AnimatLab  2
Test
AnimatSim::Environment::BodyPart Class Reference

Base class for all body parts and joints. More...

#include <BodyPart.h>

+ Inheritance diagram for AnimatSim::Environment::BodyPart:
+ Collaboration diagram for AnimatSim::Environment::BodyPart:

Public Member Functions

 BodyPart (void)
 Default constructor. More...
 
virtual ~BodyPart (void)
 Destructor. More...
 
virtual void AddBodyClicked (float fltPosX, float fltPosY, float fltPosZ, float fltNormX, float fltNormY, float fltNormZ)
 Called when the user clicks on this object while the AddBody mode is active. More...
 
virtual void AddRobotPartInterface (RobotPartInterface *lpPart)
 
virtual int FindRobotPartListIndex (std::string strID, bool bThrowError=true)
 Finds the index of a robot part attached to this body part with the matching ID. More...
 
virtual float * GetDataPointer (const std::string &strDataType)
 
virtual CStdArray< RobotPartInterface * > * GetRobotPartInterfaces ()
 Gets a pointer to the roboto part interface associated with this body part. More...
 
virtual void Initialize ()
 Initializes this object. More...
 
virtual void Load (CStdXml &oXml)
 
virtual bool NeedsRobotSynch ()
 
virtual IPhysicsBodyPhysicsBody ()
 Gets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc.. More...
 
virtual void PhysicsBody (IPhysicsBody *lpBody)
 Sets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc.. More...
 
virtual void QueryProperties (CStdPtrArray< TypeProperty > &aryProperties)
 
virtual void RemoveRobotPartInterface (RobotPartInterface *lpPart)
 
virtual void ResetSimulation ()
 Resets the simulation back to time 0. More...
 
virtual void Resize ()
 Called when this object has been resized. More...
 
virtual void Selected (bool bValue, bool bSelectMultiple)
 
virtual bool SetData (const std::string &strDataType, const std::string &strValue, bool bThrowError=true)
 
virtual void SetSystemPointers (Simulator *lpSim, Structure *lpStructure, NeuralModule *lpModule, Node *lpNode, bool bVerify)
 
virtual float SynchUpdateInterval ()
 This is how often we need to update this particular adapter. More...
 
virtual void SynchUpdateInterval (float fltVal)
 Determines how often we need to update this particular adapter. More...
 
virtual bool SynchWithRobot ()
 Gets whether the m_bRobotAdpaterSynch flag applies to this adapter. More...
 
virtual void SynchWithRobot (bool bVal)
 Determines whether the m_bRobotAdpaterSynch flag applies to this adapter. More...
 
virtual void TimeStepModified ()
 If the time step is modified then we need to recalculate the length of the delay buffer. More...
 
virtual void UpdateExtraData ()
 UpdateData is called during this body parts sim update call, and before any of its child updates because those children may need import information like this parts position. However, there are a number of pieces of information that are not critical to the part itself, but that a user may have asked for. I do not want to collect that info for every part if it is not needed. So instead, if a user asks for it then this part is added to a list on the simulation. After all parts have been updated for a simulation step then we loop through the list of just the necessary parts and call UpdateExtraData to collect this additional data. It is important that this be done after all parts have stepped becasue some of this data will only be correct at the end. An example of this is force applied to a part. Forces can be added by any child parts, so it is only at the end that these values are valid. More...
 
virtual void UpdatePhysicsPosFromGraphics ()
 Updates the physics position from graphics. More...
 
virtual void VisualSelectionModeChanged (int iNewMode)
 Called when the visual selection mode changed in GUI. More...
 
virtual void WakeDynamics ()
 
- Public Member Functions inherited from AnimatSim::Node
 Node ()
 Default constructor. More...
 
virtual ~Node ()
 Destructor. More...
 
virtual void AddExternalNodeInput (int iTargetDataType, float fltInput)=0
 Adds an external node input. More...
 
virtual void Copy (CStdSerialize *lpSource)
 
virtual bool Enabled ()
 Tells whether this node is enabled. More...
 
virtual void Enabled (bool bValue)
 Enables the node. More...
 
virtual int GetTargetDataTypeIndex (const std::string &strDataType)
 Used to convert a string target data type into an integer index. More...
 
virtual void Kill (bool bState=true)
 Kills. More...
 
virtual void SetSystemPointers (Simulator *lpSim, Structure *lpStructure, NeuralModule *lpModule, Node *lpNode, bool bVerify)
 Sets the system pointers. More...
 
virtual void VerifySystemPointers ()
 Verify that system pointers have been set correctly. More...
 
