/** * \brief Mutual shoving : The movement by shoving of an agent is calculated based on the cell * overlap and added to the agents movement vector. * * <p>Mutual shoving : The movement by shoving of an agent is calculated based on the cell overlap * and added to the agents movement vector. Both agents are moved of half the overlapping distance * in opposite directions. * * @param aNeighbour Reference to the potentially shoving neighbour * @param isMutual Whether movement is shared between two agents or applied only to this one * @param gain Double noting change in position * @return Boolean stating whether shoving is detected (true) or not (false) */ public boolean addPushMovement(LocatedAgent aNeighbour, boolean isMutual, double gain) { double d, distance; if (aNeighbour == this) return false; // Build the escape vector and find the distance between you and your // neighbourhood d = computeDifferenceVector(_location, aNeighbour._location); _diff.normalizeVector(); // Compute effective cell-cell distance distance = getShoveRadius() + aNeighbour.getShoveRadius(); distance += getSpeciesParam().shoveLimit; distance = d - distance; /* Apply shoving _________________________________________________ */ // Compute shoving distance for the current agent if (distance <= 0) { if (isMutual) { _diff.times(gain * 0.5 * Math.abs(distance)); this._movement.add(_diff); aNeighbour._movement.subtract(_diff); } else { _diff.times(Math.abs(gain * distance)); this._movement.add(_diff); } return true; } else { return false; } }
/** * \brief Pulling : The movement of agents by a shrinking biofilm. Move calculated and added to * the agents movement vector. * * <p>The movement of agents by a shrinking biofilm. Move calculated and added to the agents * movement vector. * * @param aNeighbor Reference to the potentially shoving neighbour * @param isMutual Whether movement is shared between two agents or applied only to this one * @param gain Double noting change in position * @return Boolean stating whether pulling is detected (true) or not (false) */ public boolean addSpringMovement(LocatedAgent aNeighbor, boolean isMutual, double gain) { double d, distance, delta; if (aNeighbor == this) return false; // Build the escape vector and find the distance between you and your // neighbourhood d = computeDifferenceVector(_location, aNeighbor._location); _diff.normalizeVector(); distance = getShoveRadius() + aNeighbor.getShoveRadius(); distance += getSpeciesParam().shoveLimit; delta = d - distance; double lMax = _totalRadius; if (delta > 0) gain *= Math.exp(-delta * 5 / (lMax)); if (delta > lMax) gain = 0; /* Apply shoving _________________________________________________ */ if (isMutual) { _diff.times(-0.5 * delta * gain); this._movement.add(_diff); aNeighbor._movement.subtract(_diff); } else { _diff.times(-delta * gain); this._movement.add(_diff); } return (_movement.norm() > _radius * gain); }
/** * \brief For self-attachment scenarios, calculates the new position of the agent based on XY and * XZ angles and a distance to move * * <p>For self-attachment scenarios, calculates the new position of the agent based on XY and XZ * angles and a distance to move. No return value as the global swimmingAgentPosition is altered. * The angles XY and XZ are also global parameters as these can also be altered by other methods * in the swimming agent position checks * * @param distanceAgentMoves Distance that the agent is to move */ public void calculateNewAgentPosition(Double distanceAgentMoves) { // Now calculate where this angle would place the agent. swimMovement.set( Math.cos(angleOfMovingAgentXY) * Math.cos(angleOfMovingAgentXZ), Math.sin(angleOfMovingAgentXY), Math.sin(angleOfMovingAgentXZ)); swimMovement.times(distanceAgentMoves); swimmingAgentPosition.add(swimMovement); }