ImageEnvironmentWithGraph

class ImageEnvironmentWithGraph<T> @JvmOverloads constructor(incarnation: Incarnation<T, Euclidean2DPosition>, path: String, zoom: Double = 1.0, dx: Double = 0.0, dy: Double = 0.0, obstaclesColor: Int = Color.BLACK.rgb, roomsColor: Int = Color.BLUE.rgb) : ImageEnvironment<T> , EuclideanPhysics2DEnvironmentWithGraph<RectObstacle2D<Euclidean2DPosition>, T, ConvexPolygon, Euclidean2DPassage>

An ImageEnvironment providing an Euclidean2DNavigationGraph. The NaviGator algorithm is used to produce such graph (see generateNavigationGraph). The positions where to plant initial seeds should be specified directly in the image, marking each area of the environment with one or more pixels of a given color (defaults to blue).

Constructors

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constructor(incarnation: Incarnation<T, Euclidean2DPosition>, path: String, zoom: Double = 1.0, dx: Double = 0.0, dy: Double = 0.0, obstaclesColor: Int = Color.BLACK.rgb, roomsColor: Int = Color.BLUE.rgb)

Properties

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@get:Nonnull
override val obstacles: List<RectObstacle2D<Euclidean2DPosition>>
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open override val origin: Euclidean2DPosition
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Functions

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abstract fun addLayer(p0: Molecule, p1: Layer<T, Euclidean2DPosition>)
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abstract fun addNode(p0: Node<T>, p1: Euclidean2DPosition): Boolean
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override fun addObstacle(@Nonnull obstacle: RectObstacle2D<Euclidean2DPosition>)
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open override fun farthestPositionReachable(node: Node<T>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double): Euclidean2DPosition
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open fun forEach(p0: Consumer<in Node<T>>)
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abstract fun getDimensions(): Int
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abstract fun getDistanceBetweenNodes(p0: Node<T>, p1: Node<T>): Double
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open override fun getHeading(node: Node<T>): Euclidean2DPosition
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abstract fun getNeighborhood(p0: Node<T>): Neighborhood<T>
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abstract fun getNodeByID(p0: Int): Node<T>
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abstract fun getNodeCount(): Int
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open override fun getNodesWithin(shape: Euclidean2DShape): List<Node<T>>
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@Nonnull
override fun getObstaclesInRange(@Nonnull center: Euclidean2DPosition, range: Double): List<RectObstacle2D<Euclidean2DPosition>>
@Nonnull
override fun getObstaclesInRange(centerx: Double, centery: Double, range: Double): List<RectObstacle2D<Euclidean2DPosition>>
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abstract fun getOffset(): DoubleArray
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@Nonnull
abstract fun getPosition(p0: Node<T>): Euclidean2DPosition
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open override fun getShape(node: Node<T>): Euclidean2DShape
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abstract fun getSize(): DoubleArray
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open override fun hasMobileObstacles(): Boolean
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abstract fun isTerminated(): Boolean
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abstract operator override fun iterator(): MutableIterator<Node<T>>
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open override fun makePosition(vararg coordinates: Double): Euclidean2DPosition
open override fun makePosition(vararg coordinates: Number): Euclidean2DPosition
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open fun moveNode(node: Node<T>, direction: Euclidean2DPosition)
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open override fun moveNodeToPosition(@Nonnull node: Node<T>, newPosition: Euclidean2DPosition)
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@Nonnull
override fun next(@Nonnull current: Euclidean2DPosition, @Nonnull desired: Euclidean2DPosition): Euclidean2DPosition
override fun next(p0: Double, p1: Double, p2: Double, p3: Double): Euclidean2DPosition
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fun <R> Iterable<R>.randomElement(randomGenerator: RandomGenerator): R

Returns a random element of the Iterable using the provided randomGenerator.

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abstract fun removeNode(p0: Node<T>)
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override fun removeObstacle(@Nonnull obstacle: RectObstacle2D<Euclidean2DPosition>): Boolean
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open override fun setHeading(node: Node<T>, direction: Euclidean2DPosition)
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fun <R> Iterable<R>.shuffled(randomGenerator: RandomGenerator): Iterable<R>

Fisher–Yates shuffle algorithm using a RandomGenerator. More information on Wikipedia.

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