add functionality to draw in different colours
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@@ -99,10 +99,7 @@ end
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structure CollisionTree =
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struct
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(* ignoreData = any data we find in grid but which doesn't concern us
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* so we omit from tree, to reduce number of items in tree,
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* and therefore decrease the constant in O(n) *)
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val ignoreData = 0
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fun shouldIgnoreData {a, r = _, g = _, b = _} = a = 0
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local
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fun loopYAxis (x, y, eX, eY, yAxis, col) =
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@@ -147,7 +144,7 @@ struct
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val yAxis = Vector.sub (grid, x)
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val data = Vector.sub (yAxis, y)
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in
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if data = ignoreData then
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if shouldIgnoreData data then
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bintree
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else
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let
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@@ -218,8 +215,14 @@ struct
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val endX = Ndc.fromPixelX (ex, windowWidth, windowHeight)
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val startY = Ndc.fromPixelY (y, windowWidth, windowHeight)
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val endY = Ndc.fromPixelY (ey, windowWidth, windowHeight)
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val {r, g, b, a} = data
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val r = Real32.fromInt r / 255.0
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val g = Real32.fromInt g / 255.0
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val b = Real32.fromInt b / 255.0
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val a = Real32.fromInt a / 255.0
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in
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Ndc.ltrbToVertexRgb (startX, startY, endX, endY, 0.0, 0.0, 0.0) :: acc
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Ndc.ltrbToVertexRgb (startX, startY, endX, endY, r, g, b) :: acc
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end
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fun toTriangles
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@@ -250,7 +253,7 @@ struct
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(* building and querying quad tree, plus compression *)
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datatype quad_tree =
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LEAF of {x: int, y: int, ex: int, ey: int, data: int}
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LEAF of {x: int, y: int, ex: int, ey: int, data: AppType.square}
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| NODE of {tl: quad_tree, tr: quad_tree, bl: quad_tree, br: quad_tree}
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| EMPTY
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@@ -278,7 +281,7 @@ struct
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val yAxis = Vector.sub (grid, x)
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val data = Vector.sub (yAxis, y)
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in
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if data = ignoreData then
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if shouldIgnoreData data then
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EMPTY
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else
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let
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