PhysicalPedestrian

interface PhysicalPedestrian<T, P : Vector<P>, Position<P>, A : GeometricTransformation<P>, F : GeometricShapeFactory<P, A>> : PhysicalNode<T, P, A, F> , Pedestrian<T, P, A>

A pedestrian capable of interacting physically with others. PhysicalPedestrians have a comfortArea: when another node enters such area, this pedestrian is subject to a repulsion force. This is derived from the work of Pelechano et al. Note that PhysicalPedestrians don't actively push each other, pushing behavior emerges from the interaction of pedestrians with different comfort areas (see the article linked above).

Functions

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abstract fun addReaction(p0: Reaction<T>)
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abstract fun cloneNode(p0: Time): Node<T>
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abstract operator fun compareTo(other: Node<T>): Int
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abstract operator fun contains(p0: Molecule): Boolean
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open fun forEach(p0: Consumer<in Reaction<T>>)
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abstract fun getConcentration(p0: Molecule): T
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abstract fun getContents(): MutableMap<Molecule, T>
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abstract fun getId(): Int
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abstract fun getMoleculeCount(): Int
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abstract fun getReactions(): MutableList<Reaction<T>>
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abstract operator override fun iterator(): MutableIterator<Reaction<T>>
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open override fun physicalForces(environment: PhysicsEnvironment<T, P, A, F>): List<P>
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abstract fun removeConcentration(p0: Molecule)
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abstract fun removeReaction(p0: Reaction<T>)
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abstract fun repulsionForce(other: NodeWithShape<T, P, *>): P

Computes the repulsion force caused by a node that entered the comfortArea.

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abstract fun setConcentration(p0: Molecule, p1: T)
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abstract fun speed(): Double
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open fun spliterator(): Spliterator<Reaction<T>>

Properties

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abstract val comfortArea: GeometricShape<P, A>

The comfort area of this pedestrian.

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abstract val fieldOfView: InfluenceSphere
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abstract val membershipGroup: PedestrianGroup<T, P, A>
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open val senses: List<InfluenceSphere>
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abstract val shape: GeometricShape<P, A>

Inheritors

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