I'm trying to flatten a 3 dimensional array of (x,y,z) coordinates to a flatten array.
So here it basically says the solution is;
elements[x][y][z] = Tiles[x + y*WIDTH + Z*WIDTH*DEPTH]
This is all good for me except that the above one prioritise x-coordinate when iterating.
The thing is that while I iterate the array, I mostly linearly access y values. To give an idea all of my iterations are like
for (int x = -someXVal; x <= someXVal; x++)
{
for (int z = -someZVal; z <= someZVal; z++)
{
for (int y = -someYVal; y < someYVal; y++ )
{
So i want to prioritise y-coordinate in the flatten list so that my linear y-coordinate read/writes will perform better.
I further found some interesting read here, where he basically uses circular flatten array (and yes I also need my array to be circular).
To calculate a pointer to x,y,z coordinate, he uses the following function;
Public Shared Function GetPTR(ByVal x As Integer, ByVal y As Integer, ByVal z As Integer) As Integer
Dim bx, bz As Integer
bx = x Mod BlockBuffWidth
If bx < 0 Then
bx += BlockBuffWidth
End If
bz = z Mod BlockBuffWidth
If bz < 0 Then
bz += BlockBuffWidth
End If
Return bx * BMX + bz * BMZ + y
End Function
I'm really not sure about how he calculates BlockBuffWidth, BMX and BMZ.
The following piece of code is what I came up with;
/// <summary>
/// Flatten offset x step to advance next block in x direction.
/// </summary>
public static readonly int XStep = CacheLenghtInBlocks*Chunk.HeightInBlocks;
/// <summary>
/// Flatten offset z step to advance next block in z direction.
/// </summary>
public static readonly int ZStep = Chunk.HeightInBlocks;
public static int BlockIndexByWorldPosition(int x, byte y, int z)
{
var wrapX = x%CacheWidthInBlocks;
if (wrapX < 0)
wrapX += CacheWidthInBlocks;
var wrapZ = z%CacheLenghtInBlocks;
if (wrapZ < 0)
wrapZ += CacheLenghtInBlocks;
var flattenIndex = wrapX * XStep + wrapZ * ZStep + y;
return flattenIndex;
}
and obviously my code doesn't work as expected. Any ideas welcome.