Algorithm-QuadTree
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# not called in object context
sub _uniq
{
if (HAS_LIST_UTIL) {
return [ List::Util::uniqstr(@{$_[0]}) ];
}
else {
my %temp = map { $_ => $_ } @{$_[0]};
return [ values %temp ];
}
}
1;
__END__
=head1 NAME
Algorithm::QuadTree - A QuadTree Algorithm class in pure Perl.
=head1 SYNOPSIS
use Algorithm::QuadTree;
# create a quadtree object
my $qt = Algorithm::QuadTree->new(-xmin => 0,
-xmax => 1000,
-ymin => 0,
-ymax => 1000,
-depth => 6);
# add objects randomly
my $x = my $tag = 1;
while ($x < 1000) {
my $y = 1;
while ($y < 1000) {
$qt->add($tag++, $x, $y, $x, $y);
$y += int rand 200;
}
$x += int rand 100;
}
# find the objects enclosed in a given region
my $r_list = $qt->getEnclosedObjects(400, 300,
689, 799);
=head1 DESCRIPTION
Algorithm::QuadTree implements a quadtree algorithm (QTA) in pure Perl.
Essentially, a I<QTA> is used to access a particular area of a map very quickly.
This is especially useful in finding objects enclosed in a given region, or
in detecting intersection among objects. In fact, I wrote this module to rapidly
search through objects in a L<Tk::Canvas> widget, but have since used it in other
non-Tk programs successfully. It is a classic memory/speed trade-off.
Lots of information about QTAs can be found on the web. But, very briefly,
a quadtree is a hierarchical data model that recursively decomposes a map into
smaller regions. Each node in the tree has 4 children nodes, each of which
represents one quarter of the area that the parent represents. So, the root
node represents the complete map. This map is then split into 4 equal quarters,
each of which is represented by one child node. Each of these children is now
treated as a parent, and its area is recursively split up into 4 equal areas,
and so on up to a desired depth.
Here is a somewhat crude diagram:
------------------------------
|AAA|AAB| | |
|___AA__| AB | |
|AAC|AAD| | |
|___|___A_______| B |
| | | |
| | | |
| AC | AD | |
| | | |
-------------ROOT-------------
| | |
| | |
| | |
| C | D |
| | |
| | |
| | |
------------------------------
Which corresponds to the following quadtree:
__ROOT_
/ / \ \
/ / \ \
_____A_ B C D
/ / \ \
/ / \ \
_____AA AB AC AD
/ / \ \
/ / \ \
AAA AAB AAC AAD
In the above diagrams I show only the nodes through the first branch of
each level. The same structure exists under each node. This quadtree has a
depth of 4.
Each object in the map is assigned to the nodes that it intersects. For example,
if we have an object that overlaps regions I<AAA> and I<AAC>, it will be
assigned to the nodes I<ROOT>, I<A>, I<AA>, I<AAA> and I<AAC>. Now, suppose we
want to find all the objects that intersect a given area. Instead of checking all
objects, we check to see which children of the ROOT node intersect the area. For
each of those nodes, we recursively check I<their> children nodes, and so on
until we reach the leaves of the tree. Finally, we find all the objects that are
assigned to those leaf nodes and check them for overlap with the initial area.
=head1 CLASS METHODS
The following methods are public:
=over 4
=item I<Algorithm::QuadTree>-E<gt>B<new>(I<options>)
This is the constructor. It expects the following options (all mandatory) and
returns an Algorithm::QuadTree object:
( run in 0.333 second using v1.01-cache-2.11-cpan-5623c5533a1 )