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/*
 * Copyright (C) 2010-2023, Danilo Pianini and contributors
 * listed, for each module, in the respective subproject's build.gradle.kts file.
 *
 * This file is part of Alchemist, and is distributed under the terms of the
 * GNU General Public License, with a linking exception,
 * as described in the file LICENSE in the Alchemist distribution's top directory.
 */

package it.unibo.alchemist.model.cognitive

import it.unibo.alchemist.model.Node
import it.unibo.alchemist.model.Node.Companion.asProperty
import it.unibo.alchemist.model.Position
import it.unibo.alchemist.model.environments.EnvironmentWithGraph
import it.unibo.alchemist.model.geometry.ConvexShape
import it.unibo.alchemist.model.geometry.Transformation
import it.unibo.alchemist.model.geometry.Vector

/**
 * A [SteeringAction] allowing a node to navigate an environment consciously (e.g. without getting stuck in
 * U-shaped obstacles). Names are inspired to indoor environments, but this interface works for outdoor ones as well.
 *
 * @param T the concentration type.
 * @param P the [Position] type and [Vector] type for the space the node is into.
 * @param A the transformations supported by the shapes in this space.
 * @param L the type of landmarks of the node's cognitive map.
 * @param R the type of edges of the node's cognitive map, representing the [R]elations between landmarks.
 * @param N the type of nodes of the navigation graph provided by the [environment].
 * @param E the type of edges of the navigation graph provided by the [environment].
 */
interface NavigationAction : SteeringAction
    where P : Position

, P : Vector

, A : Transformation

, L : ConvexShape, N : ConvexShape { /** * The owner of this action. */ val navigatingNode: Node /** * The [navigatingNode]'s orientingProperty. */ val orientingProperty get() = navigatingNode.asProperty>() /** * The environment the [navigatingNode] is into. */ val environment: EnvironmentWithGraph<*, T, P, A, N, E> /** * The position of the [navigatingNode] in the [environment]. */ val pedestrianPosition: P /** * The room (= environment's area) the [navigatingNode] is into. */ val currentRoom: N? /** * @returns the doors (= passages/edges) the node can perceive. */ fun doorsInSight(): List /** * Moves the node across the provided [door], which must be among [doorsInSight]. */ fun crossDoor(door: E) /** * Moves the node to the given final [destination], which must be inside [currentRoom]. */ fun moveToFinal(destination: P) /** * Stops moving the node. */ fun stop() = moveToFinal(pedestrianPosition) }





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