/* Copyright 2006 by Sean Luke and George Mason University Licensed under the Academic Free License version 3.0 See the file "LICENSE" for more information */ package sim.field.grid; import sim.util.IntBag; import java.util.Map; // (stars down the left are added there to keep the formatting correct) /** * Define basic neighborhood functions for 2D Grids. The basic interface defines a width and a height * (not all grids require a width and a height unless you're doing toroidal grids), and basic math for * toroidal computation, hex grid location, and triangular grid location. * * <H3>Toroidal Computation</H3> * * <p>If you're using the Grid to define a toroidal (wrap-around) world, you can use the <b>tx</b> * and <b>ty</b> methods to simplify the math for you. For example, to increment in the x direction, * including wrap-around, you can do: x = tx(x+1). * * <p>If you're sure that the values you'd pass into the toroidal functions would not wander off more than * a grid dimension in either direction (height, width), you can use the slightly faster toroidal functions * <b>stx</b> and <b>sty</b> instead. For example, to increment in the x direction, * including wrap-around, you can do: x = stx(x+1). See the documentation on these functions for * when they're appropriate to use. Under most common situations, they're okay. * * <p>In HotSpot 1.4.1, stx, and sty are inlined. In Hotspot 1.3.1, they are not (they contain if-statements). * * <H3>Hex Grid Computation</H3> * Grids can be used for both squares and hex grids. Hex grids are stored in an ordinary * rectangular array and are defined as follows: * *<pre> *<tt> * (0,0) (2,0) (4,0) (6,0) ... * (1,0) (3,0) (5,0) (7,0) ... * (0,1) (2,1) (4,1) (6,1) ... * (1,1) (3,1) (5,1) (7,1) ... * (0,2) (2,2) (4,2) (6,2) ... * (1,2) (3,2) (5,2) (7,2) ... * ... ... ... ... ... * ... ... ... ... ... *</tt> *</pre> * *<p>The rules moving from a hex location (at CENTER) to another one are as follows: * *<pre> *<tt> * UP * x * UPLEFT y - 1 UPRIGHT * x - 1 x + 1 * ((x % 2) == 0) ? y - 1 : y CENTER ((x % 2) == 0) ? y - 1 : y * x * DOWNLEFT y DOWNRIGHT * x - 1 x + 1 * ((x % 2) == 0) ? y : y + 1 DOWN ((x % 2) == 0) ? y : y + 1 * x * y + 1 * *</tt> *</pre> * NOTE: (x % 2 == 0), that is, "x is even", may be written instead in this faster way: ((x & 1) == 0) * * <p>Because the math is a little hairy, we've provided the math for the UPLEFT, UPRIGHT, DOWNLEFT, * and DOWNRIGHT directions for you. For example, the UPLEFT location from [x,y] is at * [ulx(x,y) , uly(x,y)]. Additionally, the toroidal methods can be used in conjunction with the * hex methods to implement a toroidal hex grid. Be sure to <b>To use a toroidal hex grid properly, * you must ensure that height of the grid is an even number</b>. For example, the toroidal * UPLEFT X location is at tx(ulx(x,y)) and the UPLEFT Y location is at ty(uly(x,y)). Similarly, * you can use stx and sty. * * <p>While this interface defines various methods common to many grids, you should endeavor not to * call these grids casted into this interface: it's slow. If you call the grids' methods directly * by their class, their methods are almost certain to be inlined into your code, which is very fast. * * <H3>Triangular Grid Computation</H3> * * Grids can also be used for triangular grids instead of squares. Triangular grids look like this: * * <pre><tt> * ------------------------- * \(0,0)/ \(2,0)/ \(4,0)/ \ * \ / \ / \ / \ ... * \ /(1,0)\ /(3,0)\ /(5,0)\ * ------------------------- * / \(1,1)/ \(3,1)/ \(5,1)/ * / \ / \ / \ / ... * /(0,1)\ /(2,1)\ /(4,1)\ / * ------------------------- * \(0,2)/ \(2,2)/ \(4,2)/ \ * \ / \ / \ / \ ... * \ /(1,2)\ /(3,2)\ /(5,2)\ * ------------------------- * / \(1,3)/ \(3,3)/ \(5,3)/ * / \ / \ / \ / ... * /(0,3)\ /(2,3)\ /(4,3)\ / * ------------------------- * . * . * . * </tt></pre> * * <p>How do you get around such a beast? Piece of cake! Well, to go to your right or left * neighbor, you just add or subtract the X value. To go to your up or down neighbor, all you * do is add or subtract the Y value. All you need to know is if your triangle has an edge on * the top (so you can go up) or an edge on the bottom (so you can go down). The functions TRB * (triangle with horizontal edge on 'bottom') and TRT (triangle with horizontal edge on 'top') * will tell you this. * * <p>Like the others, the triangular grid can <i>also</i> be used in toroidal fashion, and the * toroidal functions should work properly with it. <b>To use a <i>toroidal</i> triangular grid, * you should ensure that your grid's length and width are <i>both</i> even numbers.</b> * * <p>We'll provide a distance-measure function for triangular grids just as soon as we figure out * what the heck one looks like. :-) */ public interface Grid2D extends java.io.Serializable { /** Returns the width of the field. */ public int getWidth(); /** Returns the width of the field. */ public int getHeight(); /** Toroidal x. The following definition:<br><br> final int length = this.length; <br> if (z >= 0) return (z % length); <br> final int length2 = (z % length) + length;<br> if (length2 < length) return length2;<br> return 0;<br><br> ... produces the correct code and is 27 bytes, so it's likely to be inlined in Hotspot for 1.4.1. */ public int tx(final int x); /** Toroidal y. The following definition:<br><br> final int length = this.length; <br> if (z >= 0) return (z % length); <br> final int length2 = (z % length) + length; <br> if (length2 < length) return length2; <br> return 0; <br><br> ... produces the correct code and is 27 bytes, so it's likely to be inlined in Hotspot for 1.4.1. */ public int ty(final int y); /** 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:<br> { 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. */ public int stx(final int x); /** 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:<br> { 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. */ public int sty(final int y); /** Hex upleft x. */ public int ulx(final int x, final int y); /** Hex upleft y. */ public int uly(final int x, final int y); /** Hex upright x.*/ public int urx(final int x, final int y); /** Hex upright y.*/ public int ury(final int x, final int y); /** Hex downleft x.*/ public int dlx(final int x, final int y); /** Hex downleft y.