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| author | Lizzy Fleckenstein <lizzy@vlhl.dev> | 2026-06-22 22:55:22 +0200 |
|---|---|---|
| committer | Lizzy Fleckenstein <lizzy@vlhl.dev> | 2026-06-22 22:55:22 +0200 |
| commit | 0d739394fb36a10257751cd48874a42eb620f7a3 (patch) | |
| tree | 7d10e5a291e47c924867da0fec34aff48af72522 | |
| download | love-quadtree-0d739394fb36a10257751cd48874a42eb620f7a3.tar.xz | |
init
| -rw-r--r-- | LICENSE | 674 | ||||
| -rw-r--r-- | main.lua | 228 | ||||
| -rw-r--r-- | quadtree.lua | 349 |
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@@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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If not, see <https://www.gnu.org/licenses/>. + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + <program> Copyright (C) <year> <name of author> + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<https://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<https://www.gnu.org/licenses/why-not-lgpl.html>. diff --git a/main.lua b/main.lua new file mode 100644 index 0000000..267943b --- /dev/null +++ b/main.lua @@ -0,0 +1,228 @@ +local quadtree = require("quadtree") +local ok, bit = pcall(require, "bit") +if not ok then + ok, bit = pcall(require, "bit32") + if not ok then error("no bit library") end +end + +local state + +function love.load() + love.graphics.setBackgroundColor(1, 1, 1) + love.window.setTitle("Quadtree") + local w, h = love.window.getMode() + love.window.setMode(w, h, { resizable = true }) + + state = {} + state.map = quadtree.new(1, 1, 0.01) + state.pos = { x = state.map.width/2, y = state.map.height/2 } + state.zoom = 25 + state.poly = {} + state.draft = {} + state.mode = "move" + local font = love.graphics.newFont(20) + state.text = { + move = love.graphics.newText(font, "Mode: Move\n\nControls:\nDrag: Move map"), + polygon = love.graphics.newText(font, "Mode: Polygon\n\nControls:\nClick: Add vertex\nP: Finish polygon\n"), + debug = love.graphics.newText(font, "Mode: Debug\n\nControls:\nClick: Print debug info about node"), + general = love.graphics.newText(font, +[[ +M: Switch to Move Mode +P: Switch to Polygon Mode +D: Switch to Debug Mode +Q: Quit +Mouse Wheel: Zoom map +]] + ) + } + return ed +end + +local function proj(x, y) + local w, h = love.graphics:getDimensions() + return w/2+(x-state.pos.x)*state.zoom, h/2-(y-state.pos.y)*state.zoom +end + +local function unproj(x, y) + local w, h = love.graphics:getDimensions() + return state.pos.x+(x-w/2)/state.zoom, state.pos.y+(-y+h/2)/state.zoom +end + +local function add_to_map(poly) + quadtree.insert(state.map, poly, 0.8) +end + +local function poly_bounds(poly) + local x1, y1, x2, y2 + for _, p in ipairs(poly) do + x1 = math.min(x1 or p.x, p.x) + x2 = math.max(x2 or p.x, p.x) + y1 = math.min(y1 or p.y, p.y) + y2 = math.max(y2 or p.y, p.y) + end + return x1, y1, x2, y2 +end + +local function shift_poly(poly, x, y) + local new = {} + for _, p in ipairs(poly) do + table.insert(new, { x = p.x + x, y = p.y + y}) + end + return new +end + +local function grow_map(poly) + local x1, y1, x2, y2 = poly_bounds(poly) + local x1, y1, x2, y2 = x1-2, y1-2, x2+2, y2+2 + local w, h = state.map.width, state.map.height + if x1 < 0 or y1 < 0 then + local ox, oy = -math.min(0, x1), -math.min(0, y1) + x2, y2 = x2 + ox, y2 + oy + w, h = w + ox, h + oy + state.pos.x, state.pos.y = state.pos.x+ox, state.pos.y+oy + poly = shift_poly(poly, ox, oy) + for i, p in ipairs(state.poly) do + state.poly[i] = shift_poly(p, ox, oy) + end + end + w, h = math.max(w, x2), math.max(h, y2) + if w ~= state.map.width or h ~= state.map.height then + state.map = quadtree.new(w, h, 0.02) + for _, p in ipairs(state.poly) do + add_to_map(p) + end + end + return poly +end + +local function add_poly(poly) + if not quadtree.poly_simple(poly) then + return + end + + poly = grow_map(poly) + + for _, tri in ipairs(quadtree.triangulate(poly)) do + add_to_map(tri) + table.insert(state.poly, tri) + end +end + +local function bin(x) + local s = "" + for i = 1, 16 do + s = bit.band(x, 1) .. s + x = bit.rshift(x, 1) + end + return s +end + +function love.mousepressed(x, y, button) + local x, y = unproj(x, y) + if button ~= 1 then + return + end + if state.mode == "polygon" then + table.insert(state.draft, { x = x, y = y }) + elseif state.mode == "debug" then + print("---") + for _, d in ipairs(quadtree.debug) do + if x >= d.p1[1] and x < d.p2[1] and y >= d.p1[2] and y < d.p2[2] then + print(d.msg, "x="..bin(d.bits[1]), "y="..bin(d.bits[2]), "g="..bin(d.g)) + end + end + end +end + +function love.mousemoved(x, y, dx, dy, istouch) + if state.mode == "move" then + if love.mouse.isDown(1) then + state.pos.x = state.pos.x - dx/state.zoom + state.pos.y = state.pos.y + dy/state.zoom + end + end +end + +function love.wheelmoved(x, y) + local cx, cy = love.mouse.getPosition() + local ox, oy = unproj(cx, cy) + + local factor = y < 0 and 0.9 or 1.1 + state.zoom = state.zoom * factor + + local nx, ny = unproj(cx, cy) + state.pos.x = state.pos.x+ox-nx + state.pos.y = state.pos.y+oy-ny +end + +function love.keypressed(key) + if key == "p" then + if state.mode == "polygon" then + if #state.draft >= 3 then + add_poly(state.draft) + end + state.draft = {} + state.mode = "move" + else + state.mode = "polygon" + end + elseif key == "d" then + state.mode = "debug" + elseif key == "m" then + state.mode = "move" + elseif key == "q" then + love.event.quit() + end +end + +local function draw_node(node, w, h, x, y) + if node == true then + love.graphics.setColor(0.7, 0.7, 0.7) + love.graphics.rectangle("fill", x, y, w, h) + elseif node then + local w, h = w/2, h/2 + draw_node(node[1], w, h, x, y) + draw_node(node[2], w, h, x, y+h) + draw_node(node[3], w, h, x+w, y) + draw_node(node[4], w, h, x+w, y+h) + return + end + + love.graphics.setColor(0, 0, 0) + love.graphics.rectangle("line", x, y, w, h) +end + +local function make_verts(poly) + local verts = {} + for _, p in ipairs(poly) do + local x, y = proj(p.x, p.y) + table.insert(verts, x) + table.insert(verts, y) + end + return verts +end + +function love.draw() + love.graphics.setLineWidth(1) + draw_node(state.map.root, state.map.width*state.zoom, -state.map.height*state.zoom, proj(0, 0)) + + love.graphics.setColor(0, 0, 1) + love.graphics.setLineWidth(3) + for _, pl in ipairs(state.poly) do + love.graphics.polygon("line", make_verts(pl)) + end + + love.graphics.setColor(0, 1, 1) + if #state.draft == 1 then + -- love.graphics.setPointWidth(3) + love.graphics.points(proj(state.draft[1].x, state.draft[1].y)) + elseif #state.draft >= 2 then + love.graphics.line(make_verts(state.draft)) + end + + love.graphics.setColor(0, 0, 0) + love.graphics.draw(state.text[state.mode]) + love.graphics.draw(state.text.general, 0, state.text[state.mode]:getHeight()) +end + +return editor_new diff --git a/quadtree.lua b/quadtree.lua new file mode 100644 index 0000000..01c6018 --- /dev/null +++ b/quadtree.lua @@ -0,0 +1,349 @@ +local ok, bit = pcall(require, "bit") +if not ok then + ok, bit = pcall(require, "bit32") + if not ok then error("no bit library") end +end + +local function clamp(x, a, b) + if x < a then + return a + elseif x > b then + return b + else + return x + end +end + +local function dot(x1, y1, x2, y2) + return x1*x2 + y1*y2 +end +local function sq_len(x, y) + return x*x + y*y +end +local function sq_dist(x1, y1, x2, y2) + return sq_len(x2-x1, y2-y1) +end + +-- distance + +local function closest_point_aabb(x, y, x1, y1, x2, y2) + return clamp(x, x1, x2), clamp(y, y1, y2) +end +local function sq_dist_point_aabb(x, y, x1, y1, x2, y2) + return sq_dist(x, y, closest_point_aabb(x, y, x1, y1, x2, y2)) +end + +local function closest_point_edge(x, y, x1, y1, x2, y2) + local l = sq_dist(x1, y1, x2, y2) + if l == 0 then + return x1, y1 + end + + local t = clamp(dot(x-x1, y-y1, x2-x1, y2-y1) / l, 0, 1) + return x1 + t * (x2 - x1), y1 + t * (y2 - y1) +end +local