Dynamics2DEnvironment

Any implementing Environment should take care of physical dynamics, in particular collision detection and response. This interface provides some hooks in order to be able to manage some of the node's physical state.

Properties

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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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abstract fun farthestPositionReachable(node: Node<T>, desiredPosition: Euclidean2DPosition, hitboxRadius: Double = getShape(node).radius): 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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abstract fun getGlobalReactions(): ListSet<GlobalReaction<T>>
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abstract fun getHeading(node: Node<T>): Euclidean2DPosition

Gets the heading of a node as a direction vector.

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abstract fun getLayers(): ListSet<Layer<T, Euclidean2DPosition>>
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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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Gets all nodes whose shape.intersect is true for the given shape.

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abstract fun getNodesWithinRange(p0: Node<T>, p1: Double): ListSet<Node<T>>
abstract fun getNodesWithinRange(p0: Euclidean2DPosition, p1: Double): ListSet<Node<T>>
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abstract fun getOffset(): DoubleArray
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@Nonnull
abstract fun getPosition(p0: Node<T>): Euclidean2DPosition
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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 getVelocity(node: Node<T>): Euclidean2DPosition

Get node's current linear velocity.

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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): Euclidean2DPosition
abstract fun makePosition(vararg coordinates: Double): Euclidean2DPosition
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open fun moveNode(node: Node<T>, direction: Euclidean2DPosition)
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@Nonnull
abstract fun moveNodeToPosition(@Nonnull p0: Node<T>, @Nonnull p1: 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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abstract fun removeNode(p0: Node<T>)
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abstract fun setHeading(node: Node<T>, direction: Euclidean2DPosition)

Sets the heading of a node.

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abstract fun setVelocity(node: Node<T>, velocity: Euclidean2DPosition)

Set node's current linear velocity.

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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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abstract fun updatePhysics(elapsedTime: Double)

Compute any collision response and update node positions.