Class ObjectGrid2D
- All Implemented Interfaces:
Serializable
,Grid2D
This object expects that the 2D arrays are rectangular. You are encouraged to access the array directly. The object implements all of the Grid2D interface. See Grid2D for rules on how to properly implement toroidal or hexagonal grids.
The width and height of the object are provided to avoid having to say field[x].length, etc.
We very strongly encourage you to examine SparseGrid2D first to see if it's more appropriate to your task. If you need arbitrary numbers of Objects to be able to occupy the same location in the grid, or if you have very few Objects and a very large grid, or if your space is unbounded, you should probably use SparseGrid2D instead.
- See Also:
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Field Summary
Fields inherited from class sim.field.grid.AbstractGrid2D
height, width
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Constructor Summary
ConstructorDescriptionObjectGrid2D
(int width, int height) ObjectGrid2D
(int width, int height, Object initialValue) ObjectGrid2D
(Object[][] values) ObjectGrid2D
(ObjectGrid2D values) -
Method Summary
Modifier and TypeMethodDescriptionfinal Bag
clear()
Sets all the locations in the grid to null, and returns in a Bag all previously stored objects (including duplicates but not null values).final Bag
elements()
Returns in a Bag all stored objects (including duplicates but not null values).final Object
get
(int x, int y) Returns the element at location (x,y)getHexagonalNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin) Determines all locations located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive.getHexagonalNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive.getHexagonalNeighborsAndLocations
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive.getMooreNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin) Determines all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist.getMooreNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist, This region forms a square 2*dist+1 cells across, centered at (X,Y).getMooreNeighborsAndLocations
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist.getNeighborsHamiltonianDistance
(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.getNeighborsHexagonalDistance
(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.getNeighborsMaxDistance
(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.getRadialNeighbors
(int x, int y, double dist, int mode, boolean includeOrigin) getRadialNeighbors
(int x, int y, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, Bag result, IntBag xPos, IntBag yPos) getRadialNeighbors
(int x, int y, double dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) getRadialNeighborsAndLocations
(int x, int y, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, Bag result, IntBag xPos, IntBag yPos) getRadialNeighborsAndLocations
(int x, int y, double dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) getVonNeumannNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin) Determines all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist.getVonNeumannNeighbors
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist.getVonNeumannNeighborsAndLocations
(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist.final void
replaceAll
(Object from, Object to) Replace instances of one value to another.final void
replaceAll
(Object from, Object to, boolean onlyIfSameObject) Replace instances of one value to another.void
reshape
(int width, int height) Entirely wipes the grid and reshapes it into a different sized rectangle.final void
Sets location (x,y) to valfinal ObjectGrid2D
Sets all the locations in the grid the provided element.Sets the grid to a copy of the provided array, which must be rectangular.final ObjectGrid2D
setTo
(ObjectGrid2D 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.final Object[]
toArray()
Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values.Methods inherited from class sim.field.grid.AbstractGrid2D
buildMap, buildMap, checkBounds, dlx, dly, downx, downy, drx, dry, getHeight, getHexagonalLocations, getMooreLocations, getNeighborsHamiltonianDistance, getNeighborsHexagonalDistance, getNeighborsMaxDistance, getRadialLocations, getRadialLocations, getVonNeumannLocations, getWidth, isDistributed, removeOrigin, removeOriginToroidal, stx, sty, trb, trt, tx, ty, ulx, uly, upx, upy, urx, ury
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Field Details
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field
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Constructor Details
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ObjectGrid2D
public ObjectGrid2D(int width, int height) -
ObjectGrid2D
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ObjectGrid2D
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ObjectGrid2D
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Method Details
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set
Sets location (x,y) to val -
get
Returns the element at location (x,y) -
reshape
public void reshape(int width, int height) Description copied from interface:Grid2D
Entirely wipes the grid and reshapes it into a different sized rectangle. You should generally not call this: it's used for exotic purposes such as in Distributed MASON.- Specified by:
reshape
in interfaceGrid2D
- Overrides:
reshape
in classAbstractGrid2D
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setTo
Sets all the locations in the grid the provided element. WARNING: this may conflict with setTo(Object[][]) -- make sure you have casted properly. -
setTo
Sets the grid to a copy of the provided array, which must be rectangular. WARNING: this may conflict with setTo(Object) -- make sure you have casted properly. -
toArray
Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values. Returns the grid. -
elements
Returns in a Bag all stored objects (including duplicates but not null values). You are free to modify the Bag. -
clear
Sets all the locations in the grid to null, and returns in a Bag all previously stored objects (including duplicates but not null values). You are free to modify the Bag. -
setTo
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. -
replaceAll
Replace instances of one value to another. Equality is measured using equals(...). null is considered equal to null. This is equivalent to calling replaceAll(from, to, false)- Parameters:
from
- any element that matches this value will be replacedto
- with this value
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replaceAll
Replace instances of one value to another. Equality is measured as follows. (1) if onlyIfSameObject is true, then objects must be "== from" to one another to be considered equal. (2) if onlyIfSameObject is false, then objects in the field must be "equals(from)". In either case, null is considered equal to null.- Parameters:
from
- any element that matches this value will be replacedto
- with this value
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getNeighborsMaxDistance
public Bag getNeighborsMaxDistance(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist, This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself. Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first.Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsMaxDistance(...) Returns the result Bag. 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) to (width, height), 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) point at the center of the neighborhood -- is always included in the results.
This function is equivalent to: getNeighborsMaxDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);
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getMooreNeighbors
public Bag getMooreNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist, This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself. Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first.Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsMaxDistance(...) Returns the result Bag. 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getMooreNeighborsAndLocations
public Bag getMooreNeighborsAndLocations(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist. This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself.For each Object which falls within this distance, adds the X position, Y position, and Object into the xPos, yPos, and result Bag, clearing them first. Some invalid input: '<'X,Y> positions may not appear and that others may appear multiply if multiple objects share that positions. Compare this function with getNeighborsMaxDistance(...). Returns the result Bag. 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getNeighborsHamiltonianDistance
public Bag getNeighborsHamiltonianDistance(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result Bag (constructing one if null had been passed in). 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) to (width, height), 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) point at the center of the neighborhood -- is always included in the results.
This function is equivalent to: getNeighborsHamiltonianDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);
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getVonNeumannNeighbors
public Bag getVonNeumannNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result Bag (constructing one if null had been passed in). 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getVonNeumannNeighborsAndLocations
public Bag getVonNeumannNeighborsAndLocations(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.For each Object which falls within this distance, adds the X position, Y position, and Object into the xPos, yPos, and result Bag, clearing them first. Some invalid input: '<'X,Y> positions may not appear and that others may appear multiply if multiple objects share that positions. Compare this function with getNeighborsMaxDistance(...). Returns the result Bag. 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getNeighborsHexagonalDistance
public Bag getNeighborsHexagonalDistance(int x, int y, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos) Deprecated.Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighbors immediately surrounding (X,Y), plus (X,Y) itself.Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result Bag (constructing one if null had been passed in). 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) to (width, height), 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) point at the center of the neighborhood -- is always included in the results.
This function is equivalent to: getNeighborsHexagonalDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);
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getHexagonalNeighbors
public Bag getHexagonalNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighbors immediately surrounding (X,Y), plus (X,Y) itself.Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result Bag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result Bag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result Bag (constructing one if null had been passed in). 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getHexagonalNeighborsAndLocations
public Bag getHexagonalNeighborsAndLocations(int x, int y, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos) Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighbors immediately surrounding (X,Y), plus (X,Y) itself.For each Object which falls within this distance, adds the X position, Y position, and Object into the xPos, yPos, and result Bag, clearing them first. Some invalid input: '<'X,Y> positions may not appear and that others may appear multiply if multiple objects share that positions. Compare this function with getNeighborsMaxDistance(...). Returns the result Bag. 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: 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.
You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.
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getRadialNeighbors
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getRadialNeighborsAndLocations
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getRadialNeighbors
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getRadialNeighborsAndLocations
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getMooreNeighbors
Determines all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist. This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself.Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> 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.
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getVonNeumannNeighbors
Determines all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> 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.
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getHexagonalNeighbors
Determines all locations located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighboring locations immediately surrounding (X,Y), plus (X,Y) itself.Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> 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.
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getRadialNeighbors
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