NAME
   Algorithm::QuadTree - A QuadTree Algorithm class in pure Perl.

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);

DESCRIPTION
   Algorithm::QuadTree implements a quadtree algorithm (QTA) in pure Perl.
   Essentially, a *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 the Tk::Canvas
   manpage 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 (those diagrams might not appear unless
   you run pod2text):

                      ------------------------------
                     |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 a rectangular object that overlaps regions *AAA* and
   *AAC*, it will be assigned to the nodes *ROOT*, *A*, *AA*, *AAA* and
   *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 *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.

CLASS METHODS
   The following methods are public:

   *Algorithm::QuadTree*->new(*options*)
       This is the constructor. It expects the following options (all
       mandatory) and returns an Algorithm::QuadTree object:

       -xmin   This is the X-coordinate of the bottom left corner of the
               area associated with the quadtree.

       -ymin   This is the Y-coordinate of the bottom left corner of the
               area associated with the quadtree.

       -xmax   This is the X-coordinate of the top right corner of the area
               associated with the quadtree.

       -ymax   This is the Y-coordinate of the top right corner of the area
               associated with the quadtree.

       -depth  The depth of the quadtree.

   *$qt*->add(ID, x0, y0, x1, y1)
       This method is used to add objects to the tree. It has to be called
       for every object in the map so that it can properly assigned to the
       correct tree nodes. The first argument is a *unique* ID for the
       object. The remaining 4 arguments define the outline of the object.
       This method will recursively traverse the tree and add the object to
       the nodes that it overlaps with.

       NOTE: The method does *NOT* check if the ID is unique or not. It is
       up to you to make sure it is.

   *$qt*->delete(ID)
       This method deletes the object specified by the given ID, and
       unassigns it from the tree nodes it was assigned to before.

   *$qt*->getEnclosedObjects(x0, y0, x1, y1)
       This method returns an <anonymous list> of all the objects that are
       assigned to the nodes that overlap the given area.

   *$qt*->setWindow(x0, y0, scale)
       This method is useful when you zoom your display to a certain
       segment of the map. It sets the window to the given region such that
       any calls to add or getEnclosedObjects will have its coordinates
       properly adjusted before running. The first two coordinates specify
       the lower left coordinates of the new window. The third coordinate
       specifies the new zoom scale.

       NOTE: You are free, of course, to make the coordinate transformation
       yourself.

   *$qt*->resetWindow()
       This method resets the window region to the full map.

BUGS
   None that I am aware of. Please let me know if you find any.

INSTALLATION
   Either the usual:

           perl Makefile.PL
           make
           make install

   or just stick it somewhere in @INC where perl can find it. It is in pure
   Perl.

AUTHOR
   Ala Qumsieh *[email protected]*

COPYRIGHTS
   This module is distributed under the same terms as Perl itself.