PhysicsEnvironment

An environment supporting physics and nodes shapes. Note: due to the high number of parameters it's highly recommended not to use this interface directly, but to create an apposite interface extending this one instead.

Parameters

factory of shapes compatible with this environment

Inheritors

Properties

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open val origin: P
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abstract val shapeFactory: F

A factory of shapes compatible with this environment.

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 addTerminator(p0: Predicate<Environment<T, P>>)
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abstract fun farthestPositionReachable(node: Node<T>, desiredPosition: P, hitboxRadius: Double = getShape(node).radius): 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.

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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 getHeading(node: Node<T>): P

Gets the heading of a node as a direction vector.

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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 getNodesWithin(shape: Shape<P, A>): List<Node<T>>

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

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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 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 getSimulation(): Simulation<T, P>
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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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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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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: P)

Sets the heading of a node.

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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.

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