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* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
//
// C++ Interface: Node
//
// Description:
//
//
// Author: The SOFA team </www.sofa-framework.org>, (C) 2008
//
// Copyright: See COPYING file that comes with this distribution
//
//
#ifndef SOFA_COMPONENT_NODE_H
#define SOFA_COMPONENT_NODE_H
#include <sofa/core/objectmodel/Context.h>
// moved from GNode (27/04/08)
#include <sofa/core/objectmodel/BaseNode.h>
#include <sofa/core/BehaviorModel.h>
#include <sofa/core/objectmodel/ContextObject.h>
#include <sofa/core/CollisionModel.h>
#include <sofa/core/VisualModel.h>
#include <sofa/core/VisualManager.h>
#include <sofa/core/Shader.h>
#include <sofa/core/componentmodel/behavior/MechanicalState.h>
#include <sofa/core/Mapping.h>
#include <sofa/core/componentmodel/behavior/MechanicalMapping.h>
#include <sofa/core/componentmodel/behavior/ForceField.h>
#include <sofa/core/componentmodel/behavior/InteractionForceField.h>
#include <sofa/core/componentmodel/behavior/Mass.h>
#include <sofa/core/componentmodel/behavior/Constraint.h>
#include <sofa/core/componentmodel/behavior/BaseLMConstraint.h>
#include <sofa/core/componentmodel/topology/Topology.h>
#include <sofa/core/componentmodel/topology/BaseTopology.h>
#include <sofa/core/componentmodel/topology/BaseMeshTopology.h>
#include <sofa/core/componentmodel/behavior/LinearSolver.h>
#include <sofa/core/componentmodel/behavior/OdeSolver.h>
#include <sofa/core/componentmodel/behavior/MasterSolver.h>
#include <sofa/core/componentmodel/collision/Pipeline.h>
#include <sofa/core/objectmodel/Event.h>
#include <sofa/simulation/common/common.h>
#include <sofa/simulation/common/VisitorScheduler.h>
using sofa::simulation::VisitorScheduler;
namespace sofa
{
namespace simulation
{
class Visitor;
}
}
using sofa::simulation::Visitor;
#include <sofa/helper/system/thread/CTime.h>
#include <string>
#include <stack>
namespace sofa {
namespace simulation {
/**
Implements the object (component) management of the core::Context.
Contains objects in lists and provides accessors.
The other nodes are not visible (unknown scene graph).
@author The SOFA team </www.sofa-framework.org>
*/
class SOFA_SIMULATION_COMMON_API Node : public sofa::core::objectmodel::Context
{
public:
Node(const std::string& name="");
virtual ~Node();
/// @name High-level interface
/// @{
/// Initialize the components
void init();
/// Apply modifications to the components
void reinit();
/// Do one step forward in time
void animate( double dt );
/// Draw the objects in an OpenGl context
void glDraw();
/// @}
/// @name Visitor handling
/// @{
/// Execute a recursive action starting from this node.
/// This method bypasses the actionScheduler of this node if any.
virtual void doExecuteVisitor(Visitor* action)=0;
/// Execute a recursive action starting from this node
void executeVisitor( simulation::Visitor* action);
/// Execute a recursive action starting from this node
void execute(simulation::Visitor& action)
{
simulation::Visitor* p = &action;
executeVisitor(p);
}
/// Execute a recursive action starting from this node
void execute(simulation::Visitor* p)
{
executeVisitor(p);
}
/// Execute a recursive action starting from this node
template<class Act>
void execute()
{
Act action;
simulation::Visitor* p = &action;
executeVisitor(p);
}
/// @}
/// @name Component containers
/// @{
// methods moved from GNode (27/04/08)
/// Sequence class to hold a list of objects. Public access is only readonly using an interface similar to std::vector (size/[]/begin/end).
template < class T >
class Sequence
{
protected:
std::vector< T* > elems;
public:
typedef T* value_type;
typedef typename std::vector< T* >::const_iterator iterator;
typedef typename std::vector< T* >::const_reverse_iterator reverse_iterator;
iterator begin() const
{
return elems.begin();
}
iterator end() const
{
return elems.end();
}
reverse_iterator rbegin() const
{
return elems.rbegin();
}
reverse_iterator rend() const
{
return elems.rend();
}
unsigned int size() const
{
return elems.size();
}
bool empty() const
{
return elems.empty();
}
T* operator[](unsigned int i) const
{
return elems[i];
}
/// Swap two values in the list. Uses a const_cast to violate the read-only iterators.
void swap( iterator a, iterator b )
{
T*& wa = const_cast<T*&>(*a);
T*& wb = const_cast<T*&>(*b);
T* tmp = *a;
wa = *b;
wb = tmp;
}
//friend class Node;
bool add
(T* elem)
{
if (elem == NULL)
return false;
elems.push_back(elem);
return true;
}
bool remove
(T* elem)
{
if (elem == NULL)
return false;
typename std::vector< T* >::iterator it = elems.begin();
while (it != elems.end() && (*it)!=elem)
++it;
if (it != elems.end())
{
elems.erase(it);
return true;
}
else
return false;
}
void clear() { elems.clear(); }
};
/// Class to hold 0-or-1 object. Public access is only readonly using an interface similar to std::vector (size/[]/begin/end), plus an automatic convertion to one pointer.
