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):
- Check the object for collisions with any objects in the current node.
- For any subtree whose space overlaps the object, recurse.
To find all collisions within a quadtree tree:
- Check each object in the current node against each other object in the current node.
- Check each object in the current node against each subtree.
To insert into a quadtree:
- If the object fits into multiple subtrees, then add it to the current node, and return.
- Otherwise, recurse into whichever subtree contains it.
To update a quadtree:
- Recurse into each subtree.
- If any element in the current node no longer fits completely in the current tree, move it to the parent.
- If any element in the current node fits into a subtree, insert it into the subtree.
Is this alright? Can it be improved?