- Public Member Functions inherited from AnimatSim::AnimatBase
 AnimatBase ()
 Constructs an AnimatBase object. More...
 
virtual ~AnimatBase ()
 Destroys the AnimatBase object.. More...
 
virtual bool AddItem (const std::string &strItemType, const std::string &strXml, bool bThrowError=true, bool bDoNotInit=false)
 Adds a new object to this parent. More...
 
virtual void AfterResetSimulation ()
 Called after a simulation reset for some objects. More...
 
virtual long CalculateSnapshotByteSize ()
 Calculates the snapshot byte size. More...
 
virtual NeuralModuleGetNeuralModule ()
 Gets the neural module. More...
 
virtual NodeGetNode ()
 Gets the node. More...
 
virtual SimulatorGetSimulator ()
 Gets the simulator pointer. More...
 
virtual StructureGetStructure ()
 Gets the structure for this node. More...
 
virtual bool HasProperty (const std::string &strName)
 Queries this object if it has a property with the given name. More...
 
virtual std::string ID ()
 Gets the unique GUID ID of this object. More...
 
virtual void ID (std::string strValue)
 Sets the unique GUID ID of the object. More...
 
virtual void Load (StdUtils::CStdXml &oXml)
 Loads the item using an XML data packet. More...
 
virtual void LoadKeyFrameSnapshot (byte *aryBytes, long &lIndex)
 Loads a key frame snapshot. More...
 
virtual std::string Name ()
 Gets the name of this object. More...
 
virtual void Name (std::string strValue)
 Sets the name of the object. Blank is acceptable. More...
 
virtual AnimatPropertyType PropertyType (const std::string &strName)
 
virtual void ReInitialize ()
 Re-initialize this object. More...
 
virtual bool RemoveItem (const std::string &strItemType, const std::string &strID, bool bThrowError=true)
 Removes a child item from this parent. More...
 
virtual void Reset ()
 Resets this object. More...
 
virtual void RigidBodyAdded (std::string strID)
 
virtual void RigidBodyRemoved (std::string strID)
 
virtual void SaveKeyFrameSnapshot (byte *aryBytes, long &lIndex)
 Saves a key frame snapshot. More...
 
virtual bool Selected ()
 Tells if this items is selected or not. More...
 
virtual bool SetData (const std::string &strDataType, const float fltValue, bool bThrowError=true)
 Set a variable based on a string data type name. More...
 
virtual bool SetData (const std::string &strDataType, const long lValue, bool bThrowError=true)
 Set a variable based on a string data type name. More...
 
virtual void SimPausing ()
 Called just before the simulation pauses. More...
 
virtual void SimStarting ()
 Called just before the simulation starts. More...
 
virtual void SimStopping ()
 Called just before the simulation stops. More...
 
virtual void StepSimulation ()
 Step the simulation for this object. More...
 
virtual std::string Type ()
 returns the string type name of this object. More...
 
virtual void Type (std::string strValue)
 Sets the class type for this object. More...
 
- Public Member Functions inherited from AnimatSim::Environment::MovableItem
 MovableItem (void)
 Default constructor. More...
 
virtual ~MovableItem (void)
 Destructor. More...
 
virtual CStdFPoint AbsolutePosition ()
 Gets the absolute position of this body part. More...
 
virtual void AbsolutePosition (CStdFPoint &oPoint)
 Sets the absolute position of this body part. (m_oAbsPosition) More...
 
virtual void AbsolutePosition (float fltX, float fltY, float fltZ)
 Sets the absolute position of this body part. (m_oAbsPosition) More...
 
virtual bool AllowMouseManipulation ()
 Tells if a given part can be manipulated using the mouse and draggers. More...
 
virtual bool AllowRotateDragX ()
 Gets whether this body part can be rotated along the x-axis by the user with the drag handlers. More...
 
virtual bool AllowRotateDragY ()
 Gets whether this body part can be rotated along the y-axis by the user with the drag handlers. More...
 
virtual bool AllowRotateDragZ ()
 Gets whether this body part can be rotated along the z-axis by the user with the drag handlers. More...
 
virtual bool AllowTranslateDragX ()
 Gets whether this body part can be translated along the x-axis by the user with the drag handlers. More...
 
virtual bool AllowTranslateDragY ()
 Gets whether this body part can be translated along the y-axis by the user with the drag handlers. More...
 
virtual bool AllowTranslateDragZ ()
 Gets whether this body part can be translated along the z-axis by the user with the drag handlers. More...
 
virtual float Alpha ()
 Gets the current alpha. More...
 
virtual void Alpha (float fltAlpha)
 Sets the current alpha. More...
 
virtual CStdColorAmbient ()
 Gets the ambient color value. More...
 
virtual void Ambient (CStdColor &aryColor)
 
virtual void Ambient (float *aryColor)
 Sets the Ambient color. More...
 
virtual void Ambient (std::string strXml)
 Loads the Ambient color from an XML data packet. More...
 