function sq_dist_point_edge(x, y, x1, y1, x2, y2) + return sq_dist(x, y, closest_point_edge(x, y, x1, y1, x2, y2)) +end + +local function signed_triangle_area(x1, y1, x2, y2, x3, y3) + return (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1) +end +local function point_edge_left(x, y, x1, y1, x2, y2) + return signed_triangle_area(x1, y1, x2, y2, x, y) > 0 +end + +local function edge_intersect(ax, ay, bx, by, cx, cy, dx, dy) + local oa = signed_triangle_area(cx, cy, dx, dy, ax, ay) + local ob = signed_triangle_area(cx, cy, dx, dy, bx, by) + local oc = signed_triangle_area(ax, ay, bx, by, cx, cy) + local od = signed_triangle_area(ax, ay, bx, by, dx, dy) + return oa*ob < 0 and oc*od < 0 +end + +local function point_in_triangle(x, y, x1, y1, x2, y2, x3, y3) + return + not point_edge_left(x, y, x1, y1, x2, y2) and + not point_edge_left(x, y, x2, y2, x3, y3) and + not point_edge_left(x, y, x3, y3, x1, y1) +end + +local function signed_poly_area(poly) + local area = 0 + for i, a in ipairs(poly) do + local b = poly[i % #poly + 1] + area = area + (b.x - a.x) * (b.y - a.y) + end + return area +end + +local function point_in_poly(x, y, poly) + for i, a in ipairs(poly) do + local b = poly[i % #poly + 1] + if not point_edge_left(x, y, a.x, a.y, b.x, b.y) then + return false + end + end + return true +end + +local function dist_point_poly_lt(sq_v, poly, x, y) + for i, a in ipairs(poly) do + local b = poly[i % #poly + 1] + if sq_dist_point_edge(x, y, a.x, a.y, b.x, b.y) < sq_v then + return true + end + end + return point_in_poly(x, y, poly) +end + +-- triangulate + +local function orient_poly(poly) + if signed_poly_area(poly) > 0 then + return poly + end + local rev = {} + for i = #poly, 1, -1 do + table.insert(rev, poly[i]) + end + return rev +end + +local function triangulate(poly) + --[[ + poly = orient_poly(poly) + local tri = {} + local i, stop = 1, 1 + while #poly > 3 do + local a, b, c = poly[i], poly[i % #poly + 1], poly[(i+1) % #poly + 1] + local is_ear + if not point_edge_left(c.x, c.y, a.x, a.y, b.x, b.y) then + is_ear = true + for j = 3, #poly-1 do + local pa, pb, pc = poly[(i+j-2)%#poly+1], poly[(i+j-1)%#poly+1], poly[(i+j)%#poly+1] + -- point edge left check??? + if point_in_triangle(pb.x, pb.y, a.x, a.y, b.x, b.y, c.x, c.y) and + point_edge_left(pa.x, pa.y, pb.x, pb.y, pc.x, pc.y) then + is_ear = false + break + end + end + end + if is_ear then + table.insert(tri, { a, b, c }) + table.remove(poly, i % #poly + 1) + i = i % #poly + 1 + stop = i + else + i = i % #poly + 1 + if i == stop then + error("triangulation fail") + end + end + end + table.insert(tri, poly) + return tri]] + local verts = {} + for _, p in ipairs(poly) do + table.insert(verts, p.x) + table.insert(verts, p.y) + end + local tris = {} + for _, t in ipairs(love.math.triangulate(verts)) do + table.insert(tris, orient_poly({ + { x = t[1], y = t[2] }, + { x = t[3], y = t[4] }, + { x = t[5], y = t[6] }, + })) + end + return tris +end + +local function poly_simple(poly) + for i, a in ipairs(orient_poly(poly)) do + local b = poly[i+1] + for j = i+2, #poly do + local c = poly[j] + local d = poly[j % #poly + 1] + if edge_intersect(a.x, a.y, b.x, b.y, c.x, c.y, d.x, d.y) then + return false + end + end + end + return true +end + +-- intersect + +local function project_aabb(x, y, x1, y1, x2, y2) + local d1 = dot(x, y, x1, y1) + local d2 = dot(x, y, x1, y2) + local d3 = dot(x, y, x2, y1) + local d4 = dot(x, y, x2, y2) + return math.min(d1, d2, d3, d4), math.max(d1, d2, d3, d4) +end + +local function project_poly(x, y, poly) + local p1, p2 + for _, p in ipairs(poly) do + local d = dot(x, y, p.x, p.y) + if not p1 then + p1 = d + p2 = d + else + p1 = math.min(p1, d) + p2 = math.max(p2, d) + end + end + return p1, p2 +end + +local function collect_axes(poly) + local axes = { { x = 0, y = 1 }, { x = 1, y = 0 } } + for i, a in ipairs(poly) do + local b = poly[i % #poly + 1] + local x, y = (a.y - b.y), -(a.x - b.x) + local l = math.sqrt(sq_len(x, y)) + table.insert(axes, { x = x/l, y = y/l }) + end + for _, ax in ipairs(axes) do + ax.p1, ax.p2 = project_poly(ax.x, ax.y, poly) + end + return axes +end + +local function overlap(a1, a2, b1, b2) + return a2 >= b1 and b2 >= a1 +end + +local function intersect_aabb_poly(x1, y1, x2, y2, axes) + for _, ax in ipairs(axes) do + if not overlap(ax.p1, ax.p2, project_aabb(ax.x, ax.y, x1, y1, x2, y2)) then + return false + end + end + return true +end + +local debug = {} + +local function to_float(map, x, y) + return x*map.width/0x8000, y*map.height/0x8000 +end + +local function cached_dist_point_poly_lt(map, query, x, y) + local key = bit.bor(x, bit.lshift(y, 16)) + if query.cache[key] == nil then + query.cache[key] = dist_point_poly_lt(query.sq_dist, query.poly, to_float(map, x, y)) + end + return query.cache[key] +end + +local function classify(map, query, g, x, y) + local p1 = cached_dist_point_poly_lt(map, query, x, y) + local p2 = cached_dist_point_poly_lt(map, query, x, y+g) + local p3 = cached_dist_point_poly_lt(map, query, x+g, y) + local p4 = cached_dist_point_poly_lt(map, query, x+g, y+g) + + -- all corners are too close to wall (<=> the entire square is) + if p1 and p2 and p3 and p4 then + table.insert(debug, { msg = "full cover", p1 = { to_float(map, x, y) }, p2 = { to_float(map, x+g, y+g) }, bits = { x, y }, g = g }) + return true + end + + -- at least one corner is too close to wall + if p1 or p2 or p3 or p4 then + table.insert(debug, { msg = "close to corner", p1 = { to_float(map, x, y) }, p2 = { to_float(map, x+g, y+g) }, bits = { x, y }, g = g }) + return + end + + local x1, y1 = to_float(map, x, y) + local x2, y2 = to_float(map, x+g, y+g) + + -- cell intersects wall + if intersect_aabb_poly(x1, y1, x2, y2, query.axes) then + table.insert(debug, { msg = "intersect", p1 = { to_float(map, x, y) }, p2 = { to_float(map, x+g, y+g) }, bits = { x, y }, g = g }) + return + end + + -- wall is too close to an edge of the cell + for _, p in ipairs(query.poly) do + if sq_dist_point_aabb(p.x, p.y, x1, y1, x2, y2) < query.sq_dist then + table.insert(debug, { msg = "close to edge", p1 = { to_float(map, x, y) }, p2 = { to_float(map, x+g, y+g) }, bits = { x, y }, g = g }) + return + end + end + + table.insert(debug, { msg = "free", p1 = { to_float(map, x, y) }, p2 = { to_float(map, x+g, y+g) }, bits = { x, y }, g = g }) + return false +end + +local function node_insert(map, query, node, g, x, y) + if node == true then + return node + end + + local class = classify(map, query, g, x, y) + if class == false then + return node + elseif class == true then + return true + end + + g = bit.rshift(g, 1) + if g < map.limit then + return true + end + + local node = node or { false, false, false, false } + node[1] = node_insert(map, query, node[1], g, x, y) + node[2] = node_insert(map, query, node[2], g, x, y+g) + node[3] = node_insert(map, query, node[3], g, x+g, y) + node[4] = node_insert(map, query, node[4], g, x+g, y+g) + if node[1] == true and node[2] == true and node[3] == true and node[4] == true then + return true + end + return node +end + +local function node_merge(a, b) + if a == true or b == true then + return true + end + if a == false then + return b + end + if b == false then + return a + end + local x = {} + for i = 1, 4 do + x[i] = merge(a[i], b[i]) + end + if x[1] == true and x[2] == true and x[3] == true and x[4] == true then + return true + end + return x +end + +local function insert(map, poly, dist) + map.root = node_insert(map, { cache = {}, poly = poly, axes = collect_axes(poly), sq_dist = dist*dist }, map.root, 0x8000, 0, 0) +end + +local function new(width, height, precision) + return { + width = width, + height = height, + limit = bit.lshift(1, math.max(0, 15-math.ceil(math.log(math.max(width, height)/precision, 2)))), + root = false, + } +end + +return { + new = new, + insert = insert, + triangulate = triangulate, + poly_simple = poly_simple, + debug = debug, +} |
