From 510ee1e705d2e35d28ae01cddee70793347250a0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20M=C3=BCller?= Date: Wed, 27 Aug 2025 17:19:08 +0200 Subject: [PATCH] Update comments and todos --- Quadtree.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Quadtree.cs b/Quadtree.cs index 1709e1b..99a7869 100644 --- a/Quadtree.cs +++ b/Quadtree.cs @@ -9,14 +9,14 @@ namespace Quadtree /// advance, instead the boundaries will be determined dynamically as objects are added. /// Objects are expected to have similar size, and to be somewhat small in relation to the distances in /// between them. This allows simple queries. If very large objects would have to be stored, it could become - /// necessary to store objects not in a single leaf, but in each leaf they overlap. + /// necessary to store objects not in a single leaf, but in each leaf they intersect with. /// - /// Type of the reference to a world object. // TODO: Support for moving objects without having to remove and re-add them. // TODO: Add method to prune empty leaves. An empty leaf is not removed automatically when its last object is removed. // TODO: Add unit tests. public class Quadtree { + // TODO: It should be possible to calculate whether average query time will be better with or without split, without resorting to max leaf size and max tree depth. /// /// Maximum number of items in a leaf vertex before it is split, unless the depth of the leaf is greater or /// equal to the maximum tree depth.