virtual bool CalculateLocalPosForWorldPos (float fltWorldX, float fltWorldY, float fltWorldZ, CStdFPoint &vLocalPos)
 Calculates the local position values for matrix transform for the part to be in a specific world position. More...
 
virtual IMovableItemCallbackCallback ()
 Gets the callback interface pointer. This is an interface pointer to a callback class that allows us to notify the GUI of events that occur within the simulation. More...
 
virtual void Callback (IMovableItemCallback *lpCallback)
 Sets the callback interface pointer. This is an interface pointer to a callback class that allows us to notify the GUI of events that occur within the simulation. More...
 
virtual float CollisionsAlpha ()
 Gets the collisions alpha. More...
 
virtual void CollisionsAlpha (float fltVal)
 Sets the collisions alpha. More...
 
virtual CStdColorDiffuse ()
 Gets the diffuse color. More...
 
virtual void Diffuse (CStdColor &aryColor)
 
virtual void Diffuse (float *aryColor)
 Sets the Diffuse color. More...
 
virtual void Diffuse (std::string strXml)
 Loads the Diffuse color from an XML data packet. More...
 
virtual BoundingBox GetBoundingBox ()
 Gets the bounding box for this part. More...
 
virtual float GetBoundingRadius ()
 Gets the bounding radius of this part. More...
 
virtual CStdFPoint GetCurrentPosition ()
 Gets the current position of this part. More...
 
virtual float GraphicsAlpha ()
 Gets the graphics alpha. More...
 
virtual void GraphicsAlpha (float fltVal)
 Sets the graphics alpha. More...
 
virtual bool IsSelected ()
 Query if this object is selected. More...
 
virtual bool IsVisible ()
 Query if this object is visible. More...
 
virtual void IsVisible (bool bVal)
 Sets whether this part is visible or not. More...
 
virtual float JointsAlpha ()
 Gets the joints alpha. More...
 
virtual void JointsAlpha (float fltVal)
 Sets the joints alpha. More...
 
virtual std::string LocalTransformationMatrixString ()
 Returns a string representation of the transformation matrix of this object. This is primarily used to save off the transform matrix into the project file. More...
 
virtual void OrientNewPart (float fltXPos, float fltYPos, float fltZPos, float fltXNorm, float fltYNorm, float fltZNorm)
 Orients a new part based on where the parent was clicked and the normal of the surface face. More...
 
RigidBodyParent ()
 Gets the parent RigidBody of this part. More...
 
void Parent (RigidBody *lpValue)
 Sets the parent RigidBody of this part. More...
 
virtual IPhysicsMovableItemPhysicsMovableItem ()
 Gets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc.. More...
 
virtual void PhysicsMovableItem (IPhysicsMovableItem *lpBase)
 Sets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc.. More...
 
virtual CStdFPoint Position ()
 Gets the local position. (m_oPosition) More...
 
virtual void Position (CStdFPoint &oPoint, bool bUseScaling=true, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the local position. (m_oPosition) More...
 
virtual void Position (float fltX, float fltY, float fltZ, bool bUseScaling=true, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the local position. (m_oPosition) More...
 
virtual void Position (std::string strXml, bool bUseScaling=true, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the local position. (m_oPosition). This method is primarily used by the GUI to reset the local position using an xml data packet. More...
 
virtual float ReceptiveFieldsAlpha ()
 Gets the receptive fields alpha. More...
 
virtual void ReceptiveFieldsAlpha (float fltVal)
 Sets the receptive fields alpha. More...
 
virtual CStdFPoint ReportPosition ()
 Gets the reported local position. (m_oReportPosition). More...
 
virtual void ReportPosition (CStdFPoint &oPoint)
 Sets the reported local position. (m_oReportPosition). More...
 
virtual void ReportPosition (float fltX, float fltY, float fltZ)
 Sets the reported local position. (m_oReportPosition). More...
 
virtual CStdFPoint ReportRotation ()
 Gets the reported rotation of this part. (m_oReportRotation) More...
 
virtual void ReportRotation (CStdFPoint &oPoint)
 Sets the reported rotation of this part. (m_oReportRotation) More...
 
virtual void ReportRotation (float fltX, float fltY, float fltZ)
 Sets the reported rotation of this part. (m_oReportRotation) More...
 
virtual CStdFPoint ReportWorldPosition ()
 Gets the reported world position. (m_oReportWorldPosition) More...
 
virtual void ReportWorldPosition (CStdFPoint &oPoint)
 Sets the reported world position (m_oReportWorldPosition) More...
 
virtual void ReportWorldPosition (float fltX, float fltY, float fltZ)
 Sets the reported world position (m_oReportWorldPosition) More...
 
