Continuous2DEnvironment
open class Continuous2DEnvironment<T>(incarnation: Incarnation<T, Euclidean2DPosition>) : Abstract2DEnvironment<T, Euclidean2DPosition> , Euclidean2DEnvironment<T> , Physics2DEnvironment<T>
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Implementation of Physics2DEnvironment.
Constructors
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fun <T> Continuous2DEnvironment(incarnation: Incarnation<T, Euclidean2DPosition>)
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Types
Functions
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abstract fun addTerminator(p0: Predicate<Environment<T, Euclidean2DPosition>>)
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open override fun computeActualInsertionPosition(p0: Node<T>, p1: Euclidean2DPosition): Euclidean2DPosition
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open override fun farthestPositionReachable(node: NodeWithShape<T, *, *>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double): Euclidean2DPosition
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node.canFit must be true for the returned position. For a better understanding of how to compute collision points with circular hitboxes see this discussion.
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Gets the heading of a node as a direction vector.
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abstract fun getIncarnation(): Optional<Incarnation<T, Euclidean2DPosition>>
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Gets all nodes whose shape.intersect is true for the given shape.
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abstract fun getNodesWithinRange(p0: Euclidean2DPosition, p1: Double): ListSet<Node<T>>
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Gets the shape of a node relatively to its position and heading in the environment.
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open override fun makePosition(vararg coordinates: Number): Euclidean2DPosition
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Creates an euclidean position from the given coordinates.
open override fun makePosition(vararg coordinates: Double): Euclidean2DPosition
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Creates a new Euclidean2DPosition.
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open override fun moveNodeToPosition(node: Node<T>, newPosition: Euclidean2DPosition)
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Moves the node to the farthestPositionReachable towards the desired newPosition. If the node is shapeless, it is simply moved to newPosition.
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open override fun setHeading(node: Node<T>, direction: Euclidean2DPosition)
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Sets the heading of a node.
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