ImageEnvironmentWithGraph

class ImageEnvironmentWithGraph<T> @JvmOverloads constructor(incarnation: Incarnation<T, Euclidean2DPosition>, path: String, zoom: Double = 1.0, dx: Double = 0.0, dy: Double = 0.0, obstaclesColor: Int = Color.BLACK.rgb, roomsColor: Int = Color.BLUE.rgb) : ImageEnvironment<T> , EuclideanPhysics2DEnvironmentWithGraph<RectObstacle2D<Euclidean2DPosition>, T, ConvexPolygon, Euclidean2DPassage>

An ImageEnvironment providing an Euclidean2DNavigationGraph. The NaviGator algorithm is used to produce such graph (see generateNavigationGraph). The positions where to plant initial seeds should be specified directly in the image, marking each area of the environment with one or more pixels of a given color (defaults to blue).

Constructors

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constructor(incarnation: Incarnation<T, Euclidean2DPosition>, path: String, zoom: Double = 1.0, dx: Double = 0.0, dy: Double = 0.0, obstaclesColor: Int = Color.BLACK.rgb, roomsColor: Int = Color.BLUE.rgb)

Properties

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val nodes: ListSet<Node<T>>
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@get:Nonnull
override val obstacles: List<RectObstacle2D<Euclidean2DPosition>>
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open override val origin: Euclidean2DPosition
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Functions

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open override fun addGlobalReaction(p0: GlobalReaction<T>)
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override fun addLayer(p0: Molecule, p1: Layer<T, Euclidean2DPosition>)
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override fun addNode(p0: Node<T>, p1: Euclidean2DPosition): Boolean
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override fun addObstacle(@Nonnull obstacle: RectObstacle2D<Euclidean2DPosition>)
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open override fun farthestPositionReachable(node: Node<T>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double): Euclidean2DPosition
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override fun forEach(p0: Consumer<in Node<T>>)
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override fun getDimensions(): Int
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override fun getDistanceBetweenNodes(p0: Node<T>, p1: Node<T>): Double
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open override fun getHeading(node: Node<T>): Euclidean2DPosition
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override fun getLayers(): ListSet<Layer<T, Euclidean2DPosition>>
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override fun getNeighborhood(@Nonnull p0: Node<T>): Neighborhood<T>
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override fun getNodeByID(p0: Int): Node<T>
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override fun getNodeCount(): Int
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open override fun getNodesWithin(shape: Euclidean2DShape): List<Node<T>>
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override fun getNodesWithinRange(p0: Node<T>, p1: Double): ListSet<Node<T>>
override fun getNodesWithinRange(p0: Euclidean2DPosition, p1: Double): ListSet<Node<T>>
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@Nonnull
override fun getObstaclesInRange(@Nonnull center: Euclidean2DPosition, range: Double): List<RectObstacle2D<Euclidean2DPosition>>
@Nonnull
override fun getObstaclesInRange(centerx: Double, centery: Double, range: Double): List<RectObstacle2D<Euclidean2DPosition>>
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override fun getOffset(): DoubleArray
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@Nonnull
override fun getPosition(p0: Node<T>): Euclidean2DPosition
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open override fun getShape(node: Node<T>): Euclidean2DShape
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@Nonnull
override fun getSimulation(): Simulation<T, Euclidean2DPosition>
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override fun getSize(): DoubleArray
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open override fun getSizeInDistanceUnits(): DoubleArray
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open override fun hasMobileObstacles(): Boolean
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override fun isTerminated(): Boolean
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@Nonnull
operator override fun iterator(): MutableIterator<Node<T>>
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open override fun makePosition(vararg coordinates: Double): Euclidean2DPosition
open override fun makePosition(vararg coordinates: Number): Euclidean2DPosition
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open fun moveNode(node: Node<T>, direction: Euclidean2DPosition)
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open override fun moveNodeToPosition(@Nonnull node: Node<T>, newPosition: Euclidean2DPosition)
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@Nonnull
override fun next(@Nonnull current: Euclidean2DPosition, @Nonnull desired: Euclidean2DPosition): Euclidean2DPosition
override fun next(p0: Double, p1: Double, p2: Double, p3: Double): Euclidean2DPosition
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fun <R> Iterable<R>.randomElement(randomGenerator: RandomGenerator): R

Returns a random element of the Iterable using the provided randomGenerator.

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open override fun removeGlobalReaction(p0: GlobalReaction<T>)
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override fun removeNode(@Nonnull p0: Node<T>)
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override fun removeObstacle(@Nonnull obstacle: RectObstacle2D<Euclidean2DPosition>): Boolean
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open override fun setHeading(node: Node<T>, direction: Euclidean2DPosition)
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fun <R> Iterable<R>.shuffled(randomGenerator: RandomGenerator): Iterable<R>

Fisher–Yates shuffle algorithm using a RandomGenerator. More information on Wikipedia.

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override fun spliterator(): Spliterator<Node<T>>
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open override fun toString(): String