virtual CStdFPoint Rotation ()
 Gets the rotation of this body in radians. More...
 
virtual void Rotation (CStdFPoint &oPoint, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the rotation of this body in radians. (m_oRotation) More...
 
virtual void Rotation (float fltX, float fltY, float fltZ, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the rotation of this body in radians. (m_oRotation) More...
 
virtual void Rotation (std::string strXml, bool bFireChangeEvent=false, bool bUpdateMatrix=true)
 Sets the rotation of this body in radians. (m_oRotation). This method is primarily used by the GUI to reset the rotation using an xml data packet. More...
 
virtual CStdFPoint SelectedVertex ()
 Gets the relative position of the selected vertex. (m_vSelectedVertex) More...
 
virtual void SelectedVertex (CStdFPoint &vPoint, bool bFireChangeEvent=false, bool bUpdatePhysics=true)
 Sets the relative position of the selected vertex. (m_vSelectedVertex) More...
 
virtual void SelectedVertex (float fltX, float fltY, float fltZ, bool bFireChangeEvent=false, bool bUpdatePhysics=true)
 Sets the relative position of the selected vertex. (m_vSelectedVertex) More...
 
virtual void SetBoundingBox (int iIdx, float fltVal)
 Sets one dimension of the bounding box. This does nothing for all parts except a mesh. More...
 
virtual float Shininess ()
 Gets the shininess. More...
 
virtual void Shininess (float fltVal)
 Sets the shininess value. More...
 
virtual float SimulationAlpha ()
 Gets the simulation alpha. More...
 
virtual void SimulationAlpha (float fltVal)
 Sets the simulation alpha. More...
 
virtual CStdColorSpecular ()
 Gets the specular color. More...
 
virtual void Specular (CStdColor &aryColor)
 
virtual void Specular (float *aryColor)
 Sets the Specular color. More...
 
virtual void Specular (std::string strXml)
 Loads the Specular color from an XML data packet. More...
 
virtual std::string Texture ()
 Gets the texture filename. More...
 
virtual void Texture (std::string strValue)
 Sets the Texture filename. More...
 
virtual CStdFPoint UpdateAbsolutePosition ()
 
virtual void UserDefinedDraggerRadius (float fltRadius)
 User defined dragger radius. More...
 
virtual float UserDefinedDraggerRadius ()
 Gets the user defined dragger radius. More...
 
virtual int VisualSelectionType ()
 Gets the visual selection type for this part. More...
 

Static Public Member Functions

static BodyPartCastToDerived (AnimatBase *lpBase)
 
- Static Public Member Functions inherited from AnimatSim::Node
static NodeCastToDerived (AnimatBase *lpBase)
 

Protected Member Functions

virtual void UpdateData ()
 Called to collect any body data for this part. More...
 
- Protected Member Functions inherited from AnimatSim::Environment::MovableItem
virtual void LoadPosition (CStdXml &oXml)
 Loads the items position. More...
 
virtual void LoadRotation (CStdXml &oXml)
 Loads the items rotation. More...
 

Protected Attributes

CStdArray< RobotPartInterface * > m_aryRobotParts
 Array of pointers to robot part interfaces connected to this body part.
 
bool m_bSynchWithRobot
 
float m_fltSynchUpdateInterval
 This is how often we need to update this particular adapter.
 
int m_iSynchCount
 Keeps track of the last time we did a synch for the robot.
 
int m_iSynchUpdateInterval
 The number of ticks between each call to update for this adapter till the next update time.
 
IPhysicsBodym_lpPhysicsBody
 
- Protected Attributes inherited from AnimatSim::Node
bool m_bInitEnabled
 Keeps track of the enabled state at sim startup.
 
float m_fltEnabled
 This is used for reporting the enabled state in a GetDataPointer call.
 
Organism * m_lpOrganism
 The pointer to this node's organism.
 
- Protected Attributes inherited from AnimatSim::AnimatBase
bool m_bEnabled
 Tells if this item is enabled or not. If it is not enabled then it is not run.
 
bool m_bSelected
 Tells whether the object is selected or not.
 
AnimatSim::Behavior::NeuralModulem_lpModule
 The pointer to this items parentNeuralModule. If this is not relevant for this object then this is NULL.
 
Nodem_lpNode
 The pointer to this items parent Node. If this is not relevant for this object then this is NULL.
 
Simulatorm_lpSim
 The pointer to a Simulation.
 
AnimatSim::Environment::Structurem_lpStructure
 The pointer to this items parent Structure. If this is not relevant for this object then this is NULL.
 
std::string m_strID
 The unique Id for this object.
 
std::string m_strName
 The name for this object.
 
std::string m_strType
 The type for this object. Examples are Box, Plane, Neuron, etc..
 
