I'm trying to use a quadtree for 2D collision detection, but I'm a little stumped on how to implement it. First of all, I'd have a quadtree which contains four subtrees (one representing each quadrant), as well as a collection of objects which don't fit into a single subtree.
When checking an object for collisions in the tree, I would do something like this (thanks to QuadTree for 2D collision detection):
To find all collisions within a quadtree tree:
To insert into a quadtree:
To update a quadtree:
Is this alright? Can it be improved?
Quadtree is a way of partitioning space so that it's easy to traverse and search. A quadtree recursively partitions two-dimensional space into squares, dividing each square into four equally-sized squares. Each distinct data point exists in a unique leaf node; Coincident points are represented by a linked list.
We can construct a quadtree from a two-dimensional area using the following steps: Divide the current two dimensional space into four boxes. If a box contains one or more points in it, create a child object, storing in it the two dimensional space of the box.
Quadtree decomposition is an analysis technique that involves subdividing an image into blocks that are more homogeneous than the image itself. This technique reveals information about the structure of the image. It is also useful as the first step in adaptive compression algorithms.
A Quadtree is a spatial index structure for efficient range querying of items bounded by 2D rectangles. Geometry s can be indexed by using their Envelope s. Any type of Object can also be indexed as long as it has an extent that can be represented by an Envelope .
Your quadtree structure isn't optimal. You're right to store 4 subtrees per node, but actual objects should only be stored inside the leaves, not inner nodes. Therefore the collection holding the actual objects needs to be moved to the leaves.
Let's have a look at the implementation of the operations:
This has several advantages:
Only disatvantage:
Quad trees are not always the best data structure for collision detection. The overhead of a quadtree can potentially be unbounded (if you don't limit the depth of the tree), and in the worst case don't give any speed up at all. Instead, you might want to consider using a sparse grid, which gives better performance than a quadtree only without the extra overhead of traversing multiple tree levels.
There are also other completely different approaches which might be even better. For example, you could try implementing Zomorodian and Edelsbrunner's algorithm, as I did in the following module:
Here are also some articles which I wrote that discuss these issues in more detail:
In particular, if you look at the benchmarks in the last section you will see that of all the libraries surveyed, quadtrees tended to perform quite poorly compared to other collision detection methods like R-Trees, grids or segment trees.
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