one idea is  that quad trees are used in 2d collision detection (and
OctTrees in 3d collision detection). I haven't ever written a code on
it but the basic premise is that every node represents a point and say
has it's x and y co-ordinates and 4 children, which actually represent
4 quadrants.
So if say your point is P, then if P.X < root.X then point is either
in upper left or lower left quadrant from root. Again if P.Y > root.Y
then point is in upper left quadrant. So you can recurse on
root.uLeftPtr.
Again please correct me if I am wrong. This is based on the limited
idea I have on this topic


Thanks & Regards
Shashank Mani >> ""The best way to escape from a problem is to solve
it.""

-- 
You received this message because you are subscribed to the Google Groups 
"Algorithm Geeks" group.
To post to this group, send email to [email protected].
To unsubscribe from this group, send email to 
[email protected].
For more options, visit this group at 
http://groups.google.com/group/algogeeks?hl=en.

Reply via email to