*/ public int dly(final int x, final int y); /** Hex downright x. */ public int drx(final int x, final int y); /** Hex downright y. */ public int dry(final int x, final int y); /** Hex up x. */ public int upx(final int x, final int y); /** Hex up y. */ public int upy(final int x, final int y); /** Hex down x. */ public int downx(final int x, final int y); /** Hex down y. */ public int downy(final int x, final int y); /** Horizontal edge is on the bottom for triangle. True if x + y is odd. One definition of this is <tt>return ((x + y) & 1) == 1;</tt>*/ public boolean trb(final int x, final int y); /** Horizontal edge is on the top for triangle. True if x + y is even. One definition of this is <tt>return ((x + y) & 1) == 0;</tt>*/ public boolean trt(final int x, final int y); /** Bounded Mode for neighborhood lookup. Indicates that the Grid2D in question is being used in a way that assumes that it has no valid locations outside of the rectangle starting at (0,0) and ending at (width-1, height-1) inclusive. */ public static int BOUNDED = 0; /** Bounded Mode for neighborhood lookup. Indicates that the Grid2D in question is being used in a way that assumes that any numerical location is a valid location. Note that Grid2D subclasses based on arrays, such as DoubleGrid2D, IntGrid2D, ObjectGrid2D, and DenseGrid2D, <b>cannot be used</b> in an unbounded fashion. */ public static int UNBOUNDED = 1; /** Bounded Mode for toroidal lookup. Indicates that the Grid2D in question is being used in a way that assumes that it is bounded, but wrap-around: for example, (0,0) is located one away diagonally from (width-1, height-1). */ public static int TOROIDAL = 2; /** Center measurement rule for raidal neighborhood lookup. Indicates that radial lookup will include locations whose grid cell centers overlap with the neighborhood region. */ public static int CENTER = 1024; /** "All" measurement rule for raidal neighborhood lookup. Indicates that radial lookup will include locations whose grid cells are entirely within the neighborhood region. */ public static int ALL = 1025; /** "Any" measurement rule for raidal neighborhood lookup. Indicates that radial lookup will include locations whose grid cells have any overlap at all with the neighborhood region. */ public static int ANY = 1026; /** * Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) <= 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. * * <p> 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. * * <p>The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results. * * <p>This function is equivalent to: <tt>getNeighborsMaxDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, xPos, yPos);</tt> * * @deprecated */ public void getNeighborsMaxDistance( final int x, final int y, final int dist, final boolean toroidal, IntBag xPos, IntBag yPos ); /** * Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) <= 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. * * <p>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 <i>be</i> 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. * * <p>You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results. */ public void getMooreLocations( final int x, final int y, final int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos ); /** * Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) <= 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. * * <p> 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. * * <p>The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results. * * <p>This function is equivalent to: <tt>getNeighborsHamiltonianDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, xPos, yPos);</tt> * * @deprecated */ public void getNeighborsHamiltonianDistance( final int x, final int y, final int dist, final boolean toroidal, IntBag xPos, IntBag yPos ); /** * Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) <= 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. * * <p>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 <i>be</i> 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. * * <p>You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results. */ public void getVonNeumannLocations( final int x, final int y, final int dist, int mode, boolean includeOrigin, 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. * * <p> 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. * * <p>The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results. * * <p>This function is equivalent to: <tt>getNeighborsHexagonalDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, xPos, yPos);</tt> * * @deprecated */ public void getNeighborsHexagonalDistance( final int x, final int y, final int dist, final boolean toroidal, 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. * * <p>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 <i>be</i> 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. * * <p>You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results. */ public void getHexagonalLocations( final int x, final int y, final int dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos ); /** * Gets all neighbors overlapping with a circular region centered at (X,Y) 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 circle will be * considered members of the region. * * <p>Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. * * <p>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 <i>be</i> 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. * * <p>You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results. */ public void getRadialLocations( final int x, final int y, final double dist, int mode, boolean includeOrigin, IntBag xPos, IntBag yPos ); /** * Gets all neighbors overlapping with a circular region centered at (X,Y) and with a radius of dist. * If measurementRule is Grid2D.CENTER, then the measurement rule will be those cells whose centers * overlap with the region. If measurementRule is Grid2D.ALL, then the measurement rule will be those * cells which entirely overlap with the region. If measurementrule is Grid2D.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. * * <p>Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. * * <p>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 <i>be</i> 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. * * <p>You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results. */ public void getRadialLocations( final int x, final int y, final double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, IntBag xPos, IntBag yPos ); /** Pass this into buildMap to indicate that it should make a map of any size it likes. */ public static final int ANY_SIZE = 0; /** Creates a Map which is a copy of another. By default, HashMap is used. */ public Map buildMap(Map other); /** Creates a map of the provided size (or any size it likes if ANY_SIZE is passed in). By default, HashMap is used. */ public Map buildMap(int size); }