public class ObjectGrid3D extends AbstractGrid3D
This object expects that the 3D arrays are rectangular. You are encouraged to access the array directly. The object implements all of the Grid3D interface. See Grid3D for rules on how to properly implement toroidal grids.
The width and height and length (z dimension) of the object are provided to avoid having to say field[x].length, etc.
We very strongly encourage you to examine SparseGrid3D 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 SparseGrid3D instead.
Modifier and Type | Field and Description |
---|---|
java.lang.Object[][][] |
field |
height, length, width
Constructor and Description |
---|
ObjectGrid3D(int width,
int height,
int length) |
ObjectGrid3D(int width,
int height,
int length,
java.lang.Object initialValue) |
ObjectGrid3D(java.lang.Object[][][] values) |
ObjectGrid3D(ObjectGrid3D values) |
Modifier and Type | Method and Description |
---|---|
Bag |
clear()
Sets all the locations in the grid to null, and returns in a Bag all stored objects
(including duplicates but not null values).
|
Bag |
elements()
Returns in a Bag all stored objects
(including duplicates but not null values).
|
java.lang.Object |
get(int x,
int y,
int z) |
Bag |
getMooreNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin)
Determines all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y), abs(z-Z) ) <= dist.
|
Bag |
getMooreNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
Bag result,
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.
|
Bag |
getMooreNeighborsAndLocations(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
Bag result,
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.
|
Bag |
getNeighborsHamiltonianDistance(int x,
int y,
int z,
int dist,
boolean toroidal,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos)
Deprecated.
|
Bag |
getNeighborsMaxDistance(int x,
int y,
int z,
int dist,
boolean toroidal,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos)
Deprecated.
|
Bag |
getRadialNeighbors(int x,
int y,
int z,
double dist,
int mode,
boolean includeOrigin) |
Bag |
getRadialNeighbors(int x,
int y,
int z,
double dist,
int mode,
boolean includeOrigin,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) |
Bag |
getRadialNeighbors(int x,
int y,
int z,
double dist,
int mode,
boolean includeOrigin,
int measurementRule,
boolean closed,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) |
Bag |
getRadialNeighborsAndLocations(int x,
int y,
int z,
double dist,
int mode,
boolean includeOrigin,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) |
Bag |
getRadialNeighborsAndLocations(int x,
int y,
int z,
double dist,
int mode,
boolean includeOrigin,
int measurementRule,
boolean closed,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos) |
Bag |
getVonNeumannNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin)
Determines all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) <= dist.
|
Bag |
getVonNeumannNeighbors(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos)
Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) <= dist.
|
Bag |
getVonNeumannNeighborsAndLocations(int x,
int y,
int z,
int dist,
int mode,
boolean includeOrigin,
Bag result,
IntBag xPos,
IntBag yPos,
IntBag zPos)
Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) + abs(z-Z) <= dist.
|
void |
replaceAll(java.lang.Object from,
java.lang.Object to)
Replace instances of one value to another.
|
void |
replaceAll(java.lang.Object from,
java.lang.Object to,
boolean onlyIfSameObject)
Replace instances of one value to another.
|
protected void |
reshape(int width,
int height,
int length)
Replaces the existing array with a new one of the given width and height,
and with arbitrary values stored.
|
void |
set(int x,
int y,
int z,
java.lang.Object val) |
ObjectGrid3D |
setTo(java.lang.Object thisObj) |
ObjectGrid3D |
setTo(java.lang.Object[][][] field)
Sets the grid to a copy of the provided array, which must be rectangular.
|
ObjectGrid3D |
setTo(ObjectGrid3D values) |
java.lang.Object[] |
toArray()
Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values.