template < class T >
class Single
{
protected:
T* elems[2];
public:
typedef T* value_type;
typedef T* const * iterator;
Single()
{
elems[0] = NULL;
elems[1] = NULL;
}
iterator begin() const
{
return elems;
}
iterator end() const
{
return (elems[0]==NULL)?elems:elems+1;
}
unsigned int size() const
{
return (elems[0]==NULL)?0:1;
}
bool empty() const
{
return (elems[0]==NULL);
}
T* operator[](unsigned int i) const
{
return elems[i];
}
operator T*() const
{
return elems[0];
}
T* operator->() const
{
return elems[0];
}
//friend class Node;
bool add
(T* elem)
{
if (elem == NULL)
return false;
elems[0] = elem;
return true;
}
bool remove
(T* elem)
{
if (elem == NULL)
return false;
if (elems[0] == elem)
{
elems[0] = NULL;
return true;
}
else
return false;
}
};
Sequence<core::objectmodel::BaseObject> object;
typedef Sequence<core::objectmodel::BaseObject>::iterator ObjectIterator;
Single<core::componentmodel::behavior::MasterSolver> masterSolver;
Sequence<core::componentmodel::behavior::OdeSolver> solver;
Sequence<core::componentmodel::behavior::LinearSolver> linearSolver;
Single<core::componentmodel::behavior::BaseMechanicalState> mechanicalState;
Single<core::componentmodel::behavior::BaseMechanicalMapping> mechanicalMapping;
Single<core::componentmodel::behavior::BaseMass> mass;
Single<core::componentmodel::topology::Topology> topology;
Single<core::componentmodel::topology::BaseMeshTopology> meshTopology;
Single<sofa::core::Shader> shader;
//warning : basic topology are not yet used in the release version
Sequence<core::componentmodel::topology::BaseTopology> basicTopology;
Sequence<core::componentmodel::behavior::BaseForceField> forceField;
Sequence<core::componentmodel::behavior::InteractionForceField> interactionForceField;
Sequence<core::componentmodel::behavior::BaseConstraint> constraint;
Sequence<core::componentmodel::behavior::BaseLMConstraint> LMConstraint;
Sequence<core::objectmodel::ContextObject> contextObject;
Sequence<core::BaseMapping> mapping;
Sequence<core::BehaviorModel> behaviorModel;
Sequence<core::VisualModel> visualModel;
Sequence<core::VisualManager> visualManager;
Sequence<core::CollisionModel> collisionModel;
Single<core::componentmodel::collision::Pipeline> collisionPipeline;
Sequence<core::objectmodel::BaseObject> unsorted;
/// @}
/// @name Set/get objects
/// @{
/// Add a child node
virtual void addChild(Node* node);
/// Remove a child node
virtual void removeChild(Node* node);
/// Move a node from another node
virtual void moveChild(Node* obj);
/// Add an object and return this. Detect the implemented interfaces and add the object to the corresponding lists.
virtual bool addObject(core::objectmodel::BaseObject* obj);
/// Remove an object
virtual bool removeObject(core::objectmodel::BaseObject* obj);
/// Move an object from another node
virtual void moveObject(core::objectmodel::BaseObject* obj);
/// Find an object given its name
core::objectmodel::BaseObject* getObject(const std::string& name) const;
/// List all objects of this node deriving from a given class
template<class Object, class Container>
void getNodeObjects(Container* list)
{
this->get<Object, Container>(list, Local);
}
/// Return an object of this node deriving from a given class, or NULL if not found.
/// Note that only the first object is returned.
template<class Object>
void getNodeObject(Object*& result)
{
result = this->get<Object>(Local);
}
template<class Object>
Object* getNodeObject()
{
return this->get<Object>(Local);
}
/// List all objects of this node and sub-nodes deriving from a given class
template<class Object, class Container>
void getTreeObjects(Container* list)
{
this->get<Object, Container>(list, SearchDown);
}
/// Return an object of this node and sub-nodes deriving from a given class, or NULL if not found.
