我制作了一个八叉树,可以快速匹配三维点。它速度很快!但是,删除八叉树比构建它要花费的时间多100倍。我不明白为什么会发生这种情况。这是我的课程:为什么递归内存释放很慢?
#pragma once
#include "LeakCheck.h"
#include "vec3.h"
namespace Geometry
{
static const float tolerance = 1.0e-30f;
class VertexOctree
{
private:
float halfSize;
vec3 center;
VertexOctree *subTrees;
int vertexIndex;
void CreateSubTree()
{
subTrees = news VertexOctree[8];
subTrees[0] = VertexOctree(center+(vec3(-1.0f,-1.0f,-1.0f)*halfSize),halfSize*0.5f);
subTrees[1] = VertexOctree(center+(vec3(+1.0f,-1.0f,-1.0f)*halfSize),halfSize*0.5f);
subTrees[2] = VertexOctree(center+(vec3(-1.0f,+1.0f,-1.0f)*halfSize),halfSize*0.5f);
subTrees[3] = VertexOctree(center+(vec3(+1.0f,+1.0f,-1.0f)*halfSize),halfSize*0.5f);
subTrees[4] = VertexOctree(center+(vec3(-1.0f,-1.0f,+1.0f)*halfSize),halfSize*0.5f);
subTrees[5] = VertexOctree(center+(vec3(+1.0f,-1.0f,+1.0f)*halfSize),halfSize*0.5f);
subTrees[6] = VertexOctree(center+(vec3(-1.0f,+1.0f,+1.0f)*halfSize),halfSize*0.5f);
subTrees[7] = VertexOctree(center+(vec3(+1.0f,+1.0f,+1.0f)*halfSize),halfSize*0.5f);
}
public:
int AddVertex(std::vector<vec3> &VertexList, const vec3& Point)
{
if (vertexIndex == -1) {
vertexIndex = VertexList.size();
VertexList.push_back(Point);
return vertexIndex;
}
if ((VertexList[vertexIndex]-Point).lengthSq() < tolerance) {
return vertexIndex;
}
if (subTrees == NULL)
CreateSubTree();
return subTrees[(Point.x>center.x)+(2*(Point.y>center.y))+(4*(Point.z>center.z))].AddVertex(VertexList, Point);
}
VertexOctree()
{
subTrees = NULL;
vertexIndex = -1;
}
VertexOctree(vec3 Center, float HalfSize)
{
subTrees = NULL;
center = Center;
halfSize = HalfSize;
vertexIndex = -1;
}
~VertexOctree()
{
if (subTrees)
delete[] subTrees;
}
};
};
删除VertexOctree时,需要很长的时间。比创建树还要做浮点运算来比较点并分配内存要长得多。为什么删除它很慢?我使用Visual Studio 2012并在发布模式下编译。
这是在发布还是调试版本?调试版本会很慢,因为它在释放之前将所有取消分配的内存填充以重用(检测是否重新使用它)。 –
Visual Studio 2012并在发布模式下编译。我的意思是发布版本。 – bofjas
你不需要测试'subTrees.''delete'操作符已经做到了。做两次没有好处。 – EJP