AnimatLab  2
Test
AnimatSim::ExternalStimuli::InverseMuscleCurrent Class Reference
+ Inheritance diagram for AnimatSim::ExternalStimuli::InverseMuscleCurrent:
+ Collaboration diagram for AnimatSim::ExternalStimuli::InverseMuscleCurrent:

Public Member Functions

virtual void Activate ()
 Activates this item. More...
 
virtual void Conductance (float fltG)
 
virtual float Conductance ()
 
virtual void Deactivate ()
 Deactivates this item. More...
 
virtual float * GetDataPointer (const std::string &strDataType)
 Returns a float pointer to a data item of interest in this object. More...
 
virtual void Initialize ()
 Initializes this object. More...
 
virtual void Load (CStdXml &oXml)
 
virtual LinearHillMuscleMuscle ()
 
virtual void MuscleID (std::string strID)
 
virtual std::string MuscleID ()
 
virtual void MuscleLengthData (std::string strFilename)
 
virtual std::string MuscleLengthData ()
 
virtual void QueryProperties (CStdPtrArray< TypeProperty > &aryProperties)
 Queries this object for a list of properties that can be changed using SetData. More...
 
virtual void ResetSimulation ()
 Resets the simulation back to time 0. More...
 
virtual void RestPotential (float fltV)
 
virtual float RestPotential ()
 
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 void StepSimulation ()
 Step the simulation for this object. More...
 
virtual NodeTargetNode ()
 
virtual void TargetNodeID (std::string strID)
 
virtual std::string TargetNodeID ()
 
virtual std::string Type ()
 returns the string type name of this object. More...
 
- Public Member Functions inherited from AnimatSim::ExternalStimuli::ExternalStimulus
 ExternalStimulus ()
 Default constructor. More...
 
virtual ~ExternalStimulus ()
 Destructor. More...
 
virtual bool operator< (ActivatedItem *lpItem)
 Less-than comparison operator. More...
 
- Public Member Functions inherited from AnimatSim::ActivatedItem
 ActivatedItem ()
 Default constructor. More...
 
virtual ~ActivatedItem ()
 Destructor. More...
 
virtual bool AlwaysActive ()
 Gets whether this item is always active. More...
 
virtual void AlwaysActive (bool bVal)
 Sets whether this item is always active. More...
 
virtual bool Enabled ()
 Gets whether the item is enabled or not. More...
 
virtual void Enabled (bool bVal)
 Enables the item. More...
 
virtual long EndSlice ()
 Gets the end time slice for deactivation. More...
 
virtual void EndSlice (long lVal, bool bReInit=true)
 
virtual float EndTime ()
 Gets the end simulation time for deactivation. More...
 
virtual void EndTime (float fltVal, bool bReInit=true)
 
bool IsActivated ()
 Query if this object is activated. More...
 
bool IsInitialized ()
 Query if this object is initialized. More...
 
virtual bool LoadedTime ()
 Gets whether time was loaded or time slices. More...
 
virtual void LoadedTime (bool bVal)
 Sets whether time was loaded. More...
 
bool NeedToActivate ()
 Determines if this item needs to be activated. More...
 
bool NeedToDeactivate ()
 Determines if this item needs to be deactivated. More...
 
virtual bool NeedToStep ()
 Tells if this item needs to call StepSimulation or not. More...
 
virtual bool Overlaps (ActivatedItem *lpItem)
 Query if this object overlaps the time period for another ActivatedItem. More...
 
virtual void ReInitialize ()
 Re-initialize this object. More...
 
virtual long StartSlice ()
 Returns the starts slice for activation. More...
 
virtual void StartSlice (long lVal, bool bReInit=true)
 
virtual float StartTime ()
 Gets the simulation start time for activation. More...
 
virtual void StartTime (float fltVal, bool bReInit=true)
 
virtual int StepInterval ()
 Gets the step interval. More...
 
virtual void StepInterval (int iVal)
 Sets the step interval. More...
 
virtual int StepIntervalCount ()
 Gets the step interval count. More...
 
virtual void StepIntervalCount (int iVal)
 Step interval count. More...
 
virtual void TimeStepModified ()
 Notification method that the time step modified has been modified. Objects should recalculate any slice times as needed. 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 void Copy (CStdSerialize *lpSource)
 
