API  3.3
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Groups Pages
OpenSim::GeometryPath Class Reference

A base class representing a path (muscle, ligament, etc.). More...

+ Inheritance diagram for OpenSim::GeometryPath:

Public Member Functions

 GeometryPath ()
 
virtual ~GeometryPath ()
 
const PathPointSetgetPathPointSet () const
 
PathPointSetupdPathPointSet ()
 
const PathWrapSet & getWrapSet () const
 
void addPathWrap (WrapObject &aWrapObject)
 
PathPointaddPathPoint (const SimTK::State &s, int aIndex, OpenSim::Body &aBody)
 
PathPointappendNewPathPoint (const std::string &proposedName, OpenSim::Body &aBody, const SimTK::Vec3 &aPositionOnBody)
 
bool canDeletePathPoint (int aIndex)
 
bool deletePathPoint (const SimTK::State &s, int aIndex)
 
void moveUpPathWrap (const SimTK::State &s, int aIndex)
 
void moveDownPathWrap (const SimTK::State &s, int aIndex)
 
void deletePathWrap (const SimTK::State &s, int aIndex)
 
bool replacePathPoint (const SimTK::State &s, PathPoint *aOldPathPoint, PathPoint *aNewPathPoint)
 
ObjectgetOwner () const
 
void setOwner (Object *anObject)
 
void setDefaultColor (const SimTK::Vec3 &color)
 If you call this prior to addToSystem() it will be used to initialize the color cache variable. More...
 
const SimTK::Vec3getDefaultColor () const
 Returns the color that will be used to initialize the color cache at the next addToSystem() call. More...
 
void setColor (const SimTK::State &s, const SimTK::Vec3 &color) const
 Set the value of the color cache variable owned by this GeometryPath object, in the cache of the given state. More...
 
SimTK::Vec3 getColor (const SimTK::State &s) const
 Get the current value of the color cache entry owned by this GeometryPath object in the given state. More...
 
double getLength (const SimTK::State &s) const
 
void setLength (const SimTK::State &s, double length) const
 
double getPreScaleLength (const SimTK::State &s) const
 
void setPreScaleLength (const SimTK::State &s, double preScaleLength)
 
const Array< PathPoint * > & getCurrentPath (const SimTK::State &s) const
 
const Array< PathPoint * > & getCurrentDisplayPath (const SimTK::State &s) const
 
double getLengtheningSpeed (const SimTK::State &s) const
 
void setLengtheningSpeed (const SimTK::State &s, double speed) const
 
void getPointForceDirections (const SimTK::State &s, OpenSim::Array< PointForceDirection * > *rPFDs) const
 get the the path as PointForceDirections directions, which can be used to apply tension to bodies the points are connected to. More...
 
void addInEquivalentForces (const SimTK::State &state, const double &tension, SimTK::Vector_< SimTK::SpatialVec > &bodyForces, SimTK::Vector &mobilityForces) const
 add in the equivalent body and generalized forces to be applied to the multibody system resulting from a tension along the GeometryPath More...
 
virtual double computeMomentArm (const SimTK::State &s, const Coordinate &aCoord) const
 
void preScale (const SimTK::State &s, const ScaleSet &aScaleSet)
 
void scale (const SimTK::State &s, const ScaleSet &aScaleSet)
 
void postScale (const SimTK::State &s, const ScaleSet &aScaleSet)
 
virtual const VisibleObjectgetDisplayer () const
 Methods to support making the object displayable in the GUI or Visualizer Implemented only in few objects. More...
 
void updateDisplayer (const SimTK::State &s) const override
 In case the ModelComponent has a visual representation (VisualObject), override this method to update it. More...
 
virtual void updateGeometry (const SimTK::State &s) const
 
- Public Member Functions inherited from OpenSim::ModelComponent
 ModelComponent ()
 Default constructor. More...
 
 ModelComponent (const std::string &aFileName, bool aUpdateFromXMLNode=true) SWIG_DECLARE_EXCEPTION
 Construct ModelComponent from an XML file. More...
 
