I have been working with the following code: http://bl.ocks.org/NPashaP/7683252. This is a graphical representation of a tree. I have stripped away much of the code (the graceful labels), only allowing two nodes per parent, and changed the data structure to an array.
The only problem left now is the repositioning. The original code does that perfectly. But since I want a binary tree, I have let the user choose to insert a left or right child. The original reposition code animates the first child straight down from the parent, but that would be wrong in a binary tree. I want it to either go to the left or right.
reposition = function (v) {
function repos(v) {
var lC = getLeafCount(v.v),
left = v.p.x; //parent's x-position
v.c.forEach(function (d) {
var vc = d; //saving reference of the child in parent object
d = tree.getVerticeById(d.v); //actually fetching the child object
var w = 0;
if(d.d == 'right') { w += 15 * lC }
if(d.d == 'left') { w -= 15 * lC }
d.p = {x: left + w, y: v.p.y + tree.h}; //setting the position
vc.p = d.p; //setting the child's pos in parent obj
repos(d);
});
}
repos(v[0]);
};
Some of the parts of my code are different from the original code, because I have changed the data structure as stated before. I have tried to comment the parts that may be confusing, but what is important is the math of the repositioning.
At first, this code seemed to work well (https://i.stack.imgur.com/gjzOq.png). But after some testing I discovered a huge problem with the repositioning: the nodes crash with each other (https://i.stack.imgur.com/pdQfy.png)!
Conclusion: I have tried to modify the original function to take the in mind the left and right positioning of nodes, but could not do it. I wrote this variant of the method which does, but it still has some problems as illustrated in the pictures. I would be thankful for some input in this matter.
I eventually did a quick fix for this problem.
After running the reposition function as posted in the question, i ran another function which fixed the problem. The new function goes through all levels of the tree and checks if the nodes are too close together. If they are, the algorithm finds closest common ancestor, and increases the distance between its left and right children. After this, there is no more collisions between nodes.
Related
Working on a little "zombies" or "tag you're it" or "ew! you got cooties"-styled game where each AI object (a person, basically) runs around randomly. There is an initial object that is "it" or "infected" and as it moves about the screen and touches/overlaps/collides with another object it should change the touched object to the same color as the object that touched it. Newly infected objects can continue to infect other objects they randomly collide with, until - in principle - the whole population is the same color as the first infected object. (I'll worry about fancier AI where infected actively hunt nearby objects or healthy objects can avoid infected objects, later).
But after looking at various similar questions in StackOverflow that generally deal with 2 DIVs colliding, or use some sort of jQuery draggable detection trick, I'm still at a bit of a loss as to how to build upon those ideas to scale up a simple "if I am touching/overlapping/colliding with another object it should get infected too" that can be applied to a large number of elements on the page, say... less than 100 so as not to drag the browser down.
I basically get as far as determining position and widths/heights of the objects so that I know how much space they take, but then the brain goes 'bzzzzt' when trying to develop a function that checks over all the population for collisions.
Got the population moving around randomly without trouble - see JSFiddle https://jsfiddle.net/digitalmouse/5tvyjhjL/1/ for the related code. Affected function should be in the 'animateDiv()', seen below to make the stackoverflow question asking editor happy that I included some code in my question. :)
function animateDiv($target) {
var newq = makeNewPosition($target.parent());
var oldq = $target.offset();
var speed = calcSpeed([oldq.top, oldq.left], newq);
// I believe collision should be dealt with here,
// just before moving an object
$target.animate({
top: newq[0],
left: newq[1]
}, speed, function () {
animateDiv($target);
});
}
Any hints, tricks, adaptations, or code snippets that push me in the right direction are appreciated.
a quick, down and dirty solution (there are more complex algorithms) would be to use:
document.elementFromPoint(x, y);
It gets the element at the position specified. The full spec can be found here.
Assuming your 'zombies' are rectangular, you could call this for each corner, and if you get a hit, that isn't the background or the element you're checking, you've got a collision...
EDIT:
An alternate method, even 'downer and dirtier' than above, but stupidly quick, would be to get the centre points of the two objects to check, then find their absolute displacements in X and Y. If the differences are less than the sum of half their widths and heights then they are overlapping. It's by no means pix perfect, but it should be able to handle a large number objects really quickly.