- Protected Attributes inherited from AnimatSim::Environment::MovableItem
bool m_bIsSelected
 Keeps track of whether this movable item has been selected or not.
 
bool m_bIsVisible
 
float m_fltAlpha
 The current alpha transparency for this body part.
 
float m_fltCollisionsAlpha
 The alpha transparency used in the Collisions VisualSelectionMode.
 
float m_fltGraphicsAlpha
 The alpha transparency used in the Graphics VisualSelectionMode.
 
float m_fltJointsAlpha
 The alpha transparency used in the Joints VisualSelectionMode.
 
float m_fltReceptiveFieldsAlpha
 The alpha transparency used in the Receptive Fields VisualSelectionMode.
 
float m_fltReportIsVisible
 
float m_fltShininess
 The shininess of the part. A value between 0 and 128.
 
float m_fltSimulationAlpha
 The alpha transparency used in the Simulation VisualSelectionMode.
 
float m_fltUserDefinedDraggerRadius
 User defined drag handle radius. If this is -1 then the user has not set the value and the default is used.
 
IMovableItemCallbackm_lpCallback
 
Simulatorm_lpMovableSim
 The pointer to a Simulation.
 
RigidBodym_lpParent
 
IPhysicsMovableItemm_lpPhysicsMovableItem
 
CStdFPoint m_oAbsPosition
 
CStdFPoint m_oPosition
 These are rotation and position coords relative to the parent if this is a body part.
 
CStdFPoint m_oReportPosition
 This is used for reporting the position back to the GUI. It is the position scaled for distance units.
 
CStdFPoint m_oReportRotation
 
CStdFPoint m_oReportWorldPosition
 This is used for reporting the position back to the GUI. It is the world position scaled for distance units.
 
CStdFPoint m_oRotation
 
std::string m_strTexture
 An optional texture to apply to the rigid body.
 
CStdColor m_vAmbient
 The ambient color to apply to this part. It is specified as red, green, blue, and alpha.
 
CStdColor m_vDiffuse
 The diffuse color to apply to this part. It is specified as red, green, blue, and alpha.
 
CStdFPoint m_vSelectedVertex
 The relative position of the selected vertex.
 
CStdColor m_vSpecular
 The specular color to apply to this part. It is specified as red, green, blue, and alpha.
 

Detailed Description

Base class for all body parts and joints.

This is the base class for all types of body parts, both rigidbody and joints.

Author
dcofer
Date
3/2/2011

Definition at line 25 of file BodyPart.h.

Constructor & Destructor Documentation

AnimatSim::Environment::BodyPart::BodyPart ( void  )

Default constructor.

Author
dcofer
Date
3/2/2011

Definition at line 46 of file BodyPart.cpp.

References m_bSynchWithRobot, m_fltSynchUpdateInterval, m_iSynchCount, m_iSynchUpdateInterval, and m_lpPhysicsBody.

AnimatSim::Environment::BodyPart::~BodyPart ( void  )
virtual

Destructor.

Author
dcofer
Date
3/2/2011

Definition at line 61 of file BodyPart.cpp.

References m_aryRobotParts, and StdUtils::Std_TraceMsg().

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Member Function Documentation

void AnimatSim::Environment::BodyPart::AddBodyClicked ( float  fltPosX,
float  fltPosY,
float  fltPosZ,
float  fltNormX,
float  fltNormY,
float  fltNormZ 
)
virtual

Called when the user clicks on this object while the AddBody mode is active.

When the user selects the AddBody mode in the GUI then the simulation detects when a part is clicked in the simulation window. (This occurs in the VsCameraManipulator class). It gets the position of the click in global coordinates, and the normal vector for the surface that was clicked. We then need to pass this info back up the GUI and let it know the click occurred. This method uses the IMovableItemCallback object to send this info back up to the GUI.

Author
dcofer
Date
3/2/2011
Parameters
fltPosXThe position x coordinate.
fltPosYThe position y coordinate.
fltPosZThe position z coordinate.
fltNormXThe normal x coordinate.
fltNormYThe normal y coordinate.
fltNormZThe normal z coordinate.

Reimplemented from AnimatSim::Environment::MovableItem.

Definition at line 236 of file BodyPart.cpp.

References AnimatSim::IMovableItemCallback::AddBodyClicked(), and AnimatSim::Environment::MovableItem::m_lpCallback.

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int AnimatSim::Environment::BodyPart::FindRobotPartListIndex ( std::string  strID,
bool  bThrowError = true 
)
virtual

Finds the index of a robot part attached to this body part with the matching ID.

Author
dcofer
Date
4/25/2014
Parameters
strIDPart ID to find.
bThrowErrorIf true and the part is not found it throws an exception. If false and not found it returns -1.

Definition at line 344 of file BodyPart.cpp.

