Package-level declarations

Types

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abstract class AbstractGroupSteeringAction<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>) : AbstractSteeringAction<T, P, A> , GroupSteeringAction<T, P>

An abstract GroupSteeringAction.

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Abstract implementation of an action influenced by the concentration of a given molecule in the environment.

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abstract class AbstractNavigationAction<T, P : Position<P>, Vector<P>, A : Transformation<P>, L : ConvexShape<P, A>, R, N : ConvexShape<P, A>, E>(val environment: EnvironmentWithGraph<*, T, P, A, N, E>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>) : AbstractSteeringAction<T, P, A> , NavigationAction<T, P, A, L, R, N, E>

An abstract NavigationAction, taking care of properly moving the node in the environment while delegating the decision on where to move it to a NavigationStrategy.

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abstract class AbstractSteeringAction<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>) : AbstractMoveNode<T, P> , SteeringAction<T, P>

A SteeringAction in a vector space. The implementation of nextPosition is left to subclasses.

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abstract class AbstractSteeringActionWithTarget<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, targetSelectionStrategy: TargetSelectionStrategy<T, P>) : AbstractSteeringAction<T, P, A> , SteeringActionWithTarget<T, P>

A SteeringActionWithTarget in a vector space.

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open class CognitiveAgentArrive<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, decelerationRadius: Double, arrivalTolerance: Double, target: P) : AbstractSteeringActionWithTarget<T, P, A>

Move the agent towards a target position. It is similar to CognitiveAgentSeek but attempts to arrive at the target position with a zero velocity.

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class CognitiveAgentAvoidLayer @JvmOverloads constructor(environment: Euclidean2DEnvironment<Number>, reaction: Reaction<Number>, pedestrian: PedestrianProperty<Number>, targetMolecule: Molecule, viewDepth: Double = Double.POSITIVE_INFINITY) : AbstractLayerAction

Move the node towards positions of the environment with a low concentration of the target molecule.

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class CognitiveAgentCohesion<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>) : AbstractGroupSteeringAction<T, P, A>

Move the agent towards the other members of his group.

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class CognitiveAgentCombineSteering<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, actions: List<SteeringAction<T, P>>, steerStrategy: SteeringStrategy<T, P>) : AbstractSteeringAction<T, P, A>

Combination of multiple steering actions.

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open class CognitiveAgentFlee<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, coords: Double) : AbstractSteeringAction<T, P, A>

Move the agent away from a target position. It's the opposite of CognitiveAgentSeek.

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Move the node towards positions of the environment with a high concentration of the target molecule.

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class CognitiveAgentFollowScalarField<T, P : Position2D<P>, Vector2D<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, center: P? = null, valueIn: (P) -> Double) : AbstractSteeringAction<T, P, A>

Moves the node where the given scalar field is higher.

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Implementation of a NavigationAction2D. This action accepts an Euclidean2DEnvironmentWithGraph whose graph contains ConvexPolygonal nodes and Euclidean2DPassages as edges.

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Move the agent avoiding potential obstacles in its path.

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A CognitiveAgentNavigationAction2D using ReachDestination navigation strategy. Accepts an array of coordinates representing the destinations and uses inferIsKnown to partition them into known and unknown ones.

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open class CognitiveAgentSeek<T, P : Position<P>, Vector<P>, A : Transformation<P>>(environment: Environment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, target: P) : CognitiveAgentArrive<T, P, A>

Move the node towards the target position as fast as possible.

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open class CognitiveAgentSeek2D<T, P : Position2D<P>, Vector2D<P>, A : Transformation<P>>(environment: EuclideanEnvironment<T, P>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, target: P) : AbstractSteeringAction<T, P, A> , SteeringActionWithTarget<T, P>

CognitiveAgentSeek behavior in a bidimensional environment, delegated to CognitiveAgentFollowScalarField (this means the node tries to overtake others on its path, in general its movements are more sophisticated than CognitiveAgentSeek).

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Move the agent away from the pedestrians near to him.

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open class CognitiveAgentWander<T>(environment: Physics2DEnvironment<T>, reaction: Reaction<T>, pedestrian: PedestrianProperty<T>, randomGenerator: RandomGenerator, offset: Double, radius: Double) : AbstractSteeringActionWithTarget<T, Euclidean2DPosition, Euclidean2DTransformation>

Give the impression of a random walk through the environment targeting an ever changing pseudo-randomly point of a circumference at a given distance and with a given radius from the current node position.

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A NavigationAction in a bidimensional euclidean space.