EDIT 2:
First off, we need to get the centres of each object (to check)
// Values for main object
// pop these in vars as we'll need them again in a sec...
hw = object.style.width >> 1; // half width of object
hh = object.style.height >> 1; // (bit shift is faster than / 2)
cx = object.style.left + hw; // centre point in x
cy = object.style.top + hh; // and in y
// repeat for secondary object
If you don't know / store the width and height you can use:
object.getBoundingClientRect();
which returns a 'rect' object with the fields left, top, right and bottom.
Now we check proximity...
xDif = Math.abs(cx - cx1); // where cx1 is centre of object to check against
if(xDif > hw + hw1) return false; // there is no possibility of a collision!
// if we get here, there's a possible collision, so...
yDif = Math.abs(cy - cy1);
if(yDif > hh + hh1) return false; // no collision - bug out.
else {
// handle collision here...
}
Danny
In this example: http://bl.ocks.org/mbostock/1747543:
...Mike shows us how to avoid collision among nodes so that no two nodes overlap each other.
I wonder if it is possible to avoid collision between nodes and edges so that no node 'clips' or overlaps an edge unless it is connected by that edge.
The following example using D3 force-direct shows that node L overlaps with the edge connecting I and A, and similarly, node M overlaps with the edge connecting L and D. How do we prevent such cases?
If your graph doesn't have too many nodes, you can fake it. Just insert one or more nodes for each link, and set their position along the link in the tick handler. Check out http://bl.ocks.org/couchand/7190660 for an example, but the changes to Mike Bostock's version amount to basically just:
var linkNodes = [];
graph.links.forEach(function(link) {
linkNodes.push({
source: graph.nodes[link.source],
target: graph.nodes[link.target]
});
});
and
// force.on('tick', function() {
linkNodes.forEach(function(node) {
node.x = (node.source.x + node.target.x) * 0.5;
node.y = (node.source.y + node.target.y) * 0.5;
});
This will introduce a pretty serious performance overhead if you have very many nodes and edges, but if your graph doesn't get much larger than your example it would hardly be noticed.
You may also want to fiddle with the relative force of the real nodes versus the link nodes.
Take this one step further and you get the nice curved links of http://bl.ocks.org/mbostock/4600693.
Leading up from this question Detecting mouse coordinates with precision, I have learnt quite a bit in the past few days. Here are what I picked as best learning resources on this topic:
http://gamedev.tutsplus.com/tutorials/implementation/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space/
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/quadtrees-r1303
http://jsfiddle.net/2dchA/2/
The code in (3) works in JSFiddle but breaks at this section in my testing environment (VS2012):
var myTree = new Quadtree({
x: 0,
y: 0,
width: 400,
height: 300
});
with the message Quadtree is undefined in IE. FF & Chrome just gloss over it and display an empty page. I couldn't sort it out. Question 1: Can someone help out with that?
My main question:
I have a region (parcels of land like a map) with about 1500 parcels drawn in html5, not jpg or png images. It is a lot of lines of code to complete that but the rendering is great, so I am keeping it that way. I intend to have a mouseover event tell me which parcel I am standing on when the mouse stops. As you will see in the previous question referred my previous attempts were not impressive. Based on the learning I have been doing, and thanks to Ken J's answer/comments, I would like to go with this new approach of slicing up my canvas into say 15 quads of 100 objects each. However, I would like some guidance before I take another wild dive the wrong way.
Question 2: Should I slice it up at creation or should the slicing happen when the mouse is over a region, ie, trail the mouse? The latter sounds better to me but I think I can do with some advice and, if possible, some start out code. The quadtree concept is completely new to me. Thanks.
Can't help with question 1.
You should definitely build the tree as early as possible, given that the objective is to get the page to respond as quick as possible once the user clicks somewhere.
Keep the tree for as long as the user interacts with the 2d area. Updating a quad tree shouldn't be too hard, so even if the area changes contents, you should be able to reuse the existing tree (just update it).
