code functor to fold through a specified region of the quad tree, without having to allocate an intermediary list or using a closure (which both have runtime costs)
This commit is contained in:
116
fcore/quad-tree-fold.sml
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116
fcore/quad-tree-fold.sml
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@@ -0,0 +1,116 @@
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signature QUAD_FOLDER =
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sig
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type env
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type state
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val isReachable: state * env * int -> bool
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val fState: state * env * int -> state
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end
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functor MakeQuadFolder(Fn: QUAD_FOLDER) =
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struct
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open QuadTreeType
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fun foldVec (iX, iY, iW, iH, pos, elements, state, env) =
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if pos = Vector.length elements then
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state
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else
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let
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val {itemID, ...} = Vector.sub (elements, pos)
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val state =
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if Fn.isReachable (state, env, itemID) then
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Fn.fState (state, env, itemID)
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else
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state
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in
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foldVec (iX, iY, iW, iH, pos + 1, elements, state, env)
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end
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fun foldRegion
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( itemX
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, itemY
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, itemW
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, itemH
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, quadX
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, quadY
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, quadW
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, quadH
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, env: Fn.env
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, state: Fn.state
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, tree: QuadTreeType.t
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) =
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case tree of
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NODE {topLeft, topRight, bottomLeft, bottomRight, elements} =>
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let
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(* fold over intersecting elements in this vector first *)
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val state = foldVec
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(itemX, itemY, itemW, itemH, 0, elements, state, env)
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val halfW = quadW div 2
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val halfH = quadH div 2
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in
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(case
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QuadTree.whichQuadrant
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(itemX, itemY, itemW, itemH, quadX, quadY, quadW, quadH)
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of
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TOP_LEFT =>
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foldRegion
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( itemX
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, itemY
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, itemW
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, itemH
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, quadX
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, quadY
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, halfW
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, halfH
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, env
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, state
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, topLeft
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)
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| TOP_RIGHT =>
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foldRegion
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( itemX
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, itemY
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, itemW
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, itemH
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, quadX + halfW (* middleX *)
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, quadY
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, halfW
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, halfH
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, env
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, state
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, topRight
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)
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| BOTTOM_LEFT =>
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foldRegion
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( itemX
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, itemY
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, itemW
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, itemH
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, quadX
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, quadY + halfH (* middleY *)
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, halfW
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, halfH
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, env
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, state
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, bottomLeft
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)
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| BOTTOM_RIGHT =>
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foldRegion
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( itemX
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, itemY
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, itemW
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, itemH
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, quadX + halfW (* middleX *)
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, quadY + halfH (* middleY *)
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, halfW
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, halfH
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, env
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, state
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, bottomRight
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)
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| PARENT_QUADRANT => state)
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end
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| LEAF elements =>
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foldVec (itemX, itemY, itemW, itemH, 0, elements, state, env)
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end
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43
fcore/quad-tree-type.sml
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43
fcore/quad-tree-type.sml
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@@ -0,0 +1,43 @@
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signature QUAD_TREE_TYPE =
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sig
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type item = {itemID: int, startX: int, startY: int, width: int, height: int}
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datatype t =
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NODE of
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{ topLeft: t
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, topRight: t
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, bottomLeft: t
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, bottomRight: t
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, elements: item vector
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}
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| LEAF of item vector
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datatype quadrant =
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TOP_LEFT
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| TOP_RIGHT
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| BOTTOM_LEFT
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| BOTTOM_RIGHT
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| PARENT_QUADRANT
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end
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structure QuadTreeType :> QUAD_TREE_TYPE =
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struct
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type item = {itemID: int, startX: int, startY: int, width: int, height: int}
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datatype t =
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NODE of
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{ topLeft: t
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, topRight: t
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, bottomLeft: t
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, bottomRight: t
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, elements: item vector
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}
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| LEAF of item vector
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datatype quadrant =
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TOP_LEFT
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| TOP_RIGHT
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| BOTTOM_LEFT
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| BOTTOM_RIGHT
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| PARENT_QUADRANT
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end
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@@ -4,6 +4,10 @@ sig
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val empty: t
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val whichQuadrant: int * int * int * int *
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int * int * int * int
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-> QuadTreeType.quadrant
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datatype collision_side =
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QUERY_ON_LEFT_SIDE
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| QUERY_ON_TOP_SIDE
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@@ -42,7 +46,9 @@ end
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structure QuadTree: QUAD_TREE =
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struct
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type item = {itemID: int, startX: int, startY: int, width: int, height: int}
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open QuadTreeType
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type item = QuadTreeType.item
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fun mkItem (id, startX, startY, width, height) : item =
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{ itemID = id
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@@ -52,15 +58,7 @@ struct
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, height = height
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}
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datatype t =
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NODE of
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{ topLeft: t
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, topRight: t
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, bottomLeft: t
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, bottomRight: t
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, elements: item vector
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}
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| LEAF of item vector
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type t = QuadTreeType.t
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val empty = LEAF (Vector.fromList [])
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@@ -79,13 +77,6 @@ struct
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iX >= qX andalso iY >= qY andalso iWidth <= qWidth
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andalso iHeight <= qHeight
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datatype quadrant =
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TOP_LEFT
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| TOP_RIGHT
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| BOTTOM_LEFT
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| BOTTOM_RIGHT
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| PARENT_QUADRANT
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fun whichQuadrant
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(itemX, itemY, itemWidth, itemHeight, quadX, quadY, quadWidth, quadHeight) =
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let
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