signature QUAD_FOLDER = sig type env type state val fold: int * env * state -> state end signature MAKE_QUAD_TREE_FOLD = sig structure Fn: QUAD_FOLDER val foldRegion: int * int * int * int * Fn.env * Fn.state * {tree: QuadTreeType.t, width: int, height: int} -> Fn.state end functor MakeQuadTreeFold(Fn: QUAD_FOLDER): MAKE_QUAD_TREE_FOLD = struct structure Fn = Fn open QuadTreeType fun foldRegionVec (rx, ry, rw, rh, env, state, pos, elements) = if pos = Vector.length elements then state else let val item = Vector.sub (elements, pos) val state = if isCollidingItem (rx, ry, rw, rh, ~1, item) then Fn.fold (#itemID item, env, state) else state in foldRegionVec (rx, ry, rw, rh, env, state, pos + 1, elements) end fun helpFoldRegion (rx, ry, rw, rh, env, state, qx, qy, qw, qh, tree) = case tree of NODE nodes => let val vtl = visitTopLeft (rx, ry, rw, rh, qx, qy, qw, qh) val vtr = visitTopRight (rx, ry, rw, rh, qx, qy, qw, qh) val vbl = visitBottomLeft (rx, ry, rw, rh, qx, qy, qw, qh) val vbr = visitBottomRight (rx, ry, rw, rh, qx, qy, qw, qh) val hw = qw div 2 val hh = qh div 2 val state = if vtl then helpFoldRegion (rx, ry, rw, rh, env, state, qx, qy, hw, hh, Vector.sub (nodes, tlIdx)) else state val state = if vtr then helpFoldRegion (rx, ry, rw, rh, env, state, qx + hw, qy, hw, hh, Vector.sub (nodes, trIdx)) else state val state = if vbl then helpFoldRegion (rx, ry, rw, rh, env, state, qx, qy + hh, hw, hh, Vector.sub (nodes, blIdx)) else state in if vbr then helpFoldRegion (rx, ry, rw, rh, env, state, qw + hw, qy + hh, hw, hh, Vector.sub (nodes, brIdx)) else state end | LEAF items => foldRegionVec (rx, ry, rw, rh, env, state, 0, items) fun foldRegion (rx, ry, rw, rh, env, state, tree) = let val {width, height, tree} = tree in helpFoldRegion (rx, ry, rw, rh, env, state, 0, 0, width, height, tree) end end