 ModelComponent (SimTK::Xml::Element &aNode)
 Construct ModelComponent from a specific node in an XML document. More...
 
 ModelComponent (const ModelComponent &source)
 Construct ModelComponent with its contents copied from another ModelComponent; this is a deep copy so nothing is shared with the source after the copy. More...
 
virtual ~ModelComponent ()
 Destructor is virtual to allow concrete model component cleanup. More...
 
ModelComponentoperator= (const ModelComponent &aModelComponent)
 Assignment operator to copy contents of an existing component. More...
 
const ModelgetModel () const
 Get a const reference to the Model this component is part of. More...
 
ModelupdModel ()
 Get a modifiable reference to the Model this component is part of. More...
 
virtual int getNumStateVariables () const
 Get the number of "Continuous" state variables maintained by the ModelComponent and its specified subcomponents. More...
 
virtual Array< std::string > getStateVariableNames () const
 Get the names of "continuous" state variables maintained by the ModelComponent and its subcomponents. More...
 
virtual SimTK::SystemYIndex getStateVariableSystemIndex (const std::string &stateVariableName) const
 Get the System Index of a state variable allocated by this ModelComponent. More...
 
int getModelingOption (const SimTK::State &state, const std::string &name) const
 Get a ModelingOption flag for this ModelComponent by name. More...
 
void setModelingOption (SimTK::State &state, const std::string &name, int flag) const
 Set the value of a ModelingOption flag for this ModelComponent. More...
 
double getStateVariable (const SimTK::State &state, const std::string &name) const
 Get the value of a state variable allocated by this ModelComponent. More...
 
void setStateVariable (SimTK::State &state, const std::string &name, double value) const
 Set the value of a state variable allocated by this ModelComponent by name. More...
 
double getDiscreteVariable (const SimTK::State &state, const std::string &name) const
 Get the value of a discrete variable allocated by this ModelComponent by name. More...
 
void setDiscreteVariable (SimTK::State &state, const std::string &name, double value) const
 Set the value of a discrete variable allocated by this ModelComponent by name. More...
 
template<typename T >
const T & getCacheVariable (const SimTK::State &state, const std::string &name) const
 Get the value of a cache variable allocated by this ModelComponent by name. More...
 
template<typename T >
const T & getCacheVariable (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex) const
 
template<typename T >
T & updCacheVariable (const SimTK::State &state, const std::string &name) const
 Obtain a writable cache variable value allocated by this ModelComponent by name. More...
 
template<typename T >
T & updCacheVariable (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex) const
 
void markCacheVariableValid (const SimTK::State &state, const std::string &name) const
 After updating a cache variable value allocated by this ModelComponent, you can mark its value as valid, which will not change until the realization stage falls below the minimum set at the time the cache variable was created. More...
 
void markCacheVariableValid (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex) const
 
void markCacheVariableInvalid (const SimTK::State &state, const std::string &name) const
 Mark a cache variable value allocated by this ModelComponent as invalid. More...
 
void markCacheVariableInvalid (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex) const
 
bool isCacheVariableValid (const SimTK::State &state, const std::string &name) const
 Enables the to monitor the validity of the cache variable value using the returned flag. More...
 
bool isCacheVariableValid (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex) const
 
template<typename T >
void setCacheVariable (const SimTK::State &state, const std::string &name, const T &value) const
 Set cache variable value allocated by this ModelComponent by name. More...
 
template<typename T >
void setCacheVariable (const SimTK::State &state, SimTK::CacheEntryIndex ceIndex, const T &value) const
 
- Public Member Functions inherited from OpenSim::Object
virtual ~Object ()
 Virtual destructor for cleanup. More...
 
virtual Objectclone () const =0
 Create a new heap-allocated copy of the concrete object to which this Object refers. More...
 
virtual const std::string & getConcreteClassName () const =0
 Returns the class name of the concrete