/// Note that only the first object is returned.
template<class Object>
void getTreeObject(Object*& result)
{
result = this->get<Object>(SearchDown);
}
template<class Object>
Object* getTreeObject()
{
return this->get<Object>(SearchDown);
}
/// Topology
virtual core::componentmodel::topology::Topology* getTopology() const;
/// Mesh Topology (unified interface for both static and dynamic topologies)
virtual core::componentmodel::topology::BaseMeshTopology* getMeshTopology() const;
/// Mechanical Degrees-of-Freedom
virtual core::objectmodel::BaseObject* getMechanicalState() const;
/// Shader
virtual core::objectmodel::BaseObject* getShader() const;
/// Remove odesolvers and mastercontroler
virtual void removeControllers();
/// @}
/// @name Time management
/// @{
void setLogTime(bool);
bool getLogTime() const { return logTime_; }
typedef helper::system::thread::ctime_t ctime_t;
struct NodeTimer
{
ctime_t tNode; ///< total time elapsed in the node
ctime_t tTree; ///< total time elapsed in the branch (node and children)
int nVisit; ///< number of visit
};
struct ObjectTimer
{
ctime_t tObject; ///< total time elapsed in the object
int nVisit; ///< number of visit
};
/// Reset time logs
void resetTime();
/// Get total time log
const NodeTimer& getTotalTime() const { return totalTime; }
/// Get time log of all categories
const std::map<std::string, NodeTimer>& getVisitorTime() const { return actionTime; }
/// Get time log of a given category
const NodeTimer& getVisitorTime(const std::string& s) { return actionTime[s]; }
/// Get time log of a given category
const NodeTimer& getVisitorTime(const char* s) { return actionTime[s]; }
/// Get time log of all objects
const std::map<std::string, std::map<core::objectmodel::BaseObject*, ObjectTimer> >& getObjectTime() const { return objectTime; }
/// Get time log of all objects of a given category
const std::map<core::objectmodel::BaseObject*, ObjectTimer>& getObjectTime(const std::string& s) { return objectTime[s]; }
/// Get time log of all objects of a given category
const std::map<core::objectmodel::BaseObject*, ObjectTimer>& getObjectTime(const char* s) { return objectTime[s]; }
/// Get timer frequency
ctime_t getTimeFreq() const;
/// Measure start time
ctime_t startTime() const;
/// Log time spent on an action category and the concerned object
virtual void addTime(ctime_t t, const std::string& s, core::objectmodel::BaseObject* obj);
/// Log time spent given a start time, an action category, and the concerned object
virtual ctime_t endTime(ctime_t t0, const std::string& s, core::objectmodel::BaseObject* obj);
/// Log time spent on an action category, and the concerned object, plus remove the computed time from the parent caller object
virtual void addTime(ctime_t t, const std::string& s, core::objectmodel::BaseObject* obj, core::objectmodel::BaseObject* parent);
/// Log time spent given a start time, an action category, and the concerned object, plus remove the computed time from the parent caller object
virtual ctime_t endTime(ctime_t t0, const std::string& s, core::objectmodel::BaseObject* obj, core::objectmodel::BaseObject* parent);
/// @}
Node* setDebug(bool);
bool getDebug() const;
// debug
void printComponents();
/*
/// Get parent node (or NULL if no hierarchy or for root node)
virtual core::objectmodel::BaseNode* getParent();
/// Get parent node (or NULL if no hierarchy or for root node)
virtual const core::objectmodel::BaseNode* getParent() const;
/// Get a list of child node
virtual sofa::helper::vector< core::objectmodel::BaseNode* > getChildren();
/// Get a list of child node
virtual const sofa::helper::vector< core::objectmodel::BaseNode* > getChildren() const;
*/
const BaseContext* getContext() const;
BaseContext* getContext();
/// Update the whole context values, based on parent and local ContextObjects
virtual void updateContext();
/// Update the simulation context values(gravity, time...), based on parent and local ContextObjects
virtual void updateSimulationContext();
/// Called during initialization to corectly propagate the visual context to the children
virtual void initVisualContext(){}
/// Propagate an event
virtual void propagateEvent( core::objectmodel::Event* event );
/// Update the visual context values, based on parent and local ContextObjects
virtual void updateVisualContext(int FILTER=10);
Single<VisitorScheduler> actionScheduler;
// VisitorScheduler can use doExecuteVisitor() method
friend class VisitorScheduler;
/// Must be called after each graph modification. Do not call it directly, apply an InitVisitor instead.
virtual void initialize();
/// Called after initialization to set the default value of the visual context.
virtual void setDefaultVisualContextValue();
protected:
bool debug_;
bool logTime_;
/// @name Performance Timing Log
/// @{
NodeTimer totalTime;
std::map<std::string, NodeTimer> actionTime;
std::map<std::string, std::map<core::objectmodel::BaseObject*, ObjectTimer> > objectTime;
/// @}
virtual void doAddObject(core::objectmodel::BaseObject* obj);
virtual void doRemoveObject(core::objectmodel::BaseObject* obj);
std::stack<Visitor*> actionStack;
virtual void notifyAddObject(core::objectmodel::BaseObject* ){}
virtual void notifyRemoveObject(core::objectmodel::BaseObject* ){}
virtual void notifyMoveObject(core::objectmodel::BaseObject* , Node* /*prev*/){}
BaseContext* _context;
// Added by FF to model component dependencies
public:
/// Pairs representing component dependencies. First must be initialized before second.
Data < sofa::helper::vector < std::string > > depend;
/// Sort the components according to the dependencies expressed in Data depend.
void sortComponents();
};
}
}
#endif
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