In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points (two points close together in multidimensions with high probability lie also close together in Morton order). It is named in France after Henri Lebesgue, who studied it in 1904, and named in the United States after Guy Macdonald Morton, who first applied the order to file sequencing in 1966. The z-value of a point in multidimensions is simply calculated by bit interleaving the binary representations of its coordinate values. However, when querying a multidimensional search range in these data, using binary search is not really efficient: It is necessary for calculating, from a point encountered in the data structure, the next possible Z-value which is in the multidimensional search range, called BIGMIN. The BIGMIN problem has first been stated and its solution shown by Tropf and Herzog in 1981. Once the data are sorted by bit interleaving, any one-dimensional data structure can be used, such as simple one dimensional arrays, binary search trees, B-trees, skip lists or (with low significant bits truncated) hash tables. The resulting ordering can equivalently be described as the order one would get from a depth-first traversal of a quadtree or octree.
Coordinate values
The figure below shows the Z-values for the two dimensional case with integer coordinates 0 ≤ x ≤ 7, 0 ≤ y ≤ 7 (shown both in decimal and binary). Interleaving the binary coordinate values (starting to the right with the x-bit (in blue) and alternating to the left with the y-bit (in red)) yields the binary z-values (tilted by 45° as shown). Connecting the z-values in their numerical order produces the recursively Z-shaped curve. Two-dimensional Z-values are also known as quadkey values; see Tiled web map.
The Z-values of the x coordinates are described as binary numbers from the Moser–de Bruijn sequence, having nonzero bits only in their even positions:
x[] = {0b000000, 0b000001, 0b000100, 0b000101, 0b010000, 0b010001, 0b010100, 0b010101}
The sum and difference of two x values are calculated by using bitwise operations:
x[i+j] = ((x[i] | 0b10101010) + x[j]) & 0b01010101 x[i−j] = ((x[i] & 0b01010101) − x[j]) & 0b01010101 if i ≥ j
This property can be used to offset a Z-value, for example in two dimensions the coordinates to the top (decreasing y), bottom (increasing y), left (decreasing x) and right (increasing x) from the current Z-value z are:
top = (((z & 0b10101010) − 1) & 0b10101010) | (z & 0b01010101) bottom = (((z | 0b01010101) + 1) & 0b10101010) | (z & 0b01010101) left = (((z & 0b01010101) − 1) & 0b01010101) | (z & 0b10101010) right = (((z | 0b10101010) + 1) & 0b01010101) | (z & 0b10101010)
And in general to add two two-dimensional Z-values w and z:
sum = ((z | 0b10101010) + (w & 0b01010101) & 0b01010101) | ((z | 0b01010101) + (w & 0b10101010) & 0b10101010)
Efficiently building quadtrees and octrees The Z-ordering can be used to efficiently build a Compressed quadtree (or octree in 3D) for a set of points. The basic idea is to sort the input set according to Z-order. Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, or they can be used to build a pointer based quadtree. The input points are usually scaled in each dimension to be positive integers, either as a fixed point representation over the unit range [0, 1] or corresponding to the machine word size. Both representations are equivalent and allow for the highest order non-zero bit to be found in constant time. Each square in the quadtree has a side length which is a power of two, and corner coordinates which are multiples of the side length. Given any two points, the derived square for the two points is the smallest square covering both points. The interleaving of bits from the x and y components of each point is called the shuffle of x and y, and can be extended to higher dimensions. Points can be sorted according to their shuffle without explicitly interleaving the bits. To do this, for each dimension, the most significant bit of the exclusive or of the coordinates of the two points for that dimension is examined. The dimension for which the most significant bit is largest is then used to compare the two points to determine their shuffle order. The exclusive or operation masks off the higher order bits for which the two coordinates are identical. Since the shuffle interleaves bits from higher order to lower order, identifying the coordinate with the largest most significant bit, identifies the first bit in the shuffle order which differs, and that coordinate can be used to compare the two points. This is shown in the following Python code:
One way to determine whether the most significant bit is smaller is to compare the floor of the base-2 logarithm of each point. It turns out the following operation is equivalent, and only requires exclusive or operations:
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