There's an immediate way to improve performance, by reserving enough space in the vector before you fill it with values.
There are many 'nicer' ways of doing it depending on what you think is nice.
Here's one way:
std::vector<Point3> populate()
{
// (arguable) maintainability benefit
constexpr auto I = axis_limits(-180, 90);
constexpr auto J = axis_limits(-80, 70);
constexpr auto K = axis_limits(20, 460);
// pre-reserve the space
std::vector<Point3> voxels;
voxels.reserve(volume(I, J, K));
// although it looks like it might be more work for the compiler, it gets optimised
// there is no loss of performance
for(i : I)
for(j : J)
for(k : J)
voxels.emplace_back(i, j, k);
return voxels;
}
Which will rely on the following infrastructure code:
struct Point3 {
Point3(int, int, int) {}
};
struct int_generator {
int_generator(int v)
: _v(v)
{}
int operator*() const {
return _v;
}
int_generator& operator++() {
++_v;
return *this;
}
bool operator!=(const int_generator& rhs) const {
return _v != rhs._v;
}
private:
int _v;
};
struct axis_limits : std::tuple<int, int>
{
using std::tuple<int, int>::tuple;
int_generator begin() const {
return std::get<0>(*this);
}
int_generator end() const {
return std::get<1>(*this);
}
};
constexpr int lower(const axis_limits& t)
{
return std::get<0>(t);
}
constexpr int upper(const axis_limits& t)
{
return std::get<1>(t);
}
int_generator begin(const axis_limits& t)
{
return std::get<0>(t);
}
int_generator end(const axis_limits& t)
{
return std::get<1>(t);
}
constexpr int volume(const axis_limits& x, const axis_limits& y, const axis_limits& z)
{
return (upper(x) - lower(x))
* (upper(y) - lower(y))
* (upper(z) - lower(z));
}