Huge optimization

This commit is contained in:
Maximilian Giller 2023-01-24 07:04:58 +01:00
parent 1dd7d845d9
commit 98c3f97eea
2 changed files with 46 additions and 15 deletions

View file

@ -11,9 +11,25 @@ void WorleyNoise::generateNoise()
// Generate random points
points.clear();
for (int i = 0; i < numberOfPoints * 3; i++)
points.reserve(pow(numberOfPoints, 3));
for (int x = 0; x < numberOfPoints; x++)
{
points.emplace_back(getRandomPoint());
for (int y = 0; y < numberOfPoints; y++)
{
for (int z = 0; z < numberOfPoints; z++)
{
Vector3d point = getRandomPoint();
// Scale and translate into subcell
point /= (float) numberOfPoints;
Vector3d offset = Vector3d(x, y, z);
offset /= (float) numberOfPoints;
point += offset;
points[x + y * numberOfPoints + z * numberOfPoints * numberOfPoints] = point;
}
}
}
// Generate getNoise map
@ -28,7 +44,7 @@ void WorleyNoise::generateNoise()
{
Vector3d point = Vector3d(x, y, z);
point /= (float) size;
setNoise(x, y, z, repeatableDistanceToClosestPoint(point));
setNoise(x, y, z, distanceToClosestPoint(point));
}
}
}
@ -50,7 +66,7 @@ void WorleyNoise::generateNoise()
<< duration.count() << " seconds" << std::endl;
}
WorleyNoise::WorleyNoise(int size, int numberOfPoints) : numberOfPoints(pow(numberOfPoints, 3)), Noise(size)
WorleyNoise::WorleyNoise(int size, int numberOfPoints) : numberOfPoints(numberOfPoints), Noise(size)
{
// Init random
std::random_device rd;
@ -67,8 +83,11 @@ Vector3d WorleyNoise::getRandomPoint()
float WorleyNoise::distanceToClosestPoint(Vector3d point)
{
std::vector<Vector3d> closePoints = getSubcellPoints(point);
// Iterate over all subcells
float minDistance = INFINITY;
for (Vector3d p: points)
for (Vector3d p: closePoints)
{
float distance = length(p - point);
if (distance < minDistance)
@ -79,22 +98,34 @@ float WorleyNoise::distanceToClosestPoint(Vector3d point)
return minDistance;
}
float WorleyNoise::repeatableDistanceToClosestPoint(Vector3d point)
std::vector<Vector3d> WorleyNoise::getSubcellPoints(Vector3d point)
{
std::set<float> distances;
std::vector<Vector3d> closePoints;
// Move point around to get distance to closest point in all 27 cells
point.x = std::floor(point.x * numberOfPoints);
point.y = std::floor(point.y * numberOfPoints);
point.z = std::floor(point.z * numberOfPoints);
// Iterate over all subcells
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
for (int z = -1; z <= 1; z++)
{
Vector3d offsetPoint = point + Vector3d(x, y, z);
distances.insert(distanceToClosestPoint(offsetPoint));
Vector3d offset = Vector3d(x, y, z);
Vector3d subcell = point + offset;
// Wrap around
subcell.x = std::fmod(subcell.x + numberOfPoints, numberOfPoints);
subcell.y = std::fmod(subcell.y + numberOfPoints, numberOfPoints);
subcell.z = std::fmod(subcell.z + numberOfPoints, numberOfPoints);
// Get points in subcell
int index = subcell.x + subcell.y * numberOfPoints + subcell.z * numberOfPoints * numberOfPoints;
closePoints.push_back(points[index]);
}
}
}
return *std::min_element(distances.begin(), distances.end());
return closePoints;
}

View file

@ -14,7 +14,7 @@ public:
protected:
int numberOfPoints;
std::vector<Vector3d> points; // Points in 3D space in [0, 1]
std::vector<Vector3d> points; // 3D-Array, each cell represents a subcell. There are numberOfPoints^3 subcells.
std::uniform_real_distribution<float> distribution;
std::mt19937 generator;
@ -23,9 +23,9 @@ protected:
float distanceToClosestPoint(Vector3d point);
float repeatableDistanceToClosestPoint(Vector3d point);
void generateNoise();
std::vector<Vector3d> getSubcellPoints(Vector3d point);
};