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MASON is a fast discrete-event multiagent simulation library core in Java, designed to be the foundation for large custom-purpose Java simulations, and also to provide more than enough functionality for many lightweight simulation needs. MASON contains both a model library and an optional suite of visualization tools in 2D and 3D.

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/*
  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;


// (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.
 *    
 *    

Toroidal Computation

* *

If you're using the Grid to define a toroidal (wrap-around) world, you can use the tx * and ty 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). * *

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 * stx and sty 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. * *

In HotSpot 1.4.1, stx, and sty are inlined. In Hotspot 1.3.1, they are not (they contain if-statements). * *

Hex Grid Computation

* Grids can be used for both squares and hex grids. Hex grids are stored in an ordinary * rectangular array and are defined as follows: * *
 *
 *        (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)            ...
 *        ...              ...              ...              ...              ...
 *                ...              ...              ...              ...              ...
 *
 *
* *

The rules moving from a hex location (at CENTER) to another one are as follows: * *

 *
 *                                                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
 *
 *
 *
* NOTE: (x % 2 == 0), that is, "x is even", may be written instead in this faster way: ((x & 1) == 0) * *

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 To use a toroidal hex grid properly, * you must ensure that height of the grid is an even number. 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. * *

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. * *

Triangular Grid Computation

* * Grids can also be used for triangular grids instead of squares. Triangular grids look like this: * *

 *    -------------------------
 *    \(0,0)/ \(0,2)/ \(0,4)/ \
 *     \   /   \   /   \   /   \    ...
 *      \ /(0,1)\ /(0,3)\ /(0,5)\
 *       -------------------------
 *      / \(1,1)/ \(1,3)/ \(1,5)/
 *     /   \   /   \   /   \   /    ...
 *    /(1,0)\ /(1,2)\ /(1,4)\ /
 *    -------------------------
 *    \(2,0)/ \(2,2)/ \(2,4)/ \
 *     \   /   \   /   \   /   \    ...
 *      \ /(2,1)\ /(2,3)\ /(2,5)\
 *       -------------------------
 *      / \(3,1)/ \(3,3)/ \(3,5)/
 *     /   \   /   \   /   \   /    ...
 *    /(3,0)\ /(3,2)\ /(3,4)\ /
 *    -------------------------
 *               .
 *               .
 *               .
 *    
* *

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. * *

Like the others, the triangular grid can also be used in toroidal fashion, and the * toroidal functions should work properly with it. To use a toroidal triangular grid, * you should ensure that your grid's length and width are both even numbers. * *

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:

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. */ public int tx(final int x); /** 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. */ 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:
{ 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:
{ 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 return ((x + y) & 1) == 1;*/ 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 return ((x + y) & 1) == 0;*/ public boolean trt(final int x, final int y); /** * 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. */ 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 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. */ public void getNeighborsHamiltonianDistance( 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. */ public void getNeighborsHexagonalDistance( final int x, final int y, final int dist, final boolean toroidal, IntBag xPos, IntBag yPos ); }





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