BioRect2DEnvironment

open class BioRect2DEnvironment : LimitedContinuos2D<Double>

Constructors

Link copied to clipboard
open fun BioRect2DEnvironment(minX: Double, maxX: Double, minY: Double, maxY: Double)
Builds a BioRect2DEnvironment with given bounds.
Link copied to clipboard
open fun BioRect2DEnvironment()
Builds a BioRect2DEnvironment with infinite bounds.

Functions

Link copied to clipboard
fun addLayer(m: Molecule, l: Layer<T, P>)
Link copied to clipboard
fun addNode(node: Node<T>, p: P)
Link copied to clipboard
fun addTerminator(terminator: Predicate<Environment<T, P>>)
Link copied to clipboard
open fun farthestPositionReachable(node: NodeWithShape<T, out Any, out Any>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double): Euclidean2DPosition
abstract fun farthestPositionReachable(p: NodeWithShape<T, out Any, out Any>, p1: P, p2: Double): P
Link copied to clipboard
fun forEach(action: Consumer<out Any>)
Link copied to clipboard
fun getDimensions(): Int
Link copied to clipboard
fun getDistanceBetweenNodes(n1: Node<T>, n2: Node<T>): Double
Link copied to clipboard
open fun getHeading(node: Node<T>): Euclidean2DPosition
abstract fun getHeading(p: Node<T>): P
Link copied to clipboard
fun getIncarnation(): Optional<Incarnation<T, P>>
Link copied to clipboard
fun getLayer(m: Molecule): Optional<Layer<T, P>>
Link copied to clipboard
fun getLayers(): ListSet<Layer<T, P>>
Link copied to clipboard
fun getLinkingRule(): LinkingRule<T, P>
Link copied to clipboard
fun getNeighborhood(center: Node<T>): Neighborhood<T>
Link copied to clipboard
fun getNodeByID(id: Int): Node<T>
Link copied to clipboard
fun getNodeCount(): Int
Link copied to clipboard
fun getNodes(): ListSet<Node<T>>
Link copied to clipboard
open fun getNodesWithin(shape: GeometricShape<Euclidean2DPosition, Euclidean2DTransformation>): List<Node<T>>
Link copied to clipboard
fun getNodesWithinRange(center: Node<T>, range: Double): ListSet<Node<T>>
Link copied to clipboard
fun getOffset(): Array<Double>
Link copied to clipboard
open fun getOrigin(): Euclidean2DPosition
open fun getOrigin(): P
Link copied to clipboard
fun getPosition(node: Node<T>): P
Link copied to clipboard
open fun getShape(node: Node<T>): GeometricShape<Euclidean2DPosition, Euclidean2DTransformation>
abstract fun getShape(p: Node<T>): GeometricShape<P, A>
Link copied to clipboard
open fun getShapeFactory(): Euclidean2DShapeFactory
abstract fun getShapeFactory(): F
Link copied to clipboard
fun getSimulation(): Simulation<T, P>
Link copied to clipboard
fun getSize(): Array<Double>
Link copied to clipboard
open fun getSizeInDistanceUnits(): Array<Double>
Link copied to clipboard
fun isTerminated(): Boolean
Link copied to clipboard
fun iterator(): Iterator<Node<T>>
abstract fun iterator(): Iterator<T>
Link copied to clipboard
open fun makePosition(coordinates: Array<Number>): Euclidean2DPosition
abstract fun makePosition(p: Array<Number>): P
Link copied to clipboard
fun moveNode(node: Node<Double>, direction: Euclidean2DPosition)
Link copied to clipboard
open fun moveNodeToPosition(node: Node<T>, newPos: Euclidean2DPosition)
Link copied to clipboard
fun removeNode(node: Node<T>)
Link copied to clipboard
open fun setHeading(node: Node<T>, direction: Euclidean2DPosition)
Link copied to clipboard
fun setLinkingRule(r: LinkingRule<T, P>)
Link copied to clipboard
fun setSimulation(s: Simulation<T, P>)
Link copied to clipboard
fun spliterator(): Spliterator<Node<T>>
open fun spliterator(): Spliterator<T>
Link copied to clipboard
open fun toString(): String

Inheritors

Link copied to clipboard