Given the fact that your draw area is well know i see no advantage in a QuadTree over a spacial hash function. This function will give you an integer out of an (x,y) point.
var blocWidth = 20;
var blocHeight = 20;
var blocsPerLine = ( 0 | ( worldWidth / blocWidth) ) + 1 ;
function hashPoint(x,y) {
return ( 0 | (x/blocWidth)) + blocsPerLine*(0|(y/blocHeight));
}
once you built that, hash all your parcels within an array :
parcelHash = [];
function addHash(i,p) {
if (!parcelHash[i]) { parcelHash[i]=[ p ]; return; }
if (parcelHash[i].indexOf(p) != -1 ) return;
parcelHash[i].push(p);
}
function hashParcel (p) {
var thisHash = hashPoint(p.x,p.y); // upper left
addHash( thisHash, p);
thisHash = hashPoint(p.x+width, p.y); // upper right
addHash(thisHash, p);
thisHash = hashPoint(p.x, p.y+p.height); // lower left
addHash(thisHash, p);
thisHash = hashPoint(p.x+width, p.y+p.height); // lower right
addHash(thisHash, p);
};
for (var i=0; i<allParcels.length; i++) { hashParcel(allParcels[i]) };
now if you have a mouse position, you can retrieve all the parcels in the
same block with :
function getParcels(x,y) {
var thisHash = hashPoint(x,y);
return parcelHash[thisHash];
}
I'll just give you few tips in addition to what others have said.
... have a mouseover event tell me which parcel I am standing on ...
From your other messages I conclude that parcels will have irregular shapes. Quadtrees in general work with rectangles, so you'd have to calculate the bounding rectangle around the shape of the parcel and insert that rectangle in the quadtree. Then are when you want to determine whether mouse is over a parcel, you'll query the quadtree which will give you a set of parcels that might be under the mouse, but you'll have to then do a more precise check on your own to see if it indeed is.
... when the mouse stops.
From your other questions I saw that you try to detect when the mouse has "stopped". Maybe you should look at it this way: mouse cursor is never moving, it's teleporting around the screen from previous point to next. It's always stopped, never moving. This might seem a bit philosophical, but it'll keep your code simpler. You should definitely be able to achieve what you intended without any setTimeout checks.
... slicing up my canvas into say 15 quads of 100 objects each.
... Should I slice it up at creation or should the slicing happen when the mouse is over a region
You won't (and can't) do slicing, quadtree implementation does that automatically (that's its purpose) when you insert or remove items from it (note that moving the item is actually removing then re-inserting it).
I didn't look into the implementation of quadtree that you're using, but here are two MX-CIF quadtree implementations in case that one doesn't work out for you:
https://github.com/pdehn/jsQuad
https://github.com/bjornharrtell/jsts/tree/master/src/jsts/index/quadtree
The problem in question 1 probably happens because jsfiddle (http) page is trying access quadtree.js which is on https
I have build a grid of div's as playground for some visual experiments. In order to use that grid, i need to know the x and y coordinates of each div. That's why i want to create a table with the X and Y position of each div.
X:0 & Y:0 = div:eq(0), X:0 Y:1 = div:eq(1), X:0 Y:2 = div:eq(2), X:0 Y:3 = div:eq(3), X:1 Y:0 = div:eq(4) etc..
What is the best way to do a table like that? Creating a OBJECT like this:
{
00: 0,
01: 1,
02: 2,
etc..
}
or is it better to create a array?
position[0][0] = 0
the thing is i need to use the table in multiple way's.. for example the user clicked the div nb: 13 what are the coordinates of this div or what is the eq of the div x: 12 y: 5.
Thats how i do it right now:
var row = 0
var col = 0
var eq = 0
c.find('div').each(function(i){ // c = $('div#stage')
if (i !=0 && $(this).offset().top != $(this).prev().offset().top){
row++
col = 0
}
$(this).attr({'row': row, 'col': col })
col++
})
I think it would be faster to build a table with the coordinates, instead of adding them as attr or data to the DOM. but i cant figure out how to do this technically.
How would you solve this problem width JS / jQuery?
A few questions:
Will the grid stay the same size or will it grow / shrink?
Will the divs stay in the same position or will they move around?
Will the divs be reused or will they be dynamically added / removed?
