Class IntGrid3D

All Implemented Interfaces:
Serializable, Grid3D

public class IntGrid3D extends AbstractGrid3D
A wrapper for 3D arrays of ints.

This object expects that the 3D arrays are rectangular. You are encouraged to access the array directly. The object implements all of the Grid3D interface. See Grid3D for rules on how to properly implement toroidal grids.

The width and height and length (z dimension) of the object are provided to avoid having to say field[x].length, etc.

See Also:
  • Field Details

    • field

      public int[][][] field
  • Constructor Details

    • IntGrid3D

      public IntGrid3D(int width, int height, int length)
    • IntGrid3D

      public IntGrid3D(int width, int height, int length, int initialValue)
    • IntGrid3D

      public IntGrid3D(IntGrid3D values)
    • IntGrid3D

      public IntGrid3D(int[][][] values)
  • Method Details

    • reshape

      protected void reshape(int width, int height, int length)
      Replaces the existing array with a new one of the given width and height, and with arbitrary values stored.
    • set

      public final int set(int x, int y, int z, int val)
      Sets location (x,y) to val
    • get

      public final int get(int x, int y, int z)
      Returns the element at location (x,y)
    • toArray

      public final int[] toArray()
      Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values. Returns the grid.
    • max

      public final int max()
      Returns the maximum value stored in the grid
    • min

      public final int min()
      Returns the minimum value stored in the grid
    • mean

      public final double mean()
      Returns the mean value stored in the grid
    • setTo

      public final IntGrid3D setTo(int thisMuch)
      Sets all the locations in the grid the provided element
    • setTo

      public final IntGrid3D setTo(IntGrid3D values)
      Changes the dimensions of the grid to be the same as the one provided, then sets all the locations in the grid to the elements at the equivalent locations in the provided grid.
    • setTo

      public IntGrid3D setTo(int[][][] field)
      Sets the grid to a copy of the provided array, which must be rectangular.
    • upperBound

      public final IntGrid3D upperBound(int toNoMoreThanThisMuch)
      Thresholds the grid so that values greater to toNoMoreThanThisMuch are changed to toNoMoreThanThisMuch. Returns the modified grid.
    • lowerBound

      public final IntGrid3D lowerBound(int toNoLowerThanThisMuch)
      Thresholds the grid so that values smaller than toNoLowerThanThisMuch are changed to toNoLowerThanThisMuch Returns the modified grid.
    • add

      public final IntGrid3D add(int withThisMuch)
      Sets each value in the grid to that value added to withThisMuch Returns the modified grid.
    • add

      public final IntGrid3D add(IntGrid3D withThis)
      Sets the value at each location in the grid to that value added to the value at the equivalent location in the provided grid. Returns the modified grid.
    • multiply

      public final IntGrid3D multiply(int byThisMuch)
      Sets each value in the grid to that value multiplied byThisMuch Returns the modified grid.
    • multiply

      public final IntGrid3D multiply(IntGrid3D withThis)
      Sets the value at each location in the grid to that value multiplied by to the value at the equivalent location in the provided grid. Returns the modified grid.
    • replaceAll

      public final void replaceAll(int from, int to)
      Replace instances of one value to another.
      Parameters:
      from - any element that matches this value will be replaced
      to - with this value
    • getNeighborsMaxDistance

      public void getNeighborsMaxDistance(int x, int y, int z, int dist, boolean toroidal, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
      Deprecated.
      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.

      Then places into the result IntBag any Objects which fall on one of these invalid input: '<'x,y,z> locations, clearning it first. Returns the result IntBag. 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 and length 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,z,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, result, xPos, yPos,zPos);

    • getMooreNeighbors

      public IntBag getMooreNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
      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.

      Then places into the result IntBag any Objects which fall on one of these invalid input: '<'x,y,z> locations, clearning it first. Returns the result IntBag. 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 Grid3D.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), 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.

    • getNeighborsHamiltonianDistance

      public void getNeighborsHamiltonianDistance(int x, int y, int z, int dist, boolean toroidal, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
      Deprecated.
      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.

      Then places into the result IntBag any Objects which fall on one of these invalid input: '<'x,y,z> locations, clearning it first. Returns the result IntBag. 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 and length 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,z,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, result, xPos, yPos,zPos);

    • getVonNeumannNeighbors

      public IntBag getVonNeumannNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
      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.

      Then places into the result IntBag any Objects which fall on one of these invalid input: '<'x,y,z> locations, clearning it first. Returns the result IntBag. 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 Grid3D.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), 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.

    • getRadialNeighbors

      public IntBag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
    • getRadialNeighbors

      public IntBag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
    • getMooreNeighbors

      public IntBag getMooreNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin)
      Determines all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y), abs(z-Z) ) invalid input: '<'= dist. This region forms a square 2*dist+1 cells across, centered at (X,Y,Z). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y,Z)), plus (X,Y,Z) itself.

      Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y,z> locations.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), 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, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D 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.

    • getVonNeumannNeighbors

      public IntBag getVonNeumannNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin)
      Determines all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y,Z). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y,Z)), plus (X,Y,Z) itself.

      Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y,z> locations.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), 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, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D 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.

    • getRadialNeighbors

      public IntBag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin)