
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+ }
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+ export declare function nodeRepel(opts?: NodeRepelOptions): Force
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+
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+ export interface NoiseOptions {
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+ scale?: number
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+ speed?: number
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+ strength?: number
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+ }
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+ export declare function noise(opts?: NoiseOptions): Force
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+
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+ export interface AttractOptions {
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+ x?: number | ((width: number, height: number) => number)
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+ y?: number | ((width: number, height: number) => number)
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+ radius?: number
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+ strength?: number
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+ }
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+ export declare function attract(opts?: AttractOptions): Force
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+
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+ // React adapter
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+ export declare function useCosmograph(options?: Omit<WorldOptions, 'canvas'>): React.RefObject<HTMLCanvasElement>
package/package.json ADDED
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+ {
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+ "name": "cosmograph",
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+ "version": "0.1.0",
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+ "description": "Lightweight, zero-dependency canvas particle library. Composable forces, configurable everything.",
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+ "keywords": ["canvas", "particles", "animation", "constellation", "webgl", "background", "force", "interactive"],
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+ "author": "Corvin Burmeister",
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+ "license": "MIT",
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+ "type": "module",
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+ "types": "index.d.ts",
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+ "main": "./src/index.js",
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+ "module": "./src/index.js",
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+ "exports": {
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+ ".": "./src/index.js",
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+ "./react": "./src/adapters/react.js"
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+ },
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+ "files": [
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+ "src",
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+ "README.md",
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+ "index.d.ts"
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+ ],
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+ "repository": {
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+ "type": "git",
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+ "url": "https://github.com/BurmCo/cosmograph.git"
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+ },
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+ "homepage": "https://github.com/BurmCo/cosmograph#readme",
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+ "bugs": {
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+ "url": "https://github.com/BurmCo/cosmograph/issues"
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+ },
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+ "sideEffects": false
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+ }
package/src/Node.js ADDED
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+ export class Node {
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+ constructor({ x, y, r, vx, vy, color, phase, twinkleSpeed }) {
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+ this.x = x
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+ this.y = y
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+ this.r = r
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+ this.vx = vx
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+ this.vy = vy
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+ this.color = color
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+ this.phase = phase
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+ this.twinkleSpeed = twinkleSpeed
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+ this.brightness = 1
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+ }
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+ }
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+ export class QuadTree {
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+ constructor(x, y, w, h, capacity = 8) {
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+ this.x = x
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+ this.y = y
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+ this.w = w
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+ this.h = h
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+ this.capacity = capacity
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+ this.points = []
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+ this.divided = false
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+ }
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+
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+ insert(point) {
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+ if (!this._contains(point.x, point.y)) return false
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+ if (this.points.length < this.capacity && !this.divided) {
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+ this.points.push(point)
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+ return true
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+ }
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+ if (!this.divided) this._subdivide()
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+ return (
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+ this._ne.insert(point) ||
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+ this._nw.insert(point) ||
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+ this._se.insert(point) ||
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+ this._sw.insert(point)
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+ )
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+ }
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+
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+ queryRadius(cx, cy, r, result = []) {
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+ if (!this._intersectsCircle(cx, cy, r)) return result
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+ if (this.divided) {
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+ this._ne.queryRadius(cx, cy, r, result)
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+ this._nw.queryRadius(cx, cy, r, result)
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+ this._se.queryRadius(cx, cy, r, result)
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+ this._sw.queryRadius(cx, cy, r, result)
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+ } else {
35
+ for (const p of this.points) {
36
+ if (Math.hypot(p.x - cx, p.y - cy) <= r) result.push(p)
37
+ }
38
+ }
39
+ return result
40
+ }
41
+
42
+ _contains(px, py) {
43
+ return px >= this.x && px < this.x + this.w && py >= this.y && py < this.y + this.h
44
+ }
45
+
46
+ _intersectsCircle(cx, cy, r) {
47
+ const nearX = Math.max(this.x, Math.min(cx, this.x + this.w))
48
+ const nearY = Math.max(this.y, Math.min(cy, this.y + this.h))
49
+ return Math.hypot(cx - nearX, cy - nearY) <= r
50
+ }
51
+
52
+ _subdivide() {
53
+ const hw = this.w / 2
54
+ const hh = this.h / 2
55
+ this._ne = new QuadTree(this.x + hw, this.y, hw, hh, this.capacity)
56
+ this._nw = new QuadTree(this.x, this.y, hw, hh, this.capacity)
57
+ this._se = new QuadTree(this.x + hw, this.y + hh, hw, hh, this.capacity)
58
+ this._sw = new QuadTree(this.x, this.y + hh, hw, hh, this.capacity)
59
+ this.divided = true
60
+ for (const p of this.points) {
61
+ this._ne.insert(p) || this._nw.insert(p) || this._se.insert(p) || this._sw.insert(p)
62
+ }
63
+ this.points = []
64
+ }
65
+ }