If everything is static (fixed grid size, fixed div positions, no dynamic divs), I suggest building two indices to map divs to coordinates and coordinates to divs, something like (give each div an id according to its position, e.g. "x0y0", "x0y1"):
var gridwidth = 20, gridheight = 10,
cells = [], // coordinates -> div
pos = {}, // div -> coordinates
id, i, j; // temp variables
for (i = 0; i < gridwidth; i++) {
cells[i] = [];
for (j = 0; j < gridheight; j++) {
id = 'x' + i + 'y' + j;
cells[i][j] = $('#' + id);
pos[id] = { x: i, y: j };
}
}
Given a set of coordinates (x, y) you can get the corresponding div with:
cells[x][y] // jQuery object of the div at (x, y)
and given a div you can get its coordinates with:
pos[div.attr('id')] // an object with x and y properties
Unless you have very stringent performance requirements, simply using the "row" and "col" attributes will work just fine (although setting them through .data() will be faster). To find the div with the right row/col, just do a c.find("div[row=5][col=12]"). You don't really need the lookup.
Let me elaborate on that a little bit.
If you were to build a lookup table that would allow you to get the row/col for a given div node, you would have to specify that node somehow. Using direct node references is a very bad practice that usually leads to memory leaks, so you'd have to use a node Id or some attribute as a key. That is basically what jQuery.data() does - it uses a custom attribute on the DOM node as a key into its internal lookup table. No sense in copying that code really. If you go the jQuery.data() route, you can use one of the plugins that allows you to use that data as part of the selector query. One example I found is http://plugins.jquery.com/project/dataSelector.
Now that I know what it's for...
It might not seem efficient at first, but I think It would be the best to do something like this:
Generate the divs once (server side), give them ids like this: id="X_Y" (X and Y are obviously numbers), give them positions with CSS and never ever move them. (changing position takes a lot of time compared to eg. background change, and You would have to remake the array I describe below)
on dom ready just create a 2D array and store jquery objests pointing the divs there so that
gridfields[0][12] is a jQuery object like $('#0_12'). You make the array once and never use selectors any more, so it's fast. Moreover - select all those divs in a container and do .each() on them and put them to proper array fields splitting their id attributes.
To move elements You just swap their css attributes (or classes if You can - it's faster) or simply set them if You have data that has the information.
Another superfast thing (had that put to practice in my project some time ago) is that You just bind click event to the main container and check coordinates by spliting $(e.target).attr('id')
If You bind click to a grid 100x100 - a browser will probably die. Been there, did that ;)
It may not be intuitive (not changing the div's position, but swapping contents etc.), but from my experience it's the fastest it can get. (most stuff is done on dom ready)
Hope You use it ;) Good luck.
I'm not 100% sure that I understand what you want, but I'd suggest to avoid using a library such as jQuery if you are concerned about performance. While jQuery has become faster recently, it still does has more overhead than "pure" JS/DOM operations.
Secondly - depending on which browsers you want to support - it may even be better to consider using a canvas or SVG scripting.
I’m generating multiple, random sized, circular elements using the Raphael JavaScript library but because it’s random a lot of the circular elements being generate overlap or cover each other. What I wanted to know, is there any way with JavaScript to tell if one element is in already in particular position so to avoid the overlapping? Essentially, I want to create random elements on a canvas, of a random size that don’t overlap or cover each other.
There's a couple of test files I created here to give you an idea of what I'm doing. The first one generates random objects and the second link sets them to a grid to stop the overlapping.
http://files.nicklowman.co.uk/movies/raphael_test_01/
http://files.nicklowman.co.uk/movies/raphael_test_03/
The easiest way is to create an object and give it a repulsive force that degrades towards zero at it's edge. As you drop these objects onto the canvas the objects will push away from each other until they reach a point of equilibrium.
Your examples aren't working for me, so I cannot visualize your exact scenario.
Before you "drop" an element on the canvas, you could query the positions of your other elements and do some calculations to check if the new element will overlap.
A very simple example of this concept using circle elements might look like this:
function overlap(circ1, circ2) {
var attrs = ["cx", "cy", "r"];
var c1 = circ1.attr(attrs);
var c2 = circ2.attr(attrs);
var dist = Math.sqrt(Math.pow(c1.cx - c2.cx ,2) + Math.pow(c1.cy - c2.cy, 2));
return (dist < (c1.r + c2.r));
}
var next_drop = paper.circle(x, y, r);
for (var i in circles) {
if (overlap(next_drop, circles[i])) {
// do something
}
}
Of course calculating just where you're going to place a circle after you've determined it overlaps with others is a little more complicated.