private void ReorganizeNode(BUCoverNode <T> node) { // After adding objects and creating new partitions, checks to see if any of the upper level objects can go deeper into the tree. Queue <BUCoverNode <T> > all_nodes = new Queue <BUCoverNode <T> >(); all_nodes.Enqueue(node); while (all_nodes.Count > 0) { List <SpatialObj <T> > rects_removed = new List <SpatialObj <T> >(); BUCoverNode <T> current_node = all_nodes.Dequeue(); foreach (SpatialObj <T> rect in current_node.GetOverflowObjs()) { BUCoverNode <T> deepest_field = FindContainingField(rect, current_node); if (!deepest_field.Equals(current_node)) { bool overflown = deepest_field.StoreRectangle(rect); rects_removed.Add(rect); } } if (rects_removed.Count > 0) { current_node.DeleteRectangles(rects_removed, true); } if (current_node.HasChildren()) { foreach (BUCoverNode <T> child in current_node.GetChildren()) { all_nodes.Enqueue(child); } } } }