sim.field.grid.DoubleGrid3D Maven / Gradle / Ivy
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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.*;
/**
A wrapper for 3D arrays of doubles.
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.
*/
public /*strictfp*/ class DoubleGrid3D extends AbstractGrid3D
{
private static final long serialVersionUID = 1;
public double[/**x*/][/**y*/][/**z*/] field;
public DoubleGrid3D (int width, int height, int length)
{
this.width = width;
this.height = height;
this.length = length;
field = new double[width][height][length];
}
public DoubleGrid3D (int width, int height, int length, double initialValue)
{
this(width,height,length);
setTo(initialValue);
}
public DoubleGrid3D (DoubleGrid3D values)
{
super();
setTo(values);
}
public DoubleGrid3D(double[][][] values)
{
setTo(values);
}
/** Sets location (x,y,z) to val */
public final double set(final int x, final int y, final int z, final double val)
{
double returnval = field[x][y][z];
field[x][y][z] = val;
return returnval;
}
/** Returns the element at location (x,y,z) */
public final double get(final int x, final int y, final int z)
{
return field[x][y][z];
}
/** Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values.
Returns the grid. */
public final double[] toArray()
{
double[][][] field = this.field;
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
double[] vals = new double[width * height * length];
int i = 0;
for(int x=0;x fieldxy[z]) min = fieldxy[z];
}
}
return min;
}
/** Returns the mean value stored in the grid */
public final double mean()
{
long count = 0;
double mean = 0;
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;xtoNoMoreThanThisMuch are changed to toNoMoreThanThisMuch.
Returns the modified grid.
*/
public final DoubleGrid3D upperBound(double toNoMoreThanThisMuch)
{
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;x toNoMoreThanThisMuch)
fieldxy[z] = toNoMoreThanThisMuch;
}
}
return this;
}
/** Thresholds the grid so that values smaller than toNoLowerThanThisMuch are changed to toNoLowerThanThisMuch
Returns the modified grid.
*/
public final DoubleGrid3D lowerBound(double toNoLowerThanThisMuch)
{
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;xwithThisMuch
Returns the modified grid.
*/
public final DoubleGrid3D add(double withThisMuch)
{
if (withThisMuch==0.0) return this;
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;xbyThisMuch
Returns the modified grid.
*/
public final DoubleGrid3D multiply(double byThisMuch)
{
if (byThisMuch==1.0) return this;
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;x 0.0)
// /*Strict*/Math.floor(fieldxy[z]);
//else
// /*Strict*/Math.ceil(fieldxy[z]);
}
}
return this;
}
/** Sets each value in the grid to rint(value). That is, each value
is rounded to the closest integer value. If two integers are the same
distance, the value is rounded to the even integer.
Returns the modified grid.
*/
public final DoubleGrid3D rint()
{
double[][] fieldx = null;
double[] fieldxy = null;
final int width = this.width;
final int height = this.height;
final int length = this.length;
for(int x=0;xThen places into the result DoubleBag any Objects which fall on one of these locations, clearning it first.
* Returns the result DoubleBag.
* 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 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);
*
* @deprecated
*/
public void getNeighborsMaxDistance( final int x, final int y, final int z, final int dist, final boolean toroidal, DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos )
{
getMooreNeighbors(x, y, z, dist, toroidal ? TOROIDAL : BOUNDED, true, result, xPos, yPos, 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.
*
*
Then places into the result DoubleBag any Objects which fall on one of these locations, clearning it first.
* Returns the result DoubleBag.
* 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 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 DoubleBag getMooreNeighbors( final int x, final int y, final int z, final int dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos )
{
if( xPos == null )
xPos = new IntBag();
if( yPos == null )
yPos = new IntBag();
if( zPos == null )
zPos = new IntBag();
getMooreLocations( x, y, z, dist, mode, includeOrigin, xPos, yPos, zPos );
return getObjectsAtLocations(xPos,yPos,zPos, result);
}
/**
* 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.
*
*
Then places into the result DoubleBag any Objects which fall on one of these locations, clearning it first.
* Returns the result DoubleBag.
* 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 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);
*
* @deprecated
*/
public void getNeighborsHamiltonianDistance( final int x, final int y, final int z, final int dist, final boolean toroidal, DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos)
{
getVonNeumannNeighbors(x, y, z, dist, toroidal ? TOROIDAL : BOUNDED, true,result, xPos, yPos, zPos);
}
/**
* 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.
*
*
Then places into the result DoubleBag any Objects which fall on one of these locations, clearning it first.
* Returns the result DoubleBag.
* 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 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 DoubleBag getVonNeumannNeighbors( final int x, final int y, int z, final int dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos )
{
if( xPos == null )
xPos = new IntBag();
if( yPos == null )
yPos = new IntBag();
if( zPos == null )
zPos = new IntBag();
getVonNeumannLocations( x, y, z, dist, mode, includeOrigin, xPos, yPos, zPos);
return getObjectsAtLocations(xPos,yPos,zPos, result);
}
public DoubleBag getRadialNeighbors( final int x, final int y, final int z, final int dist, int mode, boolean includeOrigin,DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos )
{
return getRadialNeighbors(x, y, z, dist, mode, includeOrigin, Grid3D.ANY, true, result, xPos, yPos, zPos);
}
public DoubleBag getRadialNeighbors( final int x, final int y, int z, final int dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, DoubleBag result, IntBag xPos, IntBag yPos, IntBag zPos)
{
if( xPos == null )
xPos = new IntBag();
if( yPos == null )
yPos = new IntBag();
if( zPos == null )
zPos = new IntBag();
getRadialLocations( x, y, z, dist, mode, includeOrigin, measurementRule, closed, xPos, yPos, zPos );
return getObjectsAtLocations(xPos,yPos,zPos,result);
}
// the xPos and yPos bags so that each position corresponds to the equivalent result in
// in the result DoubleBag.
void reduceObjectsAtLocations(final IntBag xPos, final IntBag yPos, final IntBag zPos, DoubleBag result)
{
if (result==null) result = new DoubleBag();
else result.clear();
for( int i = 0 ; i < xPos.numObjs ; i++ )
{
assert sim.util.LocationLog.it(this, new Int3D(xPos.objs[i],yPos.objs[i],zPos.objs[i]));
double val = field[xPos.objs[i]][yPos.objs[i]][zPos.objs[i]] ;
result.add( val );
}
}
/* For each location, puts all such objects into the result DoubleBag. Returns the result DoubleBag.
If the provided result DoubleBag is null, one will be created and returned. */
DoubleBag getObjectsAtLocations(final IntBag xPos, final IntBag yPos, final IntBag zPos, DoubleBag result)
{
if (result==null) result = new DoubleBag();
else result.clear();
for( int i = 0 ; i < xPos.numObjs ; i++ )
{
assert sim.util.LocationLog.it(this, new Int3D(xPos.objs[i],yPos.objs[i],zPos.objs[i]));
double val = field[xPos.objs[i]][yPos.objs[i]][zPos.objs[i]] ;
result.add( val );
}
return result;
}
}