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 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 void Selected (bool bValue, bool bSelectMultiple)
 Selects this object. 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 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 InverseMuscleCurrentCastToDerived (AnimatBase *lpBase)
 
- Static Public Member Functions inherited from AnimatSim::ExternalStimuli::ExternalStimulus
static ExternalStimulusCastToDerived (AnimatBase *lpBase)
 
- Static Public Member Functions inherited from AnimatSim::ActivatedItem
static ActivatedItemCastToDerived (AnimatBase *lpBase)
 

Protected Member Functions

void LoadMuscleData (std::string strFilename)
 
- Protected Member Functions inherited from AnimatSim::ActivatedItem
virtual void SetSliceData ()
 

Protected Attributes

CStdArray< float > m_aryLength
 
CStdArray< float > m_aryTime
 
CStdArray< float > m_aryVelocity
 
float m_fltA
 
float m_fltConductance
 
float m_fltCurrent
 
float m_fltLength
 
float m_fltOffset
 
float m_fltPrevCurrent
 
float m_fltRestPotential
 
float m_fltT
 
float m_fltVelocity
 
float m_fltVm
 
int m_iIndex
 
float * m_lpExternalCurrent
 
LinearHillMuscle * m_lpMuscle
 
Nodem_lpTargetNode
 
std::string m_strMuscleID
 
std::string m_strMuscleLengthData
 
std::string m_strTargetNodeID
 
- Protected Attributes inherited from AnimatSim::ActivatedItem
bool m_bAlwaysActive
 Determines whether this item is always active during simulation.
 
bool m_bInitialized
 true if item has been initialized
 
bool m_bIsActivated
 true if item has been activated
 
bool m_bLoadedTime
 
float m_fltEndTime
 
float m_fltStartTime
 
int m_iStepInterval
 
int m_iStepIntervalCount
 Keeps track of how many time steps have occured since it was zeroed again.
 
long m_lEndSlice
 The time slice where this item is deactived.
 
long m_lStartSlice
 The time slice where this item becomes active.
 
- 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

Definition at line 12 of file InverseMuscleCurrent.h.

Member Function Documentation

void AnimatSim::ExternalStimuli::InverseMuscleCurrent::Activate ( )
virtual

Activates this item.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::ActivatedItem.

Definition at line 213 of file InverseMuscleCurrent.cpp.

References AnimatSim::ActivatedItem::Activate(), and AnimatSim::Environment::Bodies::MuscleBase::Tension().

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void AnimatSim::ExternalStimuli::InverseMuscleCurrent::Deactivate ( )
virtual

Deactivates this item.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::ActivatedItem.

Definition at line 253 of file InverseMuscleCurrent.cpp.

References AnimatSim::ActivatedItem::Deactivate().

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float * AnimatSim::ExternalStimuli::InverseMuscleCurrent::GetDataPointer ( const std::string &  strDataType)
virtual

Returns a float pointer to a data item of interest in this object.

This is a generic method used to get a pointer to data variable of interest. It is used by a variety of systems in the simulation. The most prominent are the data charting and stimulus classes. Within this method we associate a variable with a string name. By passing in the name of the data type we are interested in we can recieve back a float pointer to that data type. We can use that to read or set the data item in other classes. For example, the data charting system gets the pointer and then each time it needs to log a data point it reads the value into an array.

Author
dcofer
Date
2/22/2011
Parameters
strDataTypename of the data item for which we are looking.
Returns
float pointer of the data item. If not found then it throws an exception.
Exceptions
IfDataType is not found.

Reimplemented from AnimatSim::AnimatBase.

Definition at line 261 of file InverseMuscleCurrent.cpp.

References AnimatSim::AnimatBase::m_strName, and StdUtils::Std_CheckString().

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void AnimatSim::ExternalStimuli::InverseMuscleCurrent::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::ActivatedItem.

Definition at line 172 of file InverseMuscleCurrent.cpp.

References AnimatSim::Simulator::FindByID(), AnimatSim::AnimatBase::GetDataPointer(), AnimatSim::ActivatedItem::Initialize(), AnimatSim::ActivatedItem::m_fltEndTime, AnimatSim::ActivatedItem::m_fltStartTime, AnimatSim::ActivatedItem::m_iStepInterval, AnimatSim::ActivatedItem::m_lEndSlice, AnimatSim::AnimatBase::m_lpSim, AnimatSim::ActivatedItem::m_lStartSlice, AnimatSim::AnimatBase::m_strID, AnimatSim::Simulator::PhysicsTimeStep(), StdUtils::Std_IsBlank(), and AnimatSim::Simulator::TimeStep().

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void AnimatSim::ExternalStimuli::InverseMuscleCurrent::QueryProperties ( CStdPtrArray< TypeProperty > &  aryProperties)
virtual

Queries this object for a list of properties that can be changed using SetData.

The method provides a list of the properties that can be set using the SetData method. It gives the property name and the type of data that should be passed to it. Valid date types are Boolean, Float, Integer, and Xml.

Author
dcofer
Date
2/22/2011
Parameters
aryNamesArray list of the property names.
strTypesArray list of the type that is associated with the cooresponding name in the list.
Returns
Nothing.

Reimplemented from AnimatSim::ExternalStimuli::ExternalStimulus.

Definition at line 314 of file InverseMuscleCurrent.cpp.

References AnimatSim::ExternalStimuli::ExternalStimulus::QueryProperties().

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void AnimatSim::ExternalStimuli::InverseMuscleCurrent::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::ActivatedItem.

Definition at line 200 of file InverseMuscleCurrent.cpp.

bool AnimatSim::ExternalStimuli::InverseMuscleCurrent::SetData ( const std::string &  strDataType,
const std::string &  strValue,
bool  bThrowError = true 
)
virtual

Set a variable based on a string data type name.

This is a generic method that can be used to set any variable in an AnimatBase object by specifying the name of the variable and a string representation of that data. The GUI uses this method to set data into variables in the simulation when the user changes them in the UI. The value string can be as simple as a float or int, or as complex as an xml packet. It is the developers responsibilty to know what type of data is needed and to process it accordingly.

Author
dcofer
Date
2/22/2011
Parameters
strDataTypestring name of the data type to set.
strValueThe string value of the data. It is up to the developer to determine what this should be. For example, in most cases it is simply a float and you just have to convert it to a float and make the appropriate mutator method call. However, it can be any type of string, including an entire xml packet. It is the developers responsibility to know how to set and process the data as required.
bThrowErrortrue to throw error if there is a problem. If false then it will not return an error, just return false.
Returns
true if it succeeds, false if it fails.

Reimplemented from AnimatSim::ExternalStimuli::ExternalStimulus.

Definition at line 278 of file InverseMuscleCurrent.cpp.

References AnimatSim::ExternalStimuli::ExternalStimulus::SetData().

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void AnimatSim::ExternalStimuli::InverseMuscleCurrent::StepSimulation ( )
virtual

Step the simulation for this object.

This is called on an object each time it is stepped in the simulation. this is where its simulation code is processed. However, StepSimulation is not necessarily called every single time that the simulation as a whole is stepped. A good example of this is that neural modules can have different integration time steps. So a firing rate module may have a DT of 0.5 ms, while an integrate and fire model may have one of 0.1 ms. So the firing rate module would only get its StepSimulation method called every 5th time that the other module was called. This is all handed in the StepSimulation method of the Simulator and NervousSystem.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Definition at line 225 of file InverseMuscleCurrent.cpp.

References AnimatSim::Environment::Bodies::LinearHillMuscle::CalculateInverseDynamics(), AnimatSim::AnimatBase::m_lpSim, and AnimatSim::Simulator::Time().

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virtual std::string AnimatSim::ExternalStimuli::InverseMuscleCurrent::Type ( )
inlinevirtual

returns the string type name of this object.

Gets the string type description of this object. This is basically just another type of tag that can be applied by the developer of a class to differentiate it. An example of where this is used is in the synaptic types class. I use it to specify the synapse type as gated, modulatory, etc.. They still have different classes, but this gives a string description of that type. It is not mandatory and can be used how the class developer requires.

Author
dcofer
Date
2/22/2011
Returns
string of assigned class type.

Reimplemented from AnimatSim::AnimatBase.

Definition at line 75 of file InverseMuscleCurrent.h.


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