How do I compute the linear index of a 3D coordinate and vice versa?

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长情又很酷
长情又很酷 2021-02-06 00:30

If I have a point (x, y z), how do I find the linear index, i for that point? My numbering scheme would be (0,0,0) is 0, (1, 0, 0) is 1, . . ., (0, 1, 0) is the max-x-dimension,

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  • 2021-02-06 01:01

    There are a few ways to map a 3d coordinate to a single number. Here's one way.

    some function f(x,y,z) gives the linear index of coordinate(x,y,z). It has some constants a,b,c,d which we want to derive so we can write a useful conversion function.

    f(x,y,z) = a*x + b*y + c*z + d
    

    You've specified that (0,0,0) maps to 0. So:

    f(0,0,0) = a*0 + b*0 + c*0 + d = 0
    d = 0
    f(x,y,z) = a*x + b*y + c*z
    

    That's d solved. You've specified that (1,0,0) maps to 1. So:

    f(1,0,0) = a*1 + b*0 + c*0 = 1
    a = 1
    f(x,y,z) = x + b*y + c*z
    

    That's a solved. Let's arbitrarily decide that the next highest number after (MAX_X, 0, 0) is (0,1,0).

    f(MAX_X, 0, 0) = MAX_X
    f(0, 1, 0) = 0 + b*1 + c*0 = MAX_X + 1
    b = MAX_X + 1
    f(x,y,z) = x + (MAX_X + 1)*y + c*z
    

    That's b solved. Let's arbitrarily decide that the next highest number after (MAX_X, MAX_Y, 0) is (0,0,1).

    f(MAX_X, MAX_Y, 0) = MAX_X + MAX_Y * (MAX_X + 1)
    f(0,0,1) = 0 + (MAX_X + 1) * 0  + c*1 = MAX_X + MAX_Y * (MAX_X + 1) + 1
    c = MAX_X + MAX_Y * (MAX_X + 1) + 1
    c = (MAX_X + 1) + MAX_Y * (MAX_X + 1)
    c = (MAX_X + 1) * (MAX_Y + 1)
    

    now that we know a, b, c, and d, we can write your function as follows:

    function linearIndexFromCoordinate(x,y,z, max_x, max_y){
        a = 1
        b = max_x + 1
        c = (max_x + 1) * (max_y + 1)
        d = 0
        return a*x + b*y + c*z + d
    }
    

    You can get the coordinate from the linear index by similar logic. I have a truly marvelous demonstration of this, which this page is too small to contain. So I'll skip the math lecture and just give you the final method.

    function coordinateFromLinearIndex(idx, max_x, max_y){
        x =  idx % (max_x+1)
        idx /= (max_x+1)
        y = idx % (max_y+1)
        idx /= (max_y+1)
        z = idx
        return (x,y,z)
    }
    
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  • 2021-02-06 01:08

    If you have no upper limit on the coordinates, you can number them from origo and outwards. Layer by layer.

    (0,0,0) -> 0
    (0,0,1) -> 1
    (0,1,0) -> 2
    (1,0,0) -> 3
    (0,0,2) -> 4
       :       :
    (a,b,c) -> (a+b+c)·(a+b+c+1)·(a+b+c+2)/6 + (a+b)·(a+b+1)/2 + a
    

    The inverse is harder, since you would have to solve a 3rd degree polynomial.

    m1 = InverseTetrahedralNumber(n)
    m2 = InverseTriangularNumber(n - Tetra(m1))
    a = n - Tetra(m1) - Tri(m2)
    b = m2 - a
    c = m1 - m2
    

    where

    InverseTetrahedralNumber(n) = { x ∈ ℕ | Tetra(n) ≤ x < Tetra(n+1) } 
    Tetra(n) = n·(n+1)·(n+2)/6 
    InverseTriangularNumber(n) = { x ∈ ℕ | Tri(n) ≤ x < Tri(n+1) } 
    Tri(n) = n·(n+1)/2
    

    InverseTetrahedralNumber(n) could either be calculated from the large analytic solution, or searched for with some numeric method.


    Here is my attempt at an algebraic solution (javascript). I am using the substitutions p = a+b+c, q = a+b, r = a to simplify the equations.

    function index(a,b,c) {
        var r = a;
        var q = r + b;
        var p = q + c;
        return (p*(p+1)*(p+2) + 3*q*(q+1) + 6*r)/6;
    }
    
    function solve(n) {
        if (n <= 0) {
            return [0,0,0];
        }
    
        var sqrt = Math.sqrt;
        var cbrt = function (x) { return Math.pow(x,1.0/3); };
    
        var X = sqrt(729*n*n - 3);
        var Y = cbrt(81*n + 3*X);
        var p = Math.floor((Y*(Y-3)+3)/(Y*3));
        if ((p+1)*(p+2)*(p+3) <= n*6) p++;
        var pp = p*(p+1)*(p+2);
    
        var Z = sqrt(72*n+9-12*pp);
        var q = Math.floor((Z-3)/6);
        if (pp + (q+1)*(q+2)*3 <= n*6) q++;
        var qq = q*(q+1);
    
        var r = Math.floor((6*n-pp-3*qq)/6);
        if (pp + qq*3 + r*6 < n*6) r++;
    
        return [r, q - r, p - q];
    }
    
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