Simulates a quadtree for spatial indexing of triangles
This simulation uses a quadtree data structure based on axis-aligned bounding boxes to speed up the search for triangles in mesh data sets. Depending on a search point all triangles of a quad tree's region are retrieved. The edges of the resulting triangle set are highlighted in red color. Boundary lines of regions are highlighted in orange color.
The number of branches of the tree can be controlled by two parameters: First the maximum number of triangles per region and second the maximum depth threshold.
The OpenGL graphics library is used to render the results, regions as well as the underlying triangle mesh set. Navigation (i.e. zooming, moving) is available by keyboard and mouse.
Example mesh sets are provided in *.tri format and can be opened from inside the program.
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