BioRect2DEnvironmentNoOverlap

Implements a limited environment supporting cells with a defined shape, avoiding any overlapping among them.

Constructors

Link copied to clipboard
open fun BioRect2DEnvironmentNoOverlap(incarnation: BiochemistryIncarnation)
Returns an infinite BioRect2DEnvironment.
Link copied to clipboard
open fun BioRect2DEnvironmentNoOverlap(    incarnation: BiochemistryIncarnation,     minX: Double,     maxX: Double,     minY: Double,     maxY: Double)
Returns a limited rectangular BioRect2DEnvironment.

Functions

Link copied to clipboard
open fun addGlobalReaction(reaction: GlobalReaction<T>)
Link copied to clipboard
fun addLayer(m: Molecule, l: Layer<T, P>)
Link copied to clipboard
fun addNode(node: Node<T>, p: P): Boolean
Link copied to clipboard
fun addTerminator(terminator: Predicate<Environment<T, P>>)
Link copied to clipboard
open fun farthestPositionReachable(    node: Node<T>,     desiredPosition: Euclidean2DPosition,     hitboxRadius: Double): Euclidean2DPosition
abstract fun farthestPositionReachable(    p: Node<T>,     p1: P,     p2: Double): P
Link copied to clipboard
fun forEach(action: Consumer<out Any>)
Link copied to clipboard
fun getDimensions(): Int
Link copied to clipboard
fun getDistanceBetweenNodes(n1: Node<T>, n2: Node<T>): Double
Link copied to clipboard
open fun getHeading(node: Node<T>): Euclidean2DPosition
abstract fun getHeading(p: Node<T>): P
Link copied to clipboard
fun getLayer(m: Molecule): Optional<Layer<T, P>>
Link copied to clipboard
fun getLayers(): ListSet<Layer<T, P>>
Link copied to clipboard
fun getLinkingRule(): LinkingRule<T, P>
open fun getMaxDiameterAmongCircularDeformableCells(): Double
Link copied to clipboard
fun getNeighborhood(center: Node<T>): Neighborhood<T>
Link copied to clipboard
fun getNodeByID(id: Int): Node<T>
Link copied to clipboard
fun getNodeCount(): Int
Link copied to clipboard
open fun getNodesWithin(shape: GeometricShape<Euclidean2DPosition, Euclidean2DTransformation>): List<Node<T>>
Link copied to clipboard
fun getNodesWithinRange(center: Node<T>, range: Double): ListSet<Node<T>>
Link copied to clipboard
fun getOffset(): Array<Double>
Link copied to clipboard
open fun getOrigin(): Euclidean2DPosition
open fun getOrigin(): P
Link copied to clipboard
fun getPosition(node: Node<T>): P
Link copied to clipboard
open fun getShape(node: Node<T>): GeometricShape<Euclidean2DPosition, Euclidean2DTransformation>
abstract fun getShape(p: Node<T>): GeometricShape<P, A>
Link copied to clipboard
abstract fun getShapeFactory(): F
Link copied to clipboard
fun getSize(): Array<Double>
Link copied to clipboard
open fun getSizeInDistanceUnits(): Array<Double>
Link copied to clipboard
fun isTerminated(): Boolean
Link copied to clipboard
fun iterator(): Iterator<Node<T>>
abstract fun iterator(): Iterator<T>
Link copied to clipboard
open fun makePosition(coordinates: Array<Number>): Euclidean2DPosition
abstract fun makePosition(p: Array<Number>): P
Link copied to clipboard
fun moveNode(node: Node<Double>, direction: Euclidean2DPosition)
open fun moveNode(node: Node<T>, direction: P)
Link copied to clipboard
open fun moveNodeToPosition(node: Node<Double>, newPos: Euclidean2DPosition)
Link copied to clipboard
fun removeNode(node: Node<T>)
Link copied to clipboard
open fun setHeading(node: Node<T>, direction: Euclidean2DPosition)
Link copied to clipboard
fun setLinkingRule(r: LinkingRule<T, P>)
Link copied to clipboard
fun spliterator(): Spliterator<Node<T>>
open fun spliterator(): Spliterator<T>
Link copied to clipboard
open fun toString(): String

Properties

Link copied to clipboard
val Companion: Continuous2DEnvironment.Companion
Link copied to clipboard
val globalReactions: ListSet<GlobalReaction<T>>
Link copied to clipboard
open val incarnation: Incarnation<T, P>
Link copied to clipboard
val nodes: ListSet<Node<T>>
Link copied to clipboard
val shapeFactory: Euclidean2DShapeFactory
Link copied to clipboard
open var simulation: Simulation<T, P>