References AnimatSim::AnimatBase::ID(), and m_aryRobotParts.

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CStdArray< RobotPartInterface * > * AnimatSim::Environment::BodyPart::GetRobotPartInterfaces ( )
virtual

Gets a pointer to the roboto part interface associated with this body part.

Author
dcofer
Date
4/25/2014

Definition at line 304 of file BodyPart.cpp.

References m_aryRobotParts.

void AnimatSim::Environment::BodyPart::Initialize ( )
virtual

Initializes this object.

After an object is loaded in it must be initialized before it can be used. This allows the object to retrieve any pointers or setup memory that it will need during execution. Each object is responsible for initializing any of its child objects, so you simply need to call this method on the containing class to init all child objects. It also calls VerifySystemPointers to make sure that the system pointers have been setup correctly.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in AnimatSim::Environment::MotorizedJoint, AnimatSim::Environment::Joint, AnimatSim::Environment::Bodies::Mouth, and AnimatSim::Environment::Bodies::Sensor.

Definition at line 400 of file BodyPart.cpp.

References AnimatSim::AnimatBase::Initialize(), m_fltSynchUpdateInterval, and SynchUpdateInterval().

Referenced by AnimatSim::Environment::RigidBody::AddRigidBody(), AnimatSim::Environment::Structure::AddRoot(), and AnimatSim::Environment::Joint::Initialize().

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IPhysicsBody * AnimatSim::Environment::BodyPart::PhysicsBody ( )
virtual

Gets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc..

Author
dcofer
Date
3/2/2011
Returns
Pointer to Vs interface, NULL else.

Definition at line 115 of file BodyPart.cpp.

References m_lpPhysicsBody.

void AnimatSim::Environment::BodyPart::PhysicsBody ( IPhysicsBody lpBody)
virtual

Sets the physics body interface pointer. This is an interface reference to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc..

Author
dcofer
Date
3/2/2011
Parameters
[in,out]lpBodyThe pointer to the phsyics body interface.

Definition at line 127 of file BodyPart.cpp.

References m_lpPhysicsBody.

void AnimatSim::Environment::BodyPart::ResetSimulation ( )
virtual

Resets the simulation back to time 0.

This method calls the ResetSimulation method on all subitems in order to reset the simulation back to the beginning.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::Node.

Reimplemented in AnimatSim::Environment::RigidBody, AnimatSim::Environment::MotorizedJoint, AnimatSim::Environment::Bodies::LinearHillMuscle, AnimatSim::Environment::Bodies::Spring, AnimatSim::Environment::Joint, AnimatSim::Environment::Bodies::MuscleBase, AnimatSim::Environment::Bodies::LinearHillStretchReceptor, AnimatSim::Environment::Bodies::Stomach, AnimatSim::Environment::Bodies::Mouth, AnimatSim::Environment::Joints::Hinge, BulletAnimatSim::Environment::Joints::BlHinge, BulletAnimatSim::Environment::Joints::BlPrismatic, RoboticsAnimatSim::Environment::Joints::RbHinge, VortexAnimatSim::Environment::Bodies::VsSpring, AnimatSim::Environment::Bodies::OdorSensor, RoboticsAnimatSim::Environment::Joints::RbPrismatic, VortexAnimatSim::Environment::Bodies::VsLinearHillMuscle, VortexAnimatSim::Environment::Bodies::VsLinearHillStretchReceptor, BulletAnimatSim::Environment::Bodies::BlLinearHillMuscle, RoboticsAnimatSim::Environment::Bodies::RbLinearHillMuscle, BulletAnimatSim::Environment::Bodies::BlLinearHillStretchReceptor, RoboticsAnimatSim::Environment::Bodies::RbLinearHillStretchReceptor, BulletAnimatSim::Environment::Bodies::BlSpring, and RoboticsAnimatSim::Environment::Bodies::RbSpring.

Definition at line 393 of file BodyPart.cpp.

References m_iSynchCount, and AnimatSim::Node::ResetSimulation().

Referenced by AnimatSim::Environment::Joint::ResetSimulation(), and AnimatSim::Environment::RigidBody::ResetSimulation().

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void AnimatSim::Environment::BodyPart::Resize ( )
virtual

Called when this object has been resized.

This method is called when an item is resized. It is overloaded in the derived class and allows that child class to perform any necessary graphics/physics calls for the resize event.

Author
dcofer
Date
3/2/2011

Reimplemented in AnimatSim::Environment::Bodies::LineBase.

Definition at line 141 of file BodyPart.cpp.

References AnimatSim::Environment::MovableItem::m_lpCallback, AnimatSim::Environment::MovableItem::m_lpPhysicsMovableItem, and AnimatSim::IMovableItemCallback::SizeChanged().

