AnimatLab  2
Test
AnimatSim::Node Class Referenceabstract

Base class for body parts and neural network nodes. More...

#include <Node.h>

+ Inheritance diagram for AnimatSim::Node:
+ Collaboration diagram for AnimatSim::Node:

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 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 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 NodeCastToDerived (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::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

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.

Author
dcofer
Date
2/24/2011

Definition at line 25 of file Node.h.

Constructor & Destructor Documentation

AnimatSim::Node::Node ( )

Default constructor.

Author
dcofer
Date
2/24/2011

Definition at line 49 of file Node.cpp.

References AnimatSim::AnimatBase::m_bEnabled, m_bInitEnabled, m_fltEnabled, and m_lpOrganism.

AnimatSim::Node::~Node ( )
virtual

Destructor.

Author
dcofer
Date
2/24/2011

Definition at line 63 of file Node.cpp.

References StdUtils::Std_TraceMsg().

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Member Function Documentation

virtual void AnimatSim::Node::AddExternalNodeInput ( int  iTargetDataType,
float  fltInput 
)
pure virtual

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.

Author
dcofer
Date
6/16/2014
Parameters
iTargetDataTypeThe index of the target data type we are adding to.
fltInputThe 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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bool AnimatSim::Node::Enabled ( )
virtual

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.

Author
dcofer
Date
2/24/2011
Returns
true if it enabled, false if not.

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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void AnimatSim::Node::Enabled ( bool  bValue)
virtual

Enables the node.

Some types of nodes can be enabled/disabled. This sets the enabled state of the object.

Author
dcofer
Date
2/24/2011
Parameters
bValuetrue 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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int AnimatSim::Node::GetTargetDataTypeIndex ( const std::string &  strDataType)
virtual

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.

Author
dcofer
Date
6/16/2014
Parameters
strDataTypeString descriptor of the target data we want.
Returns
index. Zero is the default.

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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void AnimatSim::Node::Kill ( bool  bState = true)
virtual

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.

Author
dcofer
Date
3/3/2011
Parameters
bStatetrue 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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void AnimatSim::Node::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::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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void AnimatSim::Node::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::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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bool AnimatSim::Node::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::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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virtual void AnimatSim::Node::SetSystemPointers ( Simulator lpSim,
Structure *  lpStructure,
NeuralModule *  lpModule,
Node lpNode,
bool  bVerify 
)
virtual

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.

Author
dcofer
Date
3/2/2011
Parameters
[in,out]lpSimThe pointer to a simulation.
[in,out]lpStructureThe pointer to the parent structure.
[in,out]lpModuleThe pointer to the parent module module.
[in,out]lpNodeThe pointer to the parent node.
bVerifytrue to call VerifySystemPointers.

Reimplemented from AnimatSim::AnimatBase.

void AnimatSim::Node::UpdateData ( )
protectedvirtual

Updates any reporting data for this time step.

Author
dcofer
Date
3/2/2011

Reimplemented in AnimatSim::Environment::Joints::Hinge, and AnimatSim::Environment::BodyPart.

Definition at line 140 of file Node.cpp.

void AnimatSim::Node::VerifySystemPointers ( )
virtual

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.

Author
dcofer
Date
3/4/2011

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().

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