ContinuousPhysics2DEnvironment

Constructors

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constructor(incarnation: Incarnation<T, Euclidean2DPosition>)

Types

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object Companion

Properties

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open override val origin: Euclidean2DPosition
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A factory of shapes compatible with this environment.

Functions

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abstract fun addLayer(p0: Molecule, p1: Layer<T, Euclidean2DPosition>)
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abstract fun addNode(p0: Node<T>, p1: Euclidean2DPosition): Boolean
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open override fun farthestPositionReachable(node: Node<T>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double): 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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open fun forEach(p0: Consumer<in Node<T>>)
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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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open override fun getHeading(node: Node<T>): Euclidean2DPosition

Gets the heading of a node as a direction vector.

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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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open override fun getNodesWithin(shape: Euclidean2DShape): List<Node<T>>

Gets all nodes whose shape.intersect is true for the given shape.

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abstract fun getOffset(): DoubleArray
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@Nonnull
abstract fun getPosition(p0: Node<T>): Euclidean2DPosition
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open override fun getShape(node: Node<T>): Euclidean2DShape

Gets the shape of a node relatively to its position and heading in the environment.

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abstract fun getSize(): DoubleArray
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abstract fun isTerminated(): Boolean
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abstract 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

Creates an euclidean position from the given coordinates.

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open fun moveNode(node: Node<T>, direction: Euclidean2DPosition)
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open override fun moveNodeToPosition(node: Node<T>, newPosition: Euclidean2DPosition)

Moves the node to the farthestPositionReachable towards the desired newPosition. If the node is shapeless, it is simply moved to newPosition.

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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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open override fun setHeading(node: Node<T>, direction: Euclidean2DPosition)

Sets the heading of a node.

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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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