|
buildMap, buildMap, checkBounds, getHeight, getLength, getMooreLocations, getNeighborsHamiltonianDistance, getNeighborsMaxDistance, getRadialLocations, getRadialLocations, getVonNeumannLocations, getWidth, isDistributed, removeOrigin, removeOriginToroidal, stx, sty, stz, stz, tx, ty, tz
public ObjectGrid3D(int width, int height, int length)
public ObjectGrid3D(int width, int height, int length, java.lang.Object initialValue)
public ObjectGrid3D(ObjectGrid3D values)
public ObjectGrid3D(java.lang.Object[][][] values)
protected void reshape(int width, int height, int length)
public final void set(int x, int y, int z, java.lang.Object val)
public final java.lang.Object get(int x, int y, int z)
public final ObjectGrid3D setTo(java.lang.Object thisObj)
public final void replaceAll(java.lang.Object from, java.lang.Object to)
from
- any element that matches this value will be replacedto
- with this valuepublic final void replaceAll(java.lang.Object from, java.lang.Object to, boolean onlyIfSameObject)
from
- any element that matches this value will be replacedto
- with this valuepublic final java.lang.Object[] toArray()
public final Bag elements()
public final Bag clear()
public final ObjectGrid3D setTo(ObjectGrid3D values)
public ObjectGrid3D setTo(java.lang.Object[][][] field)
public Bag getNeighborsMaxDistance(int x, int y, int z, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result Bag any Objects which fall on one of these This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so
this function is deprecated: instead you should use the other version of this function which has more functionality.
If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height, length),
that is, the width and height and length of the grid. if "toroidal",
then the environment is assumed to be toroidal, that is, 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,z,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, result, xPos, yPos,zPos);
public Bag getMooreNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result Bag any Objects which fall on one of these This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and Grid3D.TOROIDAL. If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height),
that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded
neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example,
SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal",
then the environment is assumed to be toroidal, that is, 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.
public Bag getMooreNeighborsAndLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
For each Object which falls within this distance, adds the X position, Y position, Z position, and Object into the
xPos, yPos, zPos, and result Bag, clearing them first.
Some This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and Grid3D.TOROIDAL. If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height, 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) point at the center of the neighborhood -- in the neighborhood results.
public Bag getNeighborsHamiltonianDistance(int x, int y, int z, int dist, boolean toroidal, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result Bag any Objects which fall on one of these This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so
this function is deprecated: instead you should use the other version of this function which has more functionality.
If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height, length),
that is, the width and height and length of the grid. if "toroidal",
then the environment is assumed to be toroidal, that is, 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,z,dist,toroidal ? Grid3D.TOROIDAL : Grid3D.BOUNDED, true, result, xPos, yPos,zPos);
public Bag getVonNeumannNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
Then places into the result Bag any Objects which fall on one of these This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and Grid3D.TOROIDAL. If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height),
that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded
neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example,
SparseGrid3D permits this but ObjectGrid3D and DoubleGrid3D and IntGrid3D and DenseGrid3D do not. Finally if "toroidal",
then the environment is assumed to be toroidal, that is, 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.
public Bag getVonNeumannNeighborsAndLocations(int x, int y, int z, int dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
For each Object which falls within this distance, adds the X position, Y position, Z position, and Object into the
xPos, yPos, zPos, and result Bag, clearing them first.
Some This function may be run in one of three modes: Grid3D.BOUNDED, Grid3D.UNBOUNDED, and Grid3D.TOROIDAL. If "bounded",
then the neighbors are restricted to be only those which lie within the box ranging from (0,0,0) to (width, height, 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) point at the center of the neighborhood -- in the neighborhood results.
public Bag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
public Bag getRadialNeighborsAndLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
public Bag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
public Bag getRadialNeighborsAndLocations(int x, int y, int z, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, Bag result, IntBag xPos, IntBag yPos, IntBag zPos)
public Bag getMooreNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin)
Then returns, as a Bag, any Objects which fall on one of these 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.
public Bag getVonNeumannNeighbors(int x, int y, int z, int dist, int mode, boolean includeOrigin)
Then returns, as a Bag, any Objects which fall on one of these 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.
public Bag getRadialNeighbors(int x, int y, int z, double dist, int mode, boolean includeOrigin)