I am using a coordinate system x (width), y (height), z (Depth)
Just to clear confusion if there is any x & y are a flat plane and I am using Z as elevation.
I am going to be accessing the array millions of times per second and benchmarking shows that a 1D array using index is faster and I would like to squeeze as much efficiency as possible so that other things can use that time
For example a 2D array --> 1D array creation is just
Object[] oneDArray = new Object[width * height]
and to index the array I can just use the following.
Object obj = oneDArray[x + y * width]
I did find the following on stackoverflow but I am not entirely sure which one is correct How to "flatten" or "index" 3D-array in 1D array?
The "Correct" answer says to index the array do the following
Object[] oneDArray = new Object[width * height * depth]
Object obj = oneDArray[x + WIDTH * (y + DEPTH * z)]
But then another answer says that the "Correct" answer is wrong and uses the following
Object[] oneDArray = new Object[width * height * depth]
Object obj = oneDArray[x + HEIGHT* (y + WIDTH* z)]
What is the correct way to read a flattened 3D array?
This depends on that how you want to order your 3D data in 1D array, if you wanted to have indexes in order: Z, Y, X then your 2x2x2 dimensioned 3D data will be stored like this:
index 0: [z=0,y=0,x=0]
index 1: [z=0,y=0,x=1]
index 2: [z=0,y=1,x=0]
index 3: [z=0,y=1,x=1]
index 4: [z=1,y=0,x=0]
index 5: [z=1,y=0,x=1]
index 6: [z=1,y=1,x=0]
index 7: [z=1,y=1,x=1]
DEPTH dimension corresponds to z
, HEIGHT to y
and WIDTH to x
The index calculation will be: index = HEIGHT*WIDTH*z + WIDTH*y + x
.
The x is not multiplied by anything because the next x index is right after the previous one.
If you want to skip one Y row, you have to add whole row WIDTH, in this case 2, for example if you are at index 1, which has z=0,y=0 and x=1 and you add WIDTH=2 to index, you'll get index 3. Only y dimension has increased by 1.
To move from z=0 to z=1, you have to skip 4 indexes (look up at the index listing), the number is HEIGHT*WIDTH (in this example 2*2).
Performance
To gain speed its best to process your 3D data with z,y,x coordinates incrementing in a sequence so you don't have to recalculate the index so often. For example:
int z = 1, y=1, x=0;
int index = HEIGHT*WIDTH*z + WIDTH*y;
int data;
for(x=0;x<WIDTH;x++)
{
Object obj = oneDArray[index+x];
}
In ideal case, all processing of data is independent from each other and you don't have to even calculate the index, just increment one index trough whole oneDArray
. What's possible to precompute depends on your usage.
use the formula index = x*height*depth + y*depth + z
Sample java code illustration.
public class FlattenedArray {
public static void main(String[] args) {
int width = 2;
int height = 3;
int depth = 4;
int[][][] d3 = new int[width][height][depth];
int[] d1 = new int[width*height*depth];
//3D Array :
int w=0;
for(int i=0;i<width;i++)
for(int j=0;j<height;j++)
for(int k=0;k<depth;k++) {
d3[i][j][k] = ++w;
System.out.print(d3[i][j][k] + " ");
}
System.out.println();
//1D Array :
w=0;
for(int i=0;i<width;i++)
for(int j=0;j<height;j++)
for(int k=0;k<depth;k++) {
int index = i*height*depth + j*depth + k;
d1[index] = ++w;
}
for(int i=0;i<width*height*depth;i++) {
System.out.print(d1[i] + " ");
}
}
}
Here is a solution in Java that gives you both:
My own micro benchmark showed that 1D array is 50% faster to get/set values than through 3D array.
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 };
}
The code above could surely be factorised to be faster, but I left it as such to make it easier to understand the 2 way conversion ;)
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