Source: libs/hshg.js

// Hierarchical Spatial Hash Grid: HSHG
//Note that this file has been customized so that HSHG is put into the gdjs object.
//Thus, it must be included after gd.js

/**
 * @namespace
 * @memberof gdjs
 */
gdjs.HSHG = gdjs.HSHG || {};

(function(root, undefined){

//---------------------------------------------------------------------
// GLOBAL FUNCTIONS
//---------------------------------------------------------------------

/**
 * Updates every object's position in the grid, but only if
 * the hash value for that object has changed.
 * This method DOES NOT take into account object expansion or
 * contraction, just position, and does not attempt to change
 * the grid the object is currently in; it only (possibly) changes
 * the cell.
 *
 * If the object has significantly changed in size, the best bet is to
 * call removeObject() and addObject() sequentially, outside of the
 * normal update cycle of HSHG.
 *
 * @return void
 */
function update_RECOMPUTE(){

	var i
		,obj
		,grid
		,meta
		,objAABB
		,newObjHash;

	// for each object
	for(i = 0; i < this._globalObjects.length; i++){
		obj = this._globalObjects[i];
		meta = obj.HSHG;
		grid = meta.grid;

		// recompute hash
		objAABB = obj.getAABB();
		newObjHash = grid.toHash(objAABB.min[0], objAABB.min[1]);

		if(newObjHash !== meta.hash){
			// grid position has changed, update!
			grid.removeObject(obj);
			grid.addObject(obj, newObjHash);
		}
	}
}

function update_REMOVEALL(){
// not implemented yet :)
}

function testAABBOverlap(objA, objB){
	var  a = objA.getAABB()
		,b = objB.getAABB();

	if(a.min[0] > b.max[0] || a.min[1] > b.max[1]
	|| a.max[0] < b.min[0] || a.max[1] < b.min[1]){
		return false;
	} else {
		return true;
	}
}

function getLongestAABBEdge(min, max){
	return Math.max(
		 Math.abs(max[0] - min[0])
		,Math.abs(max[1] - min[1])
	);
}

//---------------------------------------------------------------------
// ENTITIES
//---------------------------------------------------------------------

/**
 * A hierarchical spatial grid containing objects and allowing fast test collisions between them.
 *
 * @class HSHG
 * @memberof gdjs.HSHG
 * @constructor
 */
function HSHG(){

	this.MAX_OBJECT_CELL_DENSITY = 1/8 // objects / cells
	this.INITIAL_GRID_LENGTH = 256 // 16x16
	this.HIERARCHY_FACTOR = 2
	this.HIERARCHY_FACTOR_SQRT = Math.SQRT2
	this.UPDATE_METHOD = update_RECOMPUTE // or update_REMOVEALL

	this._grids = [];
	this._globalObjects = [];
}

/**
 * Add an object to the grid. The object can be anything as long as it provides a getAABB method.
 * An 'HSHG' property is added to the object, and is then deleted when the object is removed from the HSHG.
 */
HSHG.prototype.addObject = function(obj){
	var  x ,i
		,cellSize
		,objAABB = obj.getAABB()
		,objSize = getLongestAABBEdge(objAABB.min, objAABB.max)
		,oneGrid, newGrid;

	// for HSHG metadata
	obj.HSHG = {
		globalObjectsIndex: this._globalObjects.length
	}; //TODO: recycle existing object if necessary.

	// add to global object array
	this._globalObjects.push(obj);

	if(this._grids.length === 0) {
		// no grids exist yet
		cellSize = objSize * this.HIERARCHY_FACTOR_SQRT;
		newGrid = new Grid(cellSize, this.INITIAL_GRID_LENGTH, this);
		newGrid.initCells();
		newGrid.addObject(obj);

		this._grids.push(newGrid);
	} else {
		x = 0;

		// grids are sorted by cellSize, smallest to largest
		for(i = 0; i < this._grids.length; i++){
			oneGrid = this._grids[i];
			x = oneGrid.cellSize;
			if(objSize < x){
				x = x / this.HIERARCHY_FACTOR;
				if(objSize < x) {
					// find appropriate size
					while( objSize < x ) {
						x = x / this.HIERARCHY_FACTOR;
					}
					newGrid = new Grid(x * this.HIERARCHY_FACTOR, this.INITIAL_GRID_LENGTH, this);
					newGrid.initCells();
					// assign obj to grid
					newGrid.addObject(obj)
					// insert grid into list of grids directly before oneGrid
					this._grids.splice(i, 0, newGrid);
				} else {
					// insert obj into grid oneGrid
					oneGrid.addObject(obj);
				}
				return;
			}
		}

		while( objSize >= x ){
			x = x * this.HIERARCHY_FACTOR;
		}

		newGrid = new Grid(x, this.INITIAL_GRID_LENGTH, this);
		newGrid.initCells();
		// insert obj into grid
		newGrid.addObject(obj)
		// add newGrid as last element in grid list
		this._grids.push(newGrid);
	}
};

/**
 * Remove an object from the HSHG. The object must be in the HSHG before being removed.
 */
HSHG.prototype.removeObject = function(obj){
	var  meta = obj.HSHG
		,globalObjectsIndex
		,replacementObj;

	if(meta === undefined){
		throw Error( obj + ' was not in the HSHG.' );
		return;
	}

	// remove object from global object list
	globalObjectsIndex = meta.globalObjectsIndex
	if(globalObjectsIndex === this._globalObjects.length - 1){
		this._globalObjects.pop();
	} else {
		replacementObj = this._globalObjects.pop();
		replacementObj.HSHG.globalObjectsIndex = globalObjectsIndex;
		this._globalObjects[ globalObjectsIndex ] = replacementObj;
	}

	meta.grid.removeObject(obj);

	// remove meta data
	delete obj.HSHG;
};


/**
 * Must be called when objects have been moved ( typically at each "tick" of the game/simulation ).
 */
HSHG.prototype.update = function(){
	this.UPDATE_METHOD.call(this);
};

/**
 * Return a list of objects colliding with theObject.
 * @param {gdjs.RuntimeObject} theObject The object to be tested against.
 */
HSHG.prototype.queryForCollisionWith = function(theObject, result){

	var i, j, k, l, c
		,grid
		,cell
		,objA
		,objB
		,offset
		,adjacentCell
		,biggerGrid
		,objAAABB
		,objAHashInBiggerGrid;

	result.length = 0;

	theObject.HSHG.excludeMe = true;
	var theObjectAABB = theObject.getAABB();
	var theObjectHashInItsGrid = theObject.HSHG.grid.toHash(theObjectAABB.min[0], theObjectAABB.min[1]);
	var theObjectCellInItsGrid = theObject.HSHG.grid.allCells[theObjectHashInItsGrid];

	// default broad test to internal aabb overlap test
	broadOverlapTest = testAABBOverlap;

	// for all grids ordered by cell size ASC
	for(i = 0; i < this._grids.length; i++){
		grid = this._grids[i];

		if ( grid.cellSize === theObject.HSHG.grid.cellSize ) { //We're in the grid of theObject:

			// 1)Test against neighbors:

			// For each cell of the grid that is occupied
			for(j = 0; j < grid.occupiedCells.length; j++){
				cell = grid.occupiedCells[j];

				// Collide all objects within the occupied cell
				for(l = 0; l < cell.objectContainer.length; l++){
					objB = cell.objectContainer[l]; //Note that objB could be theObject.
					if(!objB.HSHG.excludeMe && broadOverlapTest(theObject, objB) === true){
						result.push( objB );
					}
				}

				// For the first half of all adjacent cells (offset 4 is the current cell)
				for(c = 0; c < 4; c++){
					offset = cell.neighborOffsetArray[c];
					adjacentCell = grid.allCells[ cell.allCellsIndex + offset ];

					// Collide all objects in cell with adjacent cell
					for(l = 0; l < adjacentCell.objectContainer.length; l++){
						objB = adjacentCell.objectContainer[l]; //Note that objB could be theObject.
						if(!objB.HSHG.excludeMe && broadOverlapTest(theObject, objB) === true){
							result.push( objB );
						}
					}
				}
			}

			// 2)Test against objects of bigger grids:

			// For all grids with cellsize larger than the grid of theObject:
			for(k = i + 1; k < this._grids.length; k++){
				biggerGrid = this._grids[k];
				var objectHashInBiggerGrid = biggerGrid.toHash(theObjectAABB.min[0], theObjectAABB.min[1]);
				cell = biggerGrid.allCells[objectHashInBiggerGrid];

				// Check theObject against every object in all cells in offset array of cell
				// for all adjacent cells...
				for(c = 0; c < cell.neighborOffsetArray.length; c++){
					offset = cell.neighborOffsetArray[c];
					adjacentCell = biggerGrid.allCells[ cell.allCellsIndex + offset ];

					// for all objects in the adjacent cell...
					for(l = 0; l < adjacentCell.objectContainer.length; l++){
						objB = adjacentCell.objectContainer[l];

						// Test against theObject: Note that objB is necessarily different from theObject.
						if(broadOverlapTest(theObject, objB) === true){
							result.push( objB );
						}
					}
				}
			}

			break; //All collisions with object have now been registered
		}
		else if ( grid.cellSize < theObject.HSHG.grid.cellSize ) { //We're in a grid with smaller objects

			// For all objects that are stored in this smaller grid
			for(j = 0; j < grid.allObjects.length; j++){

				//Get the object of the smaller grid.
				objA = grid.allObjects[j];
				objAAABB = objA.getAABB();

				//Get its position in the (bigger) grid containing theObject.
				objAHashInBiggerGrid = theObject.HSHG.grid.toHash(objAAABB.min[0], objAAABB.min[1]);

				//Check if it is near theObject (i.e: Check if the cell of objA is a neighbor of the cell
				//of theObject ).
				var objAIsInAdjacentCellToObject = false;
				for(c = 0; c < theObjectCellInItsGrid.neighborOffsetArray.length; c++){
					offset = theObjectCellInItsGrid.neighborOffsetArray[c];
					if ( objAHashInBiggerGrid === theObjectCellInItsGrid.allCellsIndex + offset ) {
						objAIsInAdjacentCellToObject = true;
						break;
					}
				}

				//If objA is near theObject, trigger a collision test.
				if ( objAIsInAdjacentCellToObject ) {
					//Note that objA is necessarily different from theObject
					if(broadOverlapTest(theObject, objA) === true){
						result.push( objA );
					}
				}
			}
		}
	}

	delete theObject.HSHG.excludeMe;
};

HSHG.update_RECOMPUTE = update_RECOMPUTE;
HSHG.update_REMOVEALL = update_REMOVEALL;

/**
 * Grid
 *
 * @class Grid
 * @memberof gdjs.HSHG
 * @constructor
 * @param cellSize {int} the pixel size of each cell of the grid
 * @param cellCount {int} the total number of cells for the grid (width x height)
 * @param parentHierarchy {HSHG} the HSHG to which this grid belongs
 * @return void
 */
function Grid(cellSize, cellCount, parentHierarchy){
	this.cellSize = cellSize;
	this.inverseCellSize = 1/cellSize;
	this.rowColumnCount = ~~Math.sqrt(cellCount);
	this.xyHashMask = this.rowColumnCount - 1;
	this.occupiedCells = [];
	this.allCells = Array(this.rowColumnCount*this.rowColumnCount);
	this.allObjects = [];
	this.sharedInnerOffsets = [];

	this._parentHierarchy = parentHierarchy || null;
}

Grid.prototype.initCells = function(){

	// TODO: inner/unique offset rows 0 and 2 may need to be
	// swapped due to +y being "down" vs "up"

	var  i, gridLength = this.allCells.length
		,x, y
		,wh = this.rowColumnCount
		,isOnRightEdge, isOnLeftEdge, isOnTopEdge, isOnBottomEdge
		,innerOffsets = [
			// y+ down offsets
			//-1 + -wh, -wh, -wh + 1,
			//-1, 0, 1,
			//wh - 1, wh, wh + 1

			// y+ up offsets
			wh - 1, wh, wh + 1,
			-1, 0, 1,
			-1 + -wh, -wh, -wh + 1
		]
		,leftOffset, rightOffset, topOffset, bottomOffset
		,uniqueOffsets = []
		,cell;

	this.sharedInnerOffsets = innerOffsets;

	// init all cells, creating offset arrays as needed

	for(i = 0; i < gridLength; i++){

		cell = new Cell();
		// compute row (y) and column (x) for an index
		y = ~~(i / this.rowColumnCount);
		x = ~~(i - (y*this.rowColumnCount));

		// reset / init
		isOnRightEdge = false;
		isOnLeftEdge = false;
		isOnTopEdge = false;
		isOnBottomEdge = false;

		// right or left edge cell
		if((x+1) % this.rowColumnCount == 0){ isOnRightEdge = true; }
		else if(x % this.rowColumnCount == 0){ isOnLeftEdge = true; }

		// top or bottom edge cell
		if((y+1) % this.rowColumnCount == 0){ isOnTopEdge = true; }
		else if(y % this.rowColumnCount == 0){ isOnBottomEdge = true; }

		// if cell is edge cell, use unique offsets, otherwise use inner offsets
		if(isOnRightEdge || isOnLeftEdge || isOnTopEdge || isOnBottomEdge){

			// figure out cardinal offsets first
			rightOffset = isOnRightEdge === true ? -wh + 1 : 1;
			leftOffset = isOnLeftEdge === true ? wh - 1 : -1;
			topOffset = isOnTopEdge === true ? -gridLength + wh : wh;
			bottomOffset = isOnBottomEdge === true ? gridLength - wh : -wh;

			// diagonals are composites of the cardinals
			uniqueOffsets = [
				// y+ down offset
				//leftOffset + bottomOffset, bottomOffset, rightOffset + bottomOffset,
				//leftOffset, 0, rightOffset,
				//leftOffset + topOffset, topOffset, rightOffset + topOffset

				// y+ up offset
				leftOffset + topOffset, topOffset, rightOffset + topOffset,
				leftOffset, 0, rightOffset,
				leftOffset + bottomOffset, bottomOffset, rightOffset + bottomOffset
			];

			cell.neighborOffsetArray = uniqueOffsets;
		} else {
			cell.neighborOffsetArray = this.sharedInnerOffsets;
		}

		cell.allCellsIndex = i;
		this.allCells[i] = cell;
	}
}

Grid.prototype.toHash = function(x, y, z){
	var i, xHash, yHash, zHash;

	if(x < 0){
		i = (-x) * this.inverseCellSize;
		xHash = this.rowColumnCount - 1 - ( ~~i & this.xyHashMask );
	} else {
		i = x * this.inverseCellSize;
		xHash = ~~i & this.xyHashMask;
	}

	if(y < 0){
		i = (-y) * this.inverseCellSize;
		yHash = this.rowColumnCount - 1 - ( ~~i & this.xyHashMask );
	} else {
		i = y * this.inverseCellSize;
		yHash = ~~i & this.xyHashMask;
	}

	return xHash + yHash * this.rowColumnCount;
}

Grid.prototype.addObject = function(obj, hash){
	var  objAABB
		,objHash
		,targetCell;

	// technically, passing this in this should save some computational effort when updating objects
	if(hash !== undefined){
		objHash = hash;
	} else {
		objAABB = obj.getAABB()
		objHash = this.toHash(objAABB.min[0], objAABB.min[1])
	}
	targetCell = this.allCells[objHash];

	if(targetCell.objectContainer.length === 0){
		// insert this cell into occupied cells list
		targetCell.occupiedCellsIndex = this.occupiedCells.length;
		this.occupiedCells.push(targetCell);
	}

	// add meta data to obj, for fast update/removal
	obj.HSHG.objectContainerIndex = targetCell.objectContainer.length;
	obj.HSHG.hash = objHash;
	obj.HSHG.grid = this;
	obj.HSHG.allGridObjectsIndex = this.allObjects.length;
	// add obj to cell
	targetCell.objectContainer.push(obj);

	// we can assume that the targetCell is already a member of the occupied list

	// add to grid-global object list
	this.allObjects.push(obj);

	// do test for grid density
	if(this.allObjects.length / this.allCells.length > this._parentHierarchy.MAX_OBJECT_CELL_DENSITY){
		// grid must be increased in size
		this.expandGrid();
	}
}

Grid.prototype.removeObject = function(obj){
	var  meta = obj.HSHG
		,hash
		,containerIndex
		,allGridObjectsIndex
		,cell
		,replacementCell
		,replacementObj;

	hash = meta.hash;
	containerIndex = meta.objectContainerIndex;
	allGridObjectsIndex = meta.allGridObjectsIndex;
	cell = this.allCells[hash];

	// remove object from cell object container
	if(cell.objectContainer.length === 1){
		// this is the last object in the cell, so reset it
		cell.objectContainer.length = 0;

		// remove cell from occupied list
		if(cell.occupiedCellsIndex === this.occupiedCells.length - 1){
			// special case if the cell is the newest in the list
			this.occupiedCells.pop();
		} else {
			replacementCell = this.occupiedCells.pop();
			replacementCell.occupiedCellsIndex = cell.occupiedCellsIndex;
			this.occupiedCells[ cell.occupiedCellsIndex ] = replacementCell;
		}

		cell.occupiedCellsIndex = null;
	} else {
		// there is more than one object in the container
		if(containerIndex === cell.objectContainer.length - 1){
			// special case if the obj is the newest in the container
			cell.objectContainer.pop();
		} else {
			replacementObj = cell.objectContainer.pop();
			replacementObj.HSHG.objectContainerIndex = containerIndex;
			cell.objectContainer[ containerIndex ] = replacementObj;
		}
	}

	// remove object from grid object list
	if(allGridObjectsIndex === this.allObjects.length - 1){
		this.allObjects.pop();
	} else {
		replacementObj = this.allObjects.pop();
		replacementObj.HSHG.allGridObjectsIndex = allGridObjectsIndex;
		this.allObjects[ allGridObjectsIndex ] = replacementObj;
	}
}

Grid.prototype.expandGrid = function(){
	var  i, j
		,currentCellCount = this.allCells.length
		,currentRowColumnCount = this.rowColumnCount
		,currentXYHashMask = this.xyHashMask

		,newCellCount = currentCellCount * 4 // double each dimension
		,newRowColumnCount = ~~Math.sqrt(newCellCount)
		,newXYHashMask = newRowColumnCount - 1
		,allObjects = this.allObjects.slice(0) // duplicate array, not objects contained
		,aCell
		,push = Array.prototype.push;

	// remove all objects
	for(i = 0; i < allObjects.length; i++){
		this.removeObject(allObjects[i]);
	}

	// reset grid values, set new grid to be 4x larger than last
	this.rowColumnCount = newRowColumnCount;
	this.allCells = Array(this.rowColumnCount*this.rowColumnCount);
	this.xyHashMask = newXYHashMask;

	// initialize new cells
	this.initCells();

	// re-add all objects to grid
	for(i = 0; i < allObjects.length; i++){
		this.addObject(allObjects[i]);
	}
}

/**
 * A cell of a grid
 *
 * @class Cell
 * @memberof gdjs.HSHG
 * @constructor
 * @private
 */
function Cell(){
	this.objectContainer = [];
	this.neighborOffsetArray;
	this.occupiedCellsIndex = null;
	this.allCellsIndex = null;
}

//---------------------------------------------------------------------
// EXPORTS
//---------------------------------------------------------------------

root['HSHG'] = HSHG;
HSHG._private = {
	Grid: Grid,
	Cell: Cell,
	testAABBOverlap: testAABBOverlap,
	getLongestAABBEdge: getLongestAABBEdge
};

})(gdjs.HSHG);