Referenced by AnimatSim::Environment::Bodies::Mesh::CollisionMeshType(), AnimatSim::Environment::Bodies::Mesh::ConvexMeshFile(), AnimatSim::Environment::Bodies::Cylinder::Height(), AnimatSim::Environment::Bodies::Cone::Height(), AnimatSim::Environment::Bodies::Box::Height(), AnimatSim::Environment::Bodies::Box::HeightSections(), AnimatSim::Environment::Bodies::Torus::InsideRadius(), AnimatSim::Environment::Bodies::Sphere::LatitudeSegments(), AnimatSim::Environment::Bodies::Ellipsoid::LatSegments(), AnimatSim::Environment::Bodies::Box::Length(), AnimatSim::Environment::Bodies::Box::LengthSections(), AnimatSim::Environment::Bodies::Plane::LengthSegments(), AnimatSim::Environment::Bodies::Ellipsoid::LongSegments(), AnimatSim::Environment::Bodies::Sphere::LongtitudeSegments(), AnimatSim::Environment::Bodies::Cone::LowerRadius(), AnimatSim::Environment::Bodies::Ellipsoid::MajorRadius(), AnimatSim::Environment::Bodies::Mesh::MeshFile(), AnimatSim::Environment::Bodies::Ellipsoid::MinorRadius(), AnimatSim::Environment::Bodies::Torus::OutsideRadius(), AnimatSim::Environment::Bodies::Cylinder::Radius(), AnimatSim::Environment::Bodies::Sphere::Radius(), AnimatSim::Environment::Bodies::Sensor::Radius(), AnimatSim::Environment::Bodies::LineBase::Resize(), AnimatSim::Environment::Bodies::Torus::Rings(), AnimatSim::Environment::Bodies::Cylinder::Sides(), AnimatSim::Environment::Bodies::Torus::Sides(), AnimatSim::Environment::Bodies::Cone::Sides(), AnimatSim::Environment::Bodies::Plane::Size(), AnimatSim::Environment::Joint::Size(), AnimatSim::Environment::Bodies::Cone::UpperRadius(), AnimatSim::Environment::Bodies::Box::Width(), AnimatSim::Environment::Bodies::Box::WidthSections(), and AnimatSim::Environment::Bodies::Plane::WidthSegments().

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float AnimatSim::Environment::BodyPart::SynchUpdateInterval ( )
virtual

This is how often we need to update this particular adapter.

For example, if you are using a round robin scheme with a robot IO update time of 5 ms with 4 motors, then you would set this to be 20 ms.

Author
dcofer
Date
6/30/2014
Returns
interval.

Definition at line 184 of file BodyPart.cpp.

References m_fltSynchUpdateInterval.

Referenced by Initialize(), and TimeStepModified().

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void AnimatSim::Environment::BodyPart::SynchUpdateInterval ( float  fltVal)
virtual

Determines how often we need to update this particular adapter.

Author
dcofer
Date
6/30/2014
Parameters
fltValinterval.

Definition at line 194 of file BodyPart.cpp.

References m_fltSynchUpdateInterval, m_iSynchUpdateInterval, AnimatSim::AnimatBase::m_lpSim, AnimatSim::Simulator::PhysicsTimeStep(), and StdUtils::Std_IsAboveMin().

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bool AnimatSim::Environment::BodyPart::SynchWithRobot ( )
virtual

Gets whether the m_bRobotAdpaterSynch flag applies to this adapter.

Adpaters between neural elements should not need to be synched because they are not dependent on IO timing. This flag allows you to control this by setting it to false for adapters that do not need it.

Author
dcofer
Date
6/30/2014
Returns
Synch status of this adapter.

Definition at line 162 of file BodyPart.cpp.

References m_bSynchWithRobot.

void AnimatSim::Environment::BodyPart::SynchWithRobot ( bool  bVal)
virtual

Determines whether the m_bRobotAdpaterSynch flag applies to this adapter.

Author
dcofer
Date
6/30/2014
Parameters
bValSynch status of this adapter.

Definition at line 172 of file BodyPart.cpp.

References m_bSynchWithRobot.

void AnimatSim::Environment::BodyPart::TimeStepModified ( )
virtual

If the time step is modified then we need to recalculate the length of the delay buffer.

If a neural module has been assigned to this adapter then that is its target module and we need to use the time step associated with it to determine how big the delay buffer should be in length. If the module is NULL then the target for this adapter is the physics engine and we should use the physics time step instead.

Author
dcofer
Date
5/15/2014

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in BulletAnimatSim::Environment::Joints::BlPrismatic.

Definition at line 369 of file BodyPart.cpp.

References m_fltSynchUpdateInterval, SynchUpdateInterval(), and AnimatSim::AnimatBase::TimeStepModified().

