//Constructor called when a cell is created in the begining of the program public ForwardInternals(float x, float z, float v, float dT, float angle, ICellRegulation regulator, int iterations) : this(v, dT, angle, regulator, iterations) { //add the initial values to the arrays positions[0] = new Vector3Adapter(x, z); AddState(0); birthDate = 0; }
public AbstractInternals(float v, float dT, float angle, ICellRegulation regulator) { this.v = v; this.dT = dT; this.angle = angle; model = Model.GetInstance(); this.regulator = regulator; }
private Cell parentObject; //TODO replce this with something smarter private ForwardInternals(float v, float dT, float angle, ICellRegulation regulation, int iterations) : base(v, dT, angle, regulation) { initalAngel = angle; this.iterations = iterations; deathDate = iterations + 1; lifeRegulator = BacteriaFactory.GetInstance().GetLifeRegulator(); //crete the arrays positions = new IPointAdapter[iterations + 1]; states = new State[iterations + 1]; cellDeathListeners = new List <ICellDeathListener>(); }
//Constructure that is used when a cell is created as the result of a cell division public ForwardInternals(IPointAdapter[] locations, State[] states, float v, float dT, float angle, ICellRegulation regulator, int iterations, int iteration) : this(v, dT, angle, regulator, iterations) { //Fix the states so that there are no null pointers this should maybe for (int i = 0; i <= iteration; i++) { positions[i] = locations[i].Copy(); this.states[i] = states[i]; } this.positions[iteration + 1] = locations[iteration].Copy(); this.states[iteration + 1] = GetInternalState(); currentIteration = iteration; birthDate = iteration; }
public Internals(float x, float z, float v, float dT, float angle, ICellRegulation regulator) : base(v, dT, angle, regulator) { location = new Vector3Adapter(x, z); }