EuclideanEnvironment

An Euclidean space, where Positions P are valid Vectors, supporting any concentration type T.

Inheritors

Properties

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abstract val dimensions: Int

The number of dimensions of this environment.

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abstract val incarnation: Incarnation<T, P>

Return the Incarnation used to initialize the entities of this Environment, if it has been set.

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abstract val isTerminated: Boolean

Return true if all the terminators are true.

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abstract val layers: ListSet<Layer<T, P>>

Return all the Layers in this Environment.

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abstract var linkingRule: LinkingRule<T, P>

Returns the current LinkingRule.

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abstract val nodeCount: Int

Returns the number of Nodes currently in the Environment.

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abstract val nodes: ListSet<Node<T>>

Returns all the Nodes that exist in current Environment.

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abstract val offset: DoubleArray

This method allows to know which are the smallest coordinates represented. Return an array of length dimensions containing the smallest coordinates for each dimension.

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open val origin: P

Create a position corresponding to the origin of this environment.

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abstract var simulation: Simulation<T, P>

Return the current Simulation, if present, or throws an IllegalStateException otherwise.

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abstract val simulationOrNull: Simulation<T, P>?

Return the current Simulation, if present, or null otherwise.

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abstract val size: DoubleArray

The size of the environment as an array of length getDimensions(). This method must return distance measured with the same unit used by the positions. No non-euclidean distance metrics are allowed.

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This method returns the size of the environment as an array of length .getDimensions. This method must return distance measured with the same unit used for measuring distances. It may or may not return the same result of .getSize.

Functions

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abstract fun addGlobalReaction(reaction: GlobalReaction<T>)
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abstract fun addLayer(molecule: Molecule, layer: Layer<T, P>)

Add a Layer to the Environment.

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abstract fun addNode(node: Node<T>, position: P): Boolean

This method allows to add a new node to this environment in a specific position. The environment is responsible to call the right method of the simulation in order to ensure that the reaction is properly scheduled. The function returns true if the node is added to the environment.

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abstract fun addTerminator(terminator: TerminationPredicate<T, P>)

Add a terminator indicating whether the simulation should be considered finished.

open fun addTerminator(terminator: (Environment<T, P>) -> Boolean)

Add a terminator indicating whether the simulation should be considered finished.

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abstract fun getDistanceBetweenNodes(n1: Node<T>, n2: Node<T>): Double

Measures the distance between two nodes (n1, n2) in the environment.

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abstract fun getLayer(molecule: Molecule): Layer<T, P>?

Get the Layer associate to the given molecule. If no Layer is associated with the given molecule, return null.

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abstract fun getNeighborhood(node: Node<T>): Neighborhood<T>

Given a node, this method returns its neighborhood.

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abstract fun getNodeByID(id: Int): Node<T>

Allows to access a Node in this Environment known its id. Depending on the implementation, this method may or not be optimized (namely, id could run in constant or linear time with the number of nodes).

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abstract fun getNodesWithinRange(position: P, range: Double): ListSet<Node<T>>

Given a position this method returns a list of all the surroundings nodes within the given range. Note that this method (depending on the implementation) might be not optimized.

abstract fun getNodesWithinRange(node: Node<T>, range: Double): ListSet<Node<T>>

Given a node this method returns a list of all the surroundings nodes within the given range. Note that this method (depending on the implementation) might be not optimized, and it's consequently much better to use Environment.getNeighborhood and filter the neighborhood if you are sure that all the nodes within the range are connected to the center.

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abstract fun getPosition(node: Node<T>): P

Calculates the position of a node.

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abstract operator fun iterator(): Iterator<Node<T>>
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abstract fun makePosition(vararg coordinates: Number): P
open fun makePosition(coordinates: List<Number>): P

Given the coordinates of the point, returns a Position compatible with this environment.

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open fun moveNode(node: Node<T>, direction: P)

This method moves a node in the environment toward some direction. If node move is unsupported, it does nothing. Subclasses may override this method if they want to change the way a node moves towards some direction. The current implementation internally calls {@link #moveNodeToPosition(Node, Position2D)}, as such, overriding that method may suffice.

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abstract fun moveNodeToPosition(node: Node<T>, position: P)

This method moves a node in the environment to some position. If node move is unsupported, it does nothing.

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abstract fun removeGlobalReaction(reaction: GlobalReaction<T>)

Remove a GlobalReaction from the Environment.

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abstract fun removeNode(node: Node<T>)

This method allows to remove a node. If node removal is unsupported, it does nothing.