How to “flatten” or “index” 3D-array in 1D array?

我是研究僧i 提交于 2019-11-26 07:24:53

问题


I am trying to flatten 3D array into 1D array for \"chunk\" system in my game. It\'s a 3D-block game and basically I want the chunk system to be almost identical to Minecraft\'s system (however, this isn\'t Minecraft clone by any measure). In my previous 2D-games I have accessed the flattened array with following algorithm:

Tiles[x + y * WIDTH]

However, this obviously doesn\'t work with 3D since it\'s missing the Z-axis. I have no idea how to implement this sort of algorithm in 3D-space. Width, height and depth are all constants (and width is just as large as height).

Is it just x + y*WIDTH + Z*DEPTH ? I am pretty bad with math and I am just beginning 3D-programming so I am pretty lost :|

PS. The reason for this is that I am looping and getting stuff by index from it quite a lot. I know that 1D arrays are faster than multi-dimensional arrays (for reasons I cant remember :P ). Even though this may not be necessary, I want as good performance as possible :)


回答1:


The algorithm is mostly the same. If you have a 3D array Original[HEIGHT, WIDTH, DEPTH] then you could turn it into Flat[HEIGHT * WIDTH * DEPTH] by

Flat[x + WIDTH * (y + DEPTH * z)] = Original[x, y, z]

As an aside, you should prefer arrays of arrays over multi-dimensional arrays in .NET. The performance differences are significant




回答2:


Here is a solution in Java that gives you both:

  • from 3D to 1D
  • from 1D to 3D

Below is a graphical illustration of the path I chose to traverse the 3D matrix, the cells are numbered in their traversal order:

Conversion functions:

public int to1D( int x, int y, int z ) {
    return (z * xMax * yMax) + (y * xMax) + x;
}

public int[] to3D( int idx ) {
    final int z = idx / (xMax * yMax);
    idx -= (z * xMax * yMax);
    final int y = idx / xMax;
    final int x = idx % xMax;
    return new int[]{ x, y, z };
}



回答3:


I think the above needs a little correction. Lets say you have a HEIGHT of 10, and a WIDTH of 90, single dimensional array will be 900. By the above logic, if you are at the last element on the array 9 + 89*89, obviously this is greater than 900. The correct algorithm is:

Flat[x + HEIGHT* (y + WIDTH* z)] = Original[x, y, z], assuming Original[HEIGHT,WIDTH,DEPTH] 

Ironically if you the HEIGHT>WIDTH you will not experience an overflow, just complete bonkers results ;)




回答4:


x + y*WIDTH + Z*WIDTH*DEPTH. Visualize it as a rectangular solid: first you traverse along x, then each y is a "line" width steps long, and each z is a "plane" WIDTH*DEPTH steps in area.




回答5:


You're almost there. You need to multiply Z by WIDTH and DEPTH:

Tiles[x + y*WIDTH + Z*WIDTH*DEPTH] = elements[x][y][z]; // or elements[x,y,z]



回答6:


TL;DR

The correct answer can be written various ways, but I like it best when it can be written in a way that is very easy to understand and visualize. Here is the exact answer:

(width * height * z) + (width * y) + x

TS;DR

Visualize it:

someNumberToRepresentZ + someNumberToRepresentY + someNumberToRepresentX

someNumberToRepresentZ indicates which matrix we are on (depth). To know which matrix we are on, we have to know how big each matrix is. A matrix is 2d sized as width * height, simple. The question to ask is "how many matrices are before the matrix I'm on?" The answer is z:

someNumberToRepresentZ = width * height * z

someNumberToRepresentY indicates which row we are on (height). To know which row we are on, we have to know how big each row is: Each row is 1d, sized as width. The question to ask is "how many rows are before the row I'm on?". The answer is y:

someNumberToRepresentY = width * y

someNumberToRepresentX indicates which column we are on (width). To know which column we are on we simply use x:

someNumberToRepresentX = x

Our visualization then of

someNumberToRepresentZ + someNumberToRepresentY + someNumberToRepresentX

Becomes

(width * height * z) + (width * y) + x



回答7:


To better understand description of 3D array in 1D array would be ( I guess Depth in best answer is meant Y size)

IndexArray = x + y * InSizeX + z * InSizeX * InSizeY;

IndexArray = x + InSizeX * (y + z * InSizeY);



回答8:


The correct Algorithm is:

Flat[ x * height * depth + y * depth + z ] = elements[x][y][z] 
where [WIDTH][HEIGHT][DEPTH]


来源:https://stackoverflow.com/questions/7367770/how-to-flatten-or-index-3d-array-in-1d-array

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