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

Keeps track of all of the materials and the various material pair interaction parameters for the entire simulation. More...

#include <Materials.h>

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

Public Member Functions

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 Initialize ()
 Initializes this object. More...
 
virtual void Load (CStdXml &oXml)
 
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...
 
- Public Member Functions inherited from AnimatSim::AnimatBase
 AnimatBase ()
 Constructs an AnimatBase object. More...
 
virtual ~AnimatBase ()
 Destroys the AnimatBase object.. More...
 
virtual void AfterResetSimulation ()
 Called after a simulation reset for some objects. More...
 
virtual long CalculateSnapshotByteSize ()
 Calculates the snapshot byte size. More...
 
virtual void Copy (CStdSerialize *lpSource)
 
virtual void Enabled (bool bVal)
 Tells whether this item is enabled or not. This is not actually used for all objects, only specific ones. I am putting it in the base class though to prevent numerous duplications. More...
 
virtual bool Enabled ()
 Tells whether this item is enabled or not. This is not actually used for all objects, only specific ones. I am putting it in the base class though to prevent numerous duplications. More...
 
virtual float * GetDataPointer (const std::string &strDataType)
 Returns a float pointer to a data item of interest in this object. 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 Kill (bool bState=true)
 Kills. 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 QueryProperties (CStdPtrArray< TypeProperty > &aryProperties)
 Queries this object for a list of properties that can be changed using SetData. More...
 
virtual void ReInitialize ()
 Re-initialize this object. More...
 
virtual void ResetSimulation ()
 Resets the simulation back to time 0. 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 void Selected (bool bValue, bool bSelectMultiple)
 Selects this object. More...
 
virtual bool SetData (const std::string &strDataType, const std::string &strValue, bool bThrowError=true)
 Set a variable based on a string data type name. 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 SetSystemPointers (Simulator *lpSim, Structure *lpStructure, NeuralModule *lpModule, Node *lpNode, bool bVerify)
 Sets the system pointers. 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 void TimeStepModified ()
 Notification method that the time step modified has been modified. Objects should recalculate any slice times as needed. 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...
 
virtual void VerifySystemPointers ()
 Verify that system pointers have been set correctly. More...
 
virtual void VisualSelectionModeChanged (int iNewMode)
 Visual selection mode changed. More...
 

Static Public Member Functions

static MaterialsCastToDerived (AnimatBase *lpBase)
 

Protected Member Functions

virtual void AddMaterialType (std::string strXml, bool bDoNotInit)
 Creates and adds a new material type. More...
 
virtual void CreateDefaultMaterial ()
 
virtual int FindTypeListPos (std::string strID, bool bThrowError=true)
 Finds the array index for the material type with the specified ID. More...
 
virtual MaterialTypeLoadMaterialType (CStdXml &oXml)
 
virtual void LoadMaterialTypes (CStdXml &oXml)
 
virtual void RemoveMaterialType (std::string strID, bool bThrowError=true)
 Removes the material type with the specified ID. More...
 

Protected Attributes

CStdPtrArray< MaterialTypem_aryMaterialTypes
 
- 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..
 

Detailed Description

Keeps track of all of the materials and the various material pair interaction parameters for the entire simulation.

Materials can be defined within the simulation that have a unique name. RigidBody parts can then specify that it uses that particular material using its unique name. The material defines how it interacts with the rest of the parts within the simulation. This includes things like friction, slip, and so on.

Author
dcofer
Date
3/23/2011

Definition at line 23 of file Materials.h.

Member Function Documentation

bool AnimatSim::Environment::Materials::AddItem ( const std::string &  strItemType,
const std::string &  strXml,
bool  bThrowError = true,
bool  bDoNotInit = false 
)
virtual

Adds a new object to this parent.

Generic method to add a new child item to this parent by specifying a string item type descriptor and an xml packet that can be used to load in the new object. The GUI uses this method to create new items that were added with the user interface. The item type lets the method determine what type of item is being created, like synapse, neuron, body part, etc.. It then gets the modulename, classname, and type from the xml and calls CreateObject to create the appropriate type of object. Then it passes in the xml packet to the new objects load method and does any needed initialization and adds it to the parent.

Author
dcofer
Date
2/22/2011
Parameters
strItemTypeString descriptor of the type of item that is being created.
strXmlXML packet that is used to create and load the new item.
bThrowErrorIf true then throw an error if there is a problem, otherwise return false.
Returns
true if it succeeds, false if it fails.

Reimplemented from AnimatSim::AnimatBase.

Definition at line 149 of file Materials.cpp.

References AddMaterialType(), and StdUtils::Std_CheckString().

Referenced by AnimatSim::Simulator::AddItem().

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void AnimatSim::Environment::Materials::AddMaterialType ( std::string  strXml,
bool  bDoNotInit 
)
protectedvirtual

Creates and adds a new material type.

Author
dcofer
Date
3/2/2011
Parameters
strXmlThe xml data packet for loading the type.

Definition at line 72 of file Materials.cpp.

References StdUtils::CStdXml::Deserialize(), StdUtils::CStdXml::FindChildElement(), StdUtils::CStdXml::FindElement(), and AnimatSim::AnimatBase::Initialize().

Referenced by AddItem().

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int AnimatSim::Environment::Materials::FindTypeListPos ( std::string  strID,
bool  bThrowError = true 
)
protectedvirtual

Finds the array index for the material type with the specified ID.

Author
dcofer
Date
3/2/2011
Parameters
strIDID of material type to find
bThrowErrorIf true and ID is not found then it will throw an error, else return NULL
Exceptions
IfbThrowError is true and ID is not found.
Returns
If bThrowError is false and ID is not found returns NULL, else returns the pointer to the found part.

Definition at line 117 of file Materials.cpp.

References AnimatSim::AnimatBase::ID(), StdUtils::Std_ToUpper(), and StdUtils::Std_Trim().

Referenced by RemoveMaterialType().

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void AnimatSim::Environment::Materials::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.

Definition at line 133 of file Materials.cpp.

References AnimatSim::AnimatBase::Initialize().

Referenced by AnimatSim::Simulator::InitializeStructures().

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bool AnimatSim::Environment::Materials::RemoveItem ( const std::string &  strItemType,
const std::string &  strID,
bool  bThrowError = true 
)
virtual

Removes a child item from this parent.

This is a generic method that is used to delete a child object from this parent. The GUI uses this method to remove objects from the simulation that have been deleted in the UI. The item type lets the method determine what type of item is being deleted, like synapse, neuron, body part, etc.. The ID is then used to delete that specific item.

Author
dcofer
Date
2/22/2011
Parameters
strItemTypeString descriptor of the type of item that is being created.
strIDUnique ID of the item that will be removed.
bThrowErrorIf true then throw an error if there is a problem, otherwise return false.
Returns
true if it succeeds, false if it fails.

Reimplemented from AnimatSim::AnimatBase.

Definition at line 166 of file Materials.cpp.

References RemoveMaterialType(), and StdUtils::Std_CheckString().

Referenced by AnimatSim::Simulator::RemoveItem().

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void AnimatSim::Environment::Materials::RemoveMaterialType ( std::string  strID,
bool  bThrowError = true 
)
protectedvirtual

Removes the material type with the specified ID.

Author
dcofer
Date
3/2/2011
Parameters
strIDID of the material type to remove
bThrowErrorIf true and ID is not found then it will throw an error.
Exceptions
IfbThrowError is true and ID is not found.

Definition at line 97 of file Materials.cpp.

References FindTypeListPos().

Referenced by RemoveItem().

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void AnimatSim::Environment::Materials::Reset ( )
virtual

Resets this object.

Call this method to reset all data for this object back to its pre-loaded state.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Definition at line 59 of file Materials.cpp.

Referenced by AnimatSim::Simulator::Reset().

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