Physics2DEnvironment
Properties
Functions
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abstract fun farthestPositionReachable(node: Node<T>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double = getShape(node).radius): Euclidean2DPosition
Computes the farthest position reachable by a node towards a desiredPosition, avoiding node overlapping. If no node is located in between, desiredPosition is returned. Otherwise, the first position where the node collides with someone else is returned. For collision purposes, hitboxes are used: each node is given a circular hitbox of radius equal to its shape's radius (shapeless nodes can't cause overlapping). The client can specify a different radius for the hitbox of the moving node.
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Gets the heading of a node as a direction vector.
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abstract fun getNodesWithin(shape: Shape<Euclidean2DPosition, Euclidean2DTransformation>): List<Node<T>>
Gets all nodes whose shape.intersect is true for the given shape.
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Gets the shape of a node relatively to its position and heading in the environment.
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Sets the heading of a node.
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