EnvironmentWithGraph

An EnvironmentWithObstacles providing a NavigationGraph. This is a graph whose nodes are ConvexShapes representing areas of the environment traversable by agents (namely, walkable areas), whereas edges represent connections between these areas. For instance, in an indoor environment, nodes should represent rooms and corridors, whereas edges should represent doors and passages. This data structure is also known as navigation mesh.

Inheritors

Properties

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abstract val graph: NavigationGraph<P, A, N, E>

The navigation graph.

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abstract val obstacles: List<W>
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open val origin: P

Functions

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abstract fun addLayer(p0: Molecule, p1: Layer<T, P>)
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abstract fun addNode(p0: Node<T>, p1: P): Boolean
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abstract fun addObstacle(obstacle: W)
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abstract fun addTerminator(p0: Predicate<Environment<T, P>>)
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abstract fun getDimensions(): Int
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abstract fun getDistanceBetweenNodes(p0: Node<T>, p1: Node<T>): Double
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abstract fun getGlobalReactions(): ListSet<GlobalReaction<T>>
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@Nonnull
abstract fun getIncarnation(): Incarnation<T, P>
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abstract fun getLayer(p0: Molecule): Optional<Layer<T, P>>
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abstract fun getLayers(): ListSet<Layer<T, P>>
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abstract fun getLinkingRule(): LinkingRule<T, P>
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abstract fun getNeighborhood(p0: Node<T>): Neighborhood<T>
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abstract fun getNodeByID(p0: Int): Node<T>
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abstract fun getNodeCount(): Int
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abstract fun getNodes(): ListSet<Node<T>>
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abstract fun getNodesWithinRange(p0: P, p1: Double): ListSet<Node<T>>
abstract fun getNodesWithinRange(p0: Node<T>, p1: Double): ListSet<Node<T>>
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abstract fun getOffset(): DoubleArray
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@Nonnull
abstract fun getPosition(p0: Node<T>): P
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abstract fun getSimulation(): Simulation<T, P>
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abstract fun getSize(): DoubleArray
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abstract fun intersectsObstacle(start: P, end: P): Boolean
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abstract fun isTerminated(): Boolean
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abstract operator override fun iterator(): MutableIterator<Node<T>>
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abstract fun makePosition(vararg p0: Number): P
abstract fun makePosition(vararg coordinates: Double): P
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open fun moveNode(node: Node<T>, direction: P)
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@Nonnull
abstract fun moveNodeToPosition(@Nonnull p0: Node<T>, @Nonnull p1: P)
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abstract fun next(current: P, desired: P): P
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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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abstract fun removeNode(p0: Node<T>)
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abstract fun removeObstacle(obstacle: W): Boolean
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abstract fun setLinkingRule(p0: LinkingRule<T, P>)
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abstract fun setSimulation(p0: Simulation<T, P>)
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fun <R> Iterable<R>.shuffled(randomGenerator: RandomGenerator): Iterable<R>

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