I'm learning C++ and am doing something I'm comfortable with in java to start out. Particle simulation and flocking using a quadtree to cheaply find particles in a region. Everything is working but when I use the quadtree to get the particles from a region it's really slow (about 1s for 5000 calls).
I tried replacing the vector with an array and measuring the execution time of various parts of the function. Am I making any rooky mistakes like unnecessarily copying objects etc.? I'm using 5000 particles, I can't imagine 1fps is the fastest it can go.
Full code for minimal reproducable example as per request:
main.cpp
#include <string>
#include <iostream>
#include <random>
#include <chrono>
#include <thread>
#include <cmath>
#include "Particle.h"
#include "Quadtree.h"
// Clock
using namespace std::chrono;
using namespace std::this_thread;
// Global constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int desiredFPS = 30;
const int frameTimeMS = int(1000 / (double)desiredFPS);
const int numberOfParticles = 5000;
// Random number generation
std::random_device dev;
std::mt19937 rng(dev());
std::uniform_real_distribution<> dist(0, 1);
Particle particles[numberOfParticles];
Quadtree quadtree = Quadtree(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
int main(int argc, char* args[])
{
    for (int i = 0; i < numberOfParticles; i++)
    {
        particles[i] = Particle(dist(rng) * SCREEN_WIDTH, dist(rng) * SCREEN_HEIGHT);
    }
    // Clock for making all frames equally long and achieving the desired framerate when possible
    auto lapStartTime = system_clock::now();
    // Main loop
    for (int i = 0; i < 1; i++)
    {
        // Insert the particles into the quadtree
        quadtree = Quadtree(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
        for (int i = 0; i < numberOfParticles; i++)
        {
            quadtree.insert(&particles[i]);
        }
        double neighbourhoodRadius = 40;
        for (int i = 0; i < numberOfParticles; i++)
        {
            // THIS IS THE PART THAT IS SLOW
            std::vector<Particle*> neighbours = quadtree.getCircle(
                particles[i].x,
                particles[i].y,
                neighbourhoodRadius
            );
        }
        // Update clocks
        auto nextFrameTime = lapStartTime + milliseconds(frameTimeMS);
        sleep_until(nextFrameTime);
        lapStartTime = nextFrameTime;
    }
    return 0;
}
Quadtree.h
#pragma once
#include <vector>
#include "Particle.h"
#include "Rect.h"
class Quadtree
{
public:
    const static int capacity = 10; // Capacity of any section
    Quadtree(double px, double py, double width, double height);
    Quadtree(Rect r);
    bool insert(Particle* p); // Add a particle to the tree
    std::vector<Particle*> getCircle(double px, double py, double r);
    int numberOfItems(); // Total amount in the quadtree
private:
    std::vector<Particle*> particles; // Particles stored by this section
    std::vector<Quadtree> sections; // Branches (only if split)
    Rect area; // Region occupied by the quadtree
    bool isSplit() { return sections.size() > 0; }
    void split(); // Split the quadtree into 4 branches
};
Quadtree.cpp
#include <iostream>
#include "Quadtree.h"
Quadtree::Quadtree(double px, double py, double width, double height)
{
    area = Rect(px, py, width, height);
    sections = {};
    particles = {};
}
Quadtree::Quadtree(Rect r)
{
    area = r;
    sections = {};
    particles = {};
}
bool Quadtree::insert(Particle* p)
{
    if (area.intersectPoint(p->x, p->y))
    {
        if (!isSplit() && particles.size() < capacity)
        {
            particles.push_back(p);
        }
        else
        {
            if (!isSplit()) // Capacity is reached and tree is not split yet
            {
                split();
            }
            // That this is a reference is very important!
            // Otherwise a copy of the tree will be modified
            for (Quadtree& s : sections)
            {
                if (s.insert(p))
                {
                    return true;
                }
            }
        }
        return true;
    }
    else
    {
        return false;
    }
}
std::vector<Particle*> Quadtree::getCircle(double px, double py, double r)
{
    std::vector<Particle*> selection = {};
    if (!isSplit())
    {
        // Add all particles from this section that lie within the circle
        for (Particle* p : particles)
        {
            double a = px - p->x;
            double b = py - p->y;
            if (a * a + b * b <= r * r)
            {
                selection.push_back(p);
            }
        }
    }
    else
    {
        // The section is split so add all the particles from the
        // branches together
        for (Quadtree& s : sections)
        {
            // Check if the branch and the circle even have any intersection
            if (s.area.intersectRect(Rect(px - r, py - r, 2 * r, 2 * r)))
            {
                // Get the particles from the branch and add them to selection
                std::vector<Particle*> branchSelection = s.getCircle(px, py, r);
                selection.insert(selection.end(), branchSelection.begin(), branchSelection.end());
            }
        }
    }
    return selection;
}
void Quadtree::split()
{
    sections.push_back(Quadtree(area.getSection(2, 2, 0, 0)));
    sections.push_back(Quadtree(area.getSection(2, 2, 0, 1)));
    sections.push_back(Quadtree(area.getSection(2, 2, 1, 0)));
    sections.push_back(Quadtree(area.getSection(2, 2, 1, 1)));
    std::vector<Particle*> oldParticles{ particles };
    particles.clear();
    for (Particle* p : oldParticles)
    {
        bool success = insert(p);
    }
}
int Quadtree::numberOfItems()
{
    if (!isSplit())
    {
        return particles.size();
    }
    else
    {
        int result = 0;
        for (Quadtree& q : sections)
        {
            result += q.numberOfItems();
        }
        return result;
    }
}
Particle.h
#pragma once
class Particle {
public:
    double x;
    double y;
    Particle(double px, double py) : x(px), y(py) {}
    Particle() = default;
};
Rect.h
#pragma once
class Rect
{
public:
    double x;
    double y;
    double w;
    double h;
    Rect(double px, double py, double width, double height);
    Rect() : x(0), y(0), w(0), h(0) {}
    bool intersectPoint(double px, double py);
    bool intersectRect(Rect r);
    Rect getSection(int rows, int cols, int ix, int iy);
};
Rect.cpp
#include "Rect.h"
Rect::Rect(double px, double py, double width, double height)
{
    x = px;
    y = py;
    w = width;
    h = height;
}
bool Rect::intersectPoint(double px, double py)
{
    return px >= x && px < x + w && py >= y && py < y + h;
}
bool Rect::intersectRect(Rect r)
{
    return x + w >= r.x && y + h >= r.y && x <= r.x + r.w && y <= r.y + r.w;
}
Rect Rect::getSection(int cols, int rows, int ix, int iy)
{
    return Rect(x + ix * w / cols, y + iy * h / rows, w / cols, h / rows);
}
 
    