Class AbstractGrid3D

java.lang.Object
sim.field.grid.AbstractGrid3D
All Implemented Interfaces:
Serializable, Grid3D
Direct Known Subclasses:
DenseGrid3D, DoubleGrid3D, IntGrid3D, ObjectGrid3D

public abstract class AbstractGrid3D extends Object implements Grid3D
A concrete implementation of the Grid3D methods; used by several subclasses. Note that you should avoid calling these methods from an object of type Grid3D; instead try to call them from something more concrete (AbstractGrid3D or SparseGrid3D). Otherwise they will not get inlined. For example,

   Grid3D foo = ... ;
   foo.tx(4);  // will not get inlined

   AbstractGrid3D bar = ...;
   bar.tx(4);  // WILL get inlined
   
See Also:
  • Field Details

    • width

      public int width
    • height

      public int height
    • length

      public int length
  • Constructor Details

    • AbstractGrid3D

      public AbstractGrid3D()
  • Method Details

    • getWidth

      public final int getWidth()
      Description copied from interface: Grid3D
      Get the width
      Specified by:
      getWidth in interface Grid3D
    • getHeight

      public final int getHeight()
      Description copied from interface: Grid3D
      Get the height
      Specified by:
      getHeight in interface Grid3D
    • getLength

      public final int getLength()
      Description copied from interface: Grid3D
      Get the length
      Specified by:
      getLength in interface Grid3D
    • buildMap

      public Map buildMap(Map other)
      Description copied from interface: Grid3D
      Creates a Map which is a copy of another. By default, HashMap is used.
      Specified by:
      buildMap in interface Grid3D
    • buildMap

      public Map buildMap(int size)
      Description copied from interface: Grid3D
      Creates a map of the provided size (or any size it likes if ANY_SIZE is passed in). By default, HashMap is used.
      Specified by:
      buildMap in interface Grid3D
    • tx

      public final int tx(int x)
      Description copied from interface: Grid3D
      Toroidal x. The following definition:

      final int length = this.length;
      if (z >= 0) return (z % length);
      final int length2 = (z % length) + length;
      if (length2 < length) return length2;
      return 0;

      ... produces the correct code and is 27 bytes, so it's likely to be inlined in Hotspot for 1.4.1.
      Specified by:
      tx in interface Grid3D
    • ty

      public final int ty(int y)
      Description copied from interface: Grid3D
      Toroidal y. The following definition:

      final int length = this.length;
      if (z >= 0) return (z % length);
      final int length2 = (z % length) + length;
      if (length2 invalid input: '<' length) return length2;
      return 0;

      ... produces the correct code and is 27 bytes, so it's likely to be inlined in Hotspot for 1.4.1.
      Specified by:
      ty in interface Grid3D
    • tz

      public final int tz(int z)
      Description copied from interface: Grid3D
      Toroidal z. The following definition:

      final int length = this.length;
      if (z >= 0) return (z % length);
      final int length2 = (z % length) + length;
      if (length2 invalid input: '<' length) return length2;
      return 0;

      ... produces the correct code and is 27 bytes, so it's likely to be inlined in Hotspot for 1.4.1.
      Specified by:
      tz in interface Grid3D
    • stx

      public final int stx(int x)
      Description copied from interface: Grid3D
      Simple [and fast] toroidal x. Use this if the values you'd pass in never stray beyond (-width ... width * 2) not inclusive. It's a bit faster than the full toroidal computation as it uses if statements rather than two modulos. The following definition:
      { int width = this.width; if (x >= 0) { if (x invalid input: '<' width) return x; return x - width; } return x + width; }

      ...produces the shortest code (24 bytes) and is inlined in Hotspot for 1.4.1. However in most cases removing the int width = this.width; is likely to be a little faster if most objects are usually within the toroidal region.
      Specified by:
      stx in interface Grid3D
    • sty

      public final int sty(int y)
      Description copied from interface: Grid3D
      Simple [and fast] toroidal y. Use this if the values you'd pass in never stray beyond (-height ... height * 2) not inclusive. It's a bit faster than the full toroidal computation as it uses if statements rather than two modulos. The following definition:
      { int height = this.height; if (y >= 0) { if (y invalid input: '<' height) return y ; return y - height; } return y + height; }

      ...produces the shortest code (24 bytes) and is inlined in Hotspot for 1.4.1. However in most cases removing the int height = this.height; is likely to be a little faster if most objects are usually within the toroidal region.
      Specified by:
      sty in interface Grid3D
    • stz

      public final int stz(int z)
      Description copied from interface: Grid3D
      Simple [and fast] toroidal z. Use this if the values you'd pass in never stray beyond (-length ... length * 2) not inclusive. It's a bit faster than the full toroidal computation as it uses if statements rather than two modulos. The following definition:
      { int length = this.length; if (z >= 0) { if (z invalid input: '<' length) return z ; return z - length; } return z + length; }

      ...produces the shortest code (24 bytes) and is inlined in Hotspot for 1.4.1. However in most cases removing the int length = this.length; is likely to be a little faster if most objects are usually within the toroidal region.
      Specified by:
      stz in interface Grid3D
    • stz

      public final int stz(int z, int length)
    • removeOrigin

      protected void removeOrigin(int x, int y, int z, IntBag xPos, IntBag yPos, IntBag zPos)
    • removeOriginToroidal

      protected void removeOriginToroidal(int x, int y, int z, IntBag xPos, IntBag yPos, IntBag zPos)
    • getNeighborsMaxDistance

      public void getNeighborsMaxDistance(int x, int y, int z, int dist, boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos)
      Deprecated.
      Description copied from interface: Grid3D
      Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y), abs(z-Z) ) invalid input: '<'= dist. This region forms a cube 2*dist+1 cells across, centered at (X,Y,Z). If dist==1, this is equivalent to the twenty-six neighbors surrounding (X,Y,Z), plus (X,Y) itself. Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so this function is deprecated: instead you should use the other version of this function which has more functionality. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      The origin -- that is, the (x,y,z) point at the center of the neighborhood -- is always included in the results.

      This function is equivalent to: getNeighborsMaxDistance(x,y,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, xPos, yPos, zPos);

      Specified by:
      getNeighborsMaxDistance in interface Grid3D
    • getMooreLocations

      public void getMooreLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
      Description copied from interface: Grid3D
      Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y), abs(z-Z) ) invalid input: '<'= dist. This region forms a cube 2*dist+1 cells across, centered at (X,Y,Z). If dist==1, this is equivalent to the twenty-six neighbors surrounding (X,Y,Z), plus (X,Y) itself. Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and GrideD.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y,z) point at the center of the neighborhood -- in the neighborhood results.

      Specified by:
      getMooreLocations in interface Grid3D
    • getNeighborsHamiltonianDistance

      public void getNeighborsHamiltonianDistance(int x, int y, int z, int dist, boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos)
      Deprecated.
      Description copied from interface: Grid3D
      Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) invalid input: '<'= dist. This region forms an octohedron 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y,Y). If dist==1 this is equivalent to the six neighbors above, below, left, and right, front, and behind (X,Y,Z)), plus (X,Y,Z) itself. Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so this function is deprecated: instead you should use the other version of this function which has more functionality. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      The origin -- that is, the (x,y,z) point at the center of the neighborhood -- is always included in the results.

      This function is equivalent to: getNeighborsHamiltonianDistance(x,y,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, xPos, yPos, zPos);

      Specified by:
      getNeighborsHamiltonianDistance in interface Grid3D
    • getVonNeumannLocations

      public void getVonNeumannLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
      Description copied from interface: Grid3D
      Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) invalid input: '<'= dist. This region forms an octohedron 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y,Y). If dist==1 this is equivalent to the six neighbors above, below, left, and right, front, and behind (X,Y,Z)), plus (X,Y,Z) itself. Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and GrideD.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y,z) point at the center of the neighborhood -- in the neighborhood results.

      Specified by:
      getVonNeumannLocations in interface Grid3D
    • getRadialLocations

      public void getRadialLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
      Description copied from interface: Grid3D
      Gets all neighbors overlapping with a spherical region centered at (X,Y,Z) and with a radius of dist. The measurement rule is Grid3D.ANY, meaning those cells which overlap at all with the region. The region is closed, meaning that that points which touch on the outer surface of the sphere will be considered members of the region.

      Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first.

      This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and GrideD.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y,z) point at the center of the neighborhood -- in the neighborhood results.

      Specified by:
      getRadialLocations in interface Grid3D
    • getRadialLocations

      public void getRadialLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, IntBag xPos, IntBag yPos, IntBag zPos)
      Description copied from interface: Grid3D
      Gets all neighbors overlapping with a spherical region centered at (X,Y,Z) and with a radius of dist. If measurementRule is Grid3D.CENTER, then the measurement rule will be those cells whose centers overlap with the region. If measurementRule is Grid3D.ALL, then the measurement rule will be those cells which entirely overlap with the region. If measurementrule is Grid3D.ANY, then the measurement rule will be those cells which overlap at all with the region. If closed is true, then the region will be considered "closed", that is, that points which touch on the outer surface of the circle will be considered members of the region. If closed is open, then the region will be considered "open", that is, that points which touch on the outer surface of the circle will NOT be considered members of the region.

      Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first.

      This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and GrideD.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height,length), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y,z) point at the center of the neighborhood -- in the neighborhood results.

      Specified by:
      getRadialLocations in interface Grid3D
    • checkBounds

      protected void checkBounds(Grid3D other)
    • isDistributed

      protected boolean isDistributed()