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void AnimatSim::Environment::BodyPart::UpdateExtraData ( )
virtual

UpdateData is called during this body parts sim update call, and before any of its child updates because those children may need import information like this parts position. However, there are a number of pieces of information that are not critical to the part itself, but that a user may have asked for. I do not want to collect that info for every part if it is not needed. So instead, if a user asks for it then this part is added to a list on the simulation. After all parts have been updated for a simulation step then we loop through the list of just the necessary parts and call UpdateExtraData to collect this additional data. It is important that this be done after all parts have stepped becasue some of this data will only be correct at the end. An example of this is force applied to a part. Forces can be added by any child parts, so it is only at the end that these values are valid.

Author
David Cofer
Date
12/29/2013

Definition at line 98 of file BodyPart.cpp.

References AnimatSim::Environment::MovableItem::m_lpPhysicsMovableItem.

void AnimatSim::Environment::BodyPart::UpdatePhysicsPosFromGraphics ( )
virtual

Updates the physics position from graphics.

This updates the position of the physcis node directly from the scenegraph position of the graphics node for this item, and then does the same for all child items.

Author
dcofer
Date
3/26/2011

Reimplemented in AnimatSim::Environment::RigidBody, and AnimatSim::Environment::Joint.

Definition at line 416 of file BodyPart.cpp.

void AnimatSim::Environment::BodyPart::VisualSelectionModeChanged ( int  iNewMode)
virtual

Called when the visual selection mode changed in GUI.

In the GUI the user can select several different types of visual selection modes This method is called any time that the user switches the selection mode in the GUI. This allows us to change the current Alpha value of the objects so the display is correct.

Author
dcofer
Date
3/2/2011
Parameters
iNewModeThe new VisualSelectionMode.

Reimplemented from AnimatSim::Environment::MovableItem.

Definition at line 230 of file BodyPart.cpp.

References AnimatSim::AnimatBase::VisualSelectionModeChanged(), and AnimatSim::Environment::MovableItem::VisualSelectionModeChanged().

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Member Data Documentation

bool AnimatSim::Environment::BodyPart::m_bSynchWithRobot
protected

Determines whether the m_bRobotAdpaterSynch flag applies to this adapter. Adpaters between neural elements should not need to be synched because they are not dependent on IO timing. This flag allows you to control this by setting it to false for adapters that do not need it.

Definition at line 39 of file BodyPart.h.

Referenced by BodyPart(), and SynchWithRobot().

IPhysicsBody* AnimatSim::Environment::BodyPart::m_lpPhysicsBody
protected

This is an interface references to the Vs version of this object. It will allow us to call methods directly in the Vs (OSG) version of the object directly without having to overload a bunch of methods in each box, sphere, etc..

Definition at line 31 of file BodyPart.h.

Referenced by AnimatSim::Environment::RigidBody::AddContactSensor(), AnimatSim::Environment::RigidBody::AddForceAtLocalPos(), AnimatSim::Environment::RigidBody::AddForceAtWorldPos(), AnimatSim::Environment::RigidBody::AddRigidBody(), AnimatSim::Environment::RigidBody::AddTorque(), AnimatSim::Environment::RigidBody::AngularDrag(), AnimatSim::Environment::RigidBody::AngularVelocityDamping(), BodyPart(), AnimatSim::Environment::RigidBody::BuoyancyCenter(), AnimatSim::Environment::RigidBody::BuoyancyScale(), AnimatSim::Environment::RigidBody::Density(), AnimatSim::Environment::RigidBody::DisableCollision(), AnimatSim::Environment::RigidBody::EnableCollision(), AnimatSim::Environment::RigidBody::EnableFluids(), AnimatSim::Environment::RigidBody::GetDensity(), AnimatSim::Environment::RigidBody::GetMass(), AnimatSim::Environment::RigidBody::GetVelocityAtPoint(), AnimatSim::Environment::RigidBody::GetVolume(), AnimatSim::Environment::RigidBody::IsStickyPart(), AnimatSim::Environment::RigidBody::LinearDrag(), AnimatSim::Environment::RigidBody::LinearVelocityDamping(), AnimatSim::Environment::RigidBody::Magnus(), AnimatSim::Environment::RigidBody::MaterialID(), PhysicsBody(), AnimatSim::Environment::RigidBody::RemoveCollisionExclusions(), AnimatSim::Environment::RigidBody::RemoveContactSensor(), AnimatSim::Environment::RigidBody::RemoveRigidBody(), AnimatSim::Environment::RigidBody::SimPausing(), AnimatSim::Environment::RigidBody::StepSimulation(), and AnimatSim::Environment::RigidBody::UpdatePhysicsPosFromGraphics().


The documentation for this class was generated from the following files: