I'm trying to create a three-dimensional array which contains blocks (like a rubiks-cube).
I tried many things but I can't get it to work.
func generateTiles(x int, y int, z int) [][][]*tile{
  var tiles [][][]*tile
  // Something here
  // resulting in a x by y by z array
  // filled with *tile
  return tiles
}
Any suggestions?
You have to initialize each layer on its own. Example (on play):
tiles = make([][][]*tile, x)
for i := range tiles {
    tiles[i] = make([][]*tile, y)
    for j := range tiles[i] {
        tiles[i][j] = make([]*tile, z)
    }
}
                        I'd personally use a 1D slice for performance reasons, I'm adding this as an alternative:
type Tile struct {
    x, y, z int
}
type Tiles struct {
    t       []*Tile
    w, h, d int
}
func New(w, h, d int) *Tiles {
    return &Tiles{
        t: make([]*Tile, w*h*d),
        w: w,
        h: h,
        d: d,
    }
}
// indexing based on http://stackoverflow.com/a/20266350/145587
func (t *Tiles) At(x, y, z int) *Tile {
    idx := t.h*t.w*z + t.w*y
    return t.t[idx+x]
}
func (t *Tiles) Set(x, y, z int, val *Tile) {
    idx := t.h*t.w*z + t.w*y
    t.t[idx+x] = val
}
func fillTiles(w int, h int, d int) *Tiles {
    tiles := New(w, h, d)
    for x := 0; x < w; x++ {
        for y := 0; y < h; y++ {
            for z := 0; z < d; z++ {
                tiles.Set(x, y, z, &Tile{x, y, z})
            }
        }
    }
    return tiles
}
playground
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