📄 grid3d.java
字号:
package sim.field.grid;import sim.util.IntBag;/* 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); /** * 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. */ public void getNeighborsMaxDistance( final int x, final int y, final 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. */ public void getNeighborsHamiltonianDistance( final int x, final int y, final int z, final int dist, final boolean toroidal, IntBag xPos, IntBag yPos, IntBag zPos ); }
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -