Continuous2DObstacles

Constructors

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constructor(incarnation: Incarnation<T, Euclidean2DPosition>)

Properties

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val nodes: ListSet<Node<T>>
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A factory of shapes compatible with this environment.

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open var simulation: Simulation<T, P>

Functions

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open fun addGlobalReaction(reaction: GlobalReaction<T>)
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fun addLayer(m: Molecule, l: Layer<T, P>)
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fun addNode(node: Node<T>, p: P): Boolean
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fun addTerminator(terminator: Predicate<Environment<T, P>>)
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abstract fun farthestPositionReachable(node: Node<T>, desiredPosition: P, hitboxRadius: Double): P

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.

open 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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fun forEach(action: Consumer<in Node<T>>)
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abstract fun getHeading(node: Node<T>): P

Gets the heading of a node as a direction vector.

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fun getLayers(): ListSet<Layer<T, P>>
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fun getNodeByID(id: Int): Node<T>
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Gets all nodes whose shape.intersect is true for the given shape.

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fun getNodesWithinRange(center: Node<T>, range: Double): ListSet<Node<T>>
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open fun getOrigin(): P
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fun getPosition(node: Node<T>): P
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abstract fun getShape(node: Node<T>): Shape<P, A>

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

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abstract fun getShapeFactory(): F

A factory of shapes compatible with this environment.

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Subclasses dealing with mobile obstacles may change this.
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abstract fun iterator(): Iterator<T>
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abstract fun makePosition(p: Array<Number>): P

open fun makePosition(coordinates: Array<Number>): Euclidean2DPosition

Creates an euclidean position from the given coordinates.

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open fun moveNode(node: Node<T>, direction: P)
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open fun moveNodeToPosition(node: Node<T>, newpos: P)

open 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.

open fun moveNodeToPosition(@Nonnull node: Node<T>, newPos: Euclidean2DPosition)
Moves the node to the farthestPositionReachable towards the desired newPosition.
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@Nonnull
fun next(@Nonnull current: Euclidean2DPosition, @Nonnull desired: Euclidean2DPosition): Euclidean2DPosition

This method must calculate the ABSOLUTE next allowed position given the current position and the position in which the node wants to move.
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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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fun removeNode(node: Node<T>)
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open 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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open fun toString(): String