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.
