sim.field.grid
Class AbstractGrid3D

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

public abstract class AbstractGrid3D
extends java.lang.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:
Serialized Form

Field Summary
protected  int height
           
protected  int length
           
protected  int width
           
 
Fields inherited from interface sim.field.grid.Grid3D
ALL, ANY, ANY_SIZE, BOUNDED, CENTER, TOROIDAL, UNBOUNDED
 
Constructor Summary
AbstractGrid3D()
           
 
Method Summary
 java.util.Map buildMap(int size)
          Creates a map of the provided size (or any size it likes if ANY_SIZE is passed in).
 java.util.Map buildMap(java.util.Map other)
          Creates a Map which is a copy of another.
 int getHeight()
          Get the height
 int getLength()
          Get the length
 void getMooreLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
          Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y), abs(z-Z) ) <= dist.
 void getNeighborsHamiltonianDistance(int x, int y, int z, int dist, boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos)
          Deprecated.  
 void getNeighborsMaxDistance(int x, int y, int z, int dist, boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos)
          Deprecated.  
 void getRadialLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
          Gets all neighbors overlapping with a spherical region centered at (X,Y,Z) and with a radius of dist.
 void getRadialLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, IntBag xPos, IntBag yPos, IntBag zPos)
          Gets all neighbors overlapping with a spherical region centered at (X,Y,Z) and with a radius of dist.
 void getVonNeumannLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos, IntBag zPos)
          Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) <= dist.
 int getWidth()
          Get the width
protected  void removeOrigin(int x, int y, int z, IntBag xPos, IntBag yPos, IntBag zPos)
           
protected  void removeOriginToroidal(int x, int y, int z, IntBag xPos, IntBag yPos, IntBag zPos)
           
 int stx(int x)
          Simple [and fast] toroidal x.
 int sty(int y)
          Simple [and fast] toroidal y.
 int stz(int z)
          Simple [and fast] toroidal z.
 int stz(int z, int length)
           
 int tx(int x)
          Toroidal x.
 int ty(int y)
          Toroidal y.
 int tz(int z)
          Toroidal z.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

width

protected int width

height

protected int height

length

protected int length
Constructor Detail

AbstractGrid3D

public AbstractGrid3D()
Method Detail

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 java.util.Map buildMap(java.util.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 java.util.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 < 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 < 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 < 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 < 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 < 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) ) <= 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) ) <= 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) <= 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) <= 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 Grid2D.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