/* 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; /** Define basic neighborhood functions for 3D 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. <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> and <b>tz</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, length), you can use the slightly faster toroidal functions <b>stx</b> and <b>sty</b> and <b>stz</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, sty, and stz are inlined. In Hotspot 1.3.1, they are not (they contain if-statements). <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. */ public interface Grid3D extends java.io.Serializable { /** Get the width */ public int getWidth(); /** Get the height */ public int getHeight(); /** Get the length */ public int getLength(); /** 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); /** Toroidal z. 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 tz(final int z); /** 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; }<br><br> ...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; }<br><br> ...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); /** 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:<br> { int length = this.length; if (z >= 0) { if (z < length) return z ; return z - length; } return z + length; }<br><br> ...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. */ public int stz(final int z); /** Bounded Mode for neighborhood lookup. Indicates that the Grid3D 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 Grid3D in question is being used in a way that assumes that any numerical location is a valid location. Note that Grid3D subclasses based on arrays, such as DoubleGrid3D, IntGrid3D, ObjectGrid3D, and DenseGrid3D, <b>cannot be used</b> in an unbounded fashion. */ public static int UNBOUNDED = 1; /** Bounded Mode for toroidal lookup. Indicates that the Grid3D 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), 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. * * <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 (0,0,0) 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. * * <p>The origin -- that is, the (x,y,z) 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 ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, xPos, yPos, zPos);</tt> * * @deprecated */ public void getNeighborsMaxDistance( final int x, final int z, final int y, final int dist, final boolean toroidal, 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. 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. * * <p>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 <i>be</i> 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. * * <p>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 getMooreLocations( final int x, final int y, int z, final 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. This region * forms an <a href="http://images.google.com/images?q=octahedron">octohedron</a> 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. * * <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 (0,0,0) 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. * * <p>The origin -- that is, the (x,y,z) 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 ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, xPos, yPos, zPos);</tt> * * @deprecated */ public void getNeighborsHamiltonianDistance( final int x, final int y, int z, final int dist, final boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos ); /** * Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) <= dist. This region * forms an <a href="http://images.google.com/images?q=octahedron">octohedron</a> 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. * * <p>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 <i>be</i> 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. * * <p>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 getVonNeumannLocations( final int x, final int y, int z, final int 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. * The measurement rule is Grid3D.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. * * <p>Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. * * <p>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 <i>be</i> 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. * * <p>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 getRadialLocations( final int x, final int y, final int z, final 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. * 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. * * <p>Places each x, y, and z value of these locations in the provided IntBags xPos, yPos, and zPos, clearing the bags first. * * <p>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 <i>be</i> 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. * * <p>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 getRadialLocations( final int x, final int y, final int z, final double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, IntBag xPos, IntBag yPos, IntBag zPos ); /** 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); }