AnimatLab
2
Test
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Base class for body parts and neural network nodes. More...
#include <Node.h>
Public Member Functions | |
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 | 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 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 | 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 float * | GetDataPointer (const std::string &strDataType) |
Returns a float pointer to a data item of interest in this object. More... | |
virtual NeuralModule * | GetNeuralModule () |
Gets the neural module. More... | |
virtual Node * | GetNode () |
Gets the node. More... | |
virtual Simulator * | GetSimulator () |
Gets the simulator pointer. More... | |
virtual Structure * | GetStructure () |
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 | Initialize () |
Initializes this 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 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 | 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 | VisualSelectionModeChanged (int iNewMode) |
Visual selection mode changed. More... | |
Static Public Member Functions | |
static Node * | CastToDerived (AnimatBase *lpBase) |
Protected Member Functions | |
virtual void | UpdateData () |
Updates any reporting data for this time step. More... | |
Protected Attributes | |
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::NeuralModule * | m_lpModule |
The pointer to this items parentNeuralModule. If this is not relevant for this object then this is NULL. | |
Node * | m_lpNode |
The pointer to this items parent Node. If this is not relevant for this object then this is NULL. | |
Simulator * | m_lpSim |
The pointer to a Simulation. | |
AnimatSim::Environment::Structure * | m_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.. | |
Base class for body parts and neural network nodes.
This is the base class used for body parts and network nodes. It contains links the simulation, its containing structure and the neural module. It also has some common methods and variables used by these types of objects.
AnimatSim::Node::Node | ( | ) |
Default constructor.
Definition at line 49 of file Node.cpp.
References AnimatSim::AnimatBase::m_bEnabled, m_bInitEnabled, m_fltEnabled, and m_lpOrganism.
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Destructor.
Definition at line 63 of file Node.cpp.
References StdUtils::Std_TraceMsg().
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Adds an external node input.
This is used by the adapter to add a new external value to this node. It is up to the node to interpret what that value means. For example, if it is a neuron then it can interpret it to be a current. This value is added to the current total so that multiple adapters can call this in a given time step. It is cleared out to zero at the beginning of the time step. You can now also specify which data you are adding to for this method call. This allows adapters to be setup to change multiple different variables in the system.
iTargetDataType | The index of the target data type we are adding to. |
fltInput | The new input. |
Implemented in AnimatSim::Environment::RigidBody, IntegrateFireSim::Neuron, AnimatCarlSim::CsNeuronGroup, FiringRateSim::Neurons::Neuron, AnimatSim::Adapters::Adapter, AnimatSim::Environment::Bodies::Spring, AnimatSim::Environment::Joint, AnimatSim::Environment::Bodies::MuscleBase, AnimatSim::Environment::Bodies::Stomach, AnimatSim::Environment::Bodies::Mouth, AnimatSim::Environment::Joints::Hinge, AnimatSim::Environment::Joints::Prismatic, and AnimatCarlSim::CsSpikeGeneratorGroup.
Referenced by AnimatSim::Environment::ReceptiveFieldPair::StepSimulation(), AnimatSim::ExternalStimuli::ExternalInputStimulus::StepSimulation(), and AnimatCarlSim::CsSpikingCurrentSynapse::StepSimulation().
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Tells whether this node is enabled.
Some types of nodes can be enabled/disabled. For example, joints or muscles. This tells what enabled state the node is in. This will not apply to every node object type.
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in IntegrateFireSim::Neuron, and AnimatSim::Environment::Bodies::MuscleBase.
Definition at line 84 of file Node.cpp.
References AnimatSim::AnimatBase::m_bEnabled.
Referenced by AnimatSim::ExternalStimuli::EnablerStimulus::Activate(), AnimatSim::Environment::Bodies::Spring::AddExternalNodeInput(), AnimatSim::ExternalStimuli::EnablerStimulus::Deactivate(), AnimatSim::Environment::Bodies::LineBase::Enabled(), AnimatSim::Environment::Bodies::MuscleBase::Enabled(), AnimatSim::Environment::Bodies::LineBase::InitializeAttachments(), Kill(), AnimatSim::Environment::Bodies::LineBase::LoadAttachments(), ResetSimulation(), and SetData().
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Enables the node.
Some types of nodes can be enabled/disabled. This sets the enabled state of the object.
bValue | true to enable. |
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in IntegrateFireSim::Neuron, AnimatSim::Environment::Bodies::LinearHillMuscle, AnimatSim::Environment::Bodies::MuscleBase, AnimatSim::Environment::Joints::Hinge, AnimatSim::Environment::Joints::Prismatic, AnimatSim::Environment::Bodies::LineBase, and VortexAnimatSim::Environment::Bodies::VsSpring.
Definition at line 96 of file Node.cpp.
References AnimatSim::AnimatBase::m_bEnabled, m_bInitEnabled, m_fltEnabled, AnimatSim::AnimatBase::m_lpSim, and AnimatSim::Simulator::SimRunning().
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Used to convert a string target data type into an integer index.
We do not want to be doing any string comparisons within the main simulation loop. To avoid this we need to convert the target data type into an index to use when AddExternalNodeInput is called so it knows to which input we are adding.
strDataType | String descriptor of the target data we want. |
Reimplemented in AnimatSim::Environment::RigidBody, AnimatSim::Environment::Joints::Hinge, and AnimatSim::Environment::Joints::Prismatic.
Definition at line 157 of file Node.cpp.
Referenced by AnimatSim::Adapters::Adapter::Initialize().
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Kills.
Called to kill the organism, nervous system, neurons, and body parts. All neural items are disabled to prevent any further neural activity, and all joints are disabled to allow free rotation, and all biomechancical components are disabled so they can no longer produce forces. This method is only relevant to these types of objects, but I am putting the definition in the base class because a variety of different types of classes all need this method and I want it consolidated. Those classes that do not need it do not have to call it or do anything when it is called.
bState | true to state. |
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in AnimatSim::Environment::RigidBody.
Definition at line 115 of file Node.cpp.
References Enabled(), and m_bInitEnabled.
Referenced by AnimatSim::Environment::RigidBody::Kill().
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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.
aryNames | Array list of the property names. |
strTypes | Array list of the type that is associated with the cooresponding name in the list. |
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in AnimatSim::Adapters::Adapter, and AnimatSim::Adapters::PropertyControlAdapter.
Definition at line 199 of file Node.cpp.
References AnimatSim::AnimatBase::QueryProperties().
Referenced by AnimatSim::Adapters::Adapter::QueryProperties().
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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.
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in AnimatSim::Environment::RigidBody, IntegrateFireSim::Neuron, AnimatSim::Environment::MotorizedJoint, FiringRateSim::Neurons::Neuron, AnimatCarlSim::CsNeuronGroup, AnimatSim::Adapters::Adapter, AnimatSim::Environment::Bodies::LinearHillMuscle, AnimatSim::Environment::Bodies::Spring, AnimatSim::Environment::Joint, FiringRateSim::Neurons::RandomNeuron, AnimatSim::Environment::Bodies::MuscleBase, AnimatSim::Environment::Bodies::LinearHillStretchReceptor, AnimatSim::Environment::Bodies::Stomach, AnimatSim::Environment::BodyPart, AnimatSim::Environment::Bodies::Mouth, FiringRateSim::Neurons::PacemakerNeuron, AnimatSim::Environment::Joints::Hinge, BulletAnimatSim::Environment::Joints::BlHinge, AnimatSim::Adapters::PropertyControlAdapter, FiringRateSim::Neurons::BistableNeuron, BulletAnimatSim::Environment::Joints::BlPrismatic, AnimatCarlSim::CsAdapter, 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 106 of file Node.cpp.
References Enabled(), m_bInitEnabled, and AnimatSim::AnimatBase::ResetSimulation().
Referenced by AnimatSim::Environment::BodyPart::ResetSimulation(), AnimatSim::Adapters::Adapter::ResetSimulation(), and FiringRateSim::Neurons::Neuron::ResetSimulation().
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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.
strDataType | string name of the data type to set. |
strValue | The 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. |
bThrowError | true to throw error if there is a problem. If false then it will not return an error, just return false. |
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in IntegrateFireSim::Neuron, FiringRateSim::Neurons::Neuron, AnimatCarlSim::CsNeuronGroup, AnimatSim::Adapters::Adapter, FiringRateSim::Neurons::RandomNeuron, FiringRateSim::Neurons::PacemakerNeuron, AnimatSim::Adapters::PropertyControlAdapter, FiringRateSim::Neurons::BistableNeuron, AnimatCarlSim::CsAdapter, AnimatCarlSim::CsSpikeGeneratorGroup, and FiringRateSim::Neurons::TonicNeuron.
Definition at line 179 of file Node.cpp.
References Enabled(), AnimatSim::AnimatBase::SetData(), StdUtils::Std_CheckString(), and StdUtils::Std_ToBool().
Referenced by AnimatSim::Adapters::Adapter::SetData().
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Sets the system pointers.
There are a number of system pointers that are needed for use in the objects. The primariy one being a pointer to the simulation object itself so that you can get global parameters like the scale units and so on. However, each object may need other types of pointers as well, for example neurons need to have a pointer to their parent structure/organism, and to the NeuralModule they reside within. So different types of objects will need different sets of system pointers. We call this method to set the pointers just after creation and before Load is called. We then call VerifySystemPointers here, during Load and during Initialize in order to ensure that the correct pointers have been set for each type of objects. These pointers can then be safely used throughout the rest of the system.
[in,out] | lpSim | The pointer to a simulation. |
[in,out] | lpStructure | The pointer to the parent structure. |
[in,out] | lpModule | The pointer to the parent module module. |
[in,out] | lpNode | The pointer to the parent node. |
bVerify | true to call VerifySystemPointers. |
Reimplemented from AnimatSim::AnimatBase.
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Updates any reporting data for this time step.
Reimplemented in AnimatSim::Environment::Joints::Hinge, and AnimatSim::Environment::BodyPart.
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Verify that system pointers have been set correctly.
The system pointers should be set just after an object is created. However, if for some reason it was not then this could cause read/write memory access errors later on because we would be using NULL pointers. This method is called during SetSystemPointers, Load, and Initialize to verify that the pointers for that type of object have been set correctly. We are calling three different places to ensure that it is checked before use. For example, if you are doing a Load call then you want to check it before attempting the load, but there may be an object that does not Load, but only does Initialize. So we need to check it there as well.
Reimplemented from AnimatSim::AnimatBase.
Reimplemented in IntegrateFireSim::Neuron, FiringRateSim::Neurons::Neuron, AnimatCarlSim::CsNeuronGroup, and AnimatSim::Environment::Bodies::MuscleBase.
Definition at line 171 of file Node.cpp.
References AnimatSim::AnimatBase::m_lpStructure, AnimatSim::AnimatBase::m_strID, and AnimatSim::AnimatBase::VerifySystemPointers().
Referenced by AnimatSim::Environment::Bodies::MuscleBase::VerifySystemPointers().