public class IntGrid3D extends AbstractGrid3D
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.
Modifier and Type  Field and Description 

int[][][] 
field 
height, length, width
Constructor and Description 

IntGrid3D(int[][][] values) 
IntGrid3D(IntGrid3D values) 
IntGrid3D(int width,
int height,
int length) 
IntGrid3D(int width,
int height,
int length,
int initialValue) 
Modifier and Type  Method and Description 

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

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.

int 
get(int x,
int y,
int z)
Returns the element at location (x,y)

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(xX) , abs(yY), abs(zZ) ) <= dist.

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

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

IntBag 
getRadialNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
IntBag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) 
IntBag 
getRadialNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
int measurementRule,
boolean closed,
IntBag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) 
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(xX) + abs(yY) + abs(zZ) <= dist.

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

int 
max()
Returns the maximum value stored in the grid

double 
mean()
Returns the mean value stored in the grid

int 
min()
Returns the minimum value stored in the grid

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

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.

void 
replaceAll(int from,
int to)
Replace instances of one value to another.

int 
set(int x,
int y,
int z,
int val)
Sets location (x,y) to val

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

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

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 quivalent locations in the
provided grid.

int[] 
toArray()
Flattens the grid to a onedimensional array, storing the elements in rowmajor order,including duplicates and null values.

IntGrid3D 
upperBound(int toNoMoreThanThisMuch)
Thresholds the grid so that values greater to toNoMoreThanThisMuch are changed to toNoMoreThanThisMuch.

buildMap, buildMap, checkBounds, getHeight, getLength, getMooreLocations, getNeighborsHamiltonianDistance, getNeighborsMaxDistance, getRadialLocations, getRadialLocations, getVonNeumannLocations, getWidth, removeOrigin, removeOriginToroidal, stx, sty, stz, stz, tx, ty, tz
public IntGrid3D(int width, int height, int length)
public IntGrid3D(int width, int height, int length, int initialValue)
public IntGrid3D(IntGrid3D values)
public IntGrid3D(int[][][] values)
public final int set(int x, int y, int z, int val)
public final int get(int x, int y, int z)
public final int[] toArray()
public final int max()
public final int min()
public final double mean()
public final IntGrid3D setTo(int thisMuch)
public final IntGrid3D setTo(IntGrid3D values)
public IntGrid3D setTo(int[][][] field)
public final IntGrid3D upperBound(int toNoMoreThanThisMuch)
public final IntGrid3D lowerBound(int toNoLowerThanThisMuch)
public final IntGrid3D add(int withThisMuch)
public final IntGrid3D add(IntGrid3D withThis)
public final IntGrid3D multiply(int byThisMuch)
public final IntGrid3D multiply(IntGrid3D withThis)
public final void replaceAll(int from, int to)
from
 any element that matches this value will be replacedto
 with this valuepublic void getNeighborsMaxDistance(int x, int y, int z, int dist, boolean toroidal, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result IntBag any Objects which fall on one of these
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, wraparound, 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);
public IntBag getMooreNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result IntBag any Objects which fall on one of these
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, wraparound, 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.
public void getNeighborsHamiltonianDistance(int x, int y, int z, int dist, boolean toroidal, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result IntBag any Objects which fall on one of these
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, wraparound, 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);
public IntBag getVonNeumannNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result IntBag any Objects which fall on one of these
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, wraparound, 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.
public IntBag getRadialNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag result, IntBag xPos, IntBag yPos, IntBag zPos)