export default function(x, y) { if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points var x0 = this._x0, y0 = this._y0, x1 = this._x1, y1 = this._y1; // If the quadtree has no extent, initialize them. // Integer extent are necessary so that if we later double the extent, // the existing quadrant boundaries don’t change due to floating point error! if (isNaN(x0)) { x1 = (x0 = Math.floor(x)) + 1; y1 = (y0 = Math.floor(y)) + 1; } // Otherwise, double repeatedly to cover. else if (x0 > x || x > x1 || y0 > y || y > y1) { var z = x1 - x0, node = this._root, parent, i; switch (i = (y < (y0 + y1) / 2) << 1 | (x < (x0 + x1) / 2)) { case 0: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x1 = x0 + z, y1 = y0 + z, x > x1 || y > y1); break; } case 1: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x0 = x1 - z, y1 = y0 + z, x0 > x || y > y1); break; } case 2: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x1 = x0 + z, y0 = y1 - z, x > x1 || y0 > y); break; } case 3: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x0 = x1 - z, y0 = y1 - z, x0 > x || y0 > y); break; } } if (this._root && this._root.length) this._root = node; } // If the quadtree covers the point already, just return. else return this; this._x0 = x0; this._y0 = y0; this._x1 = x1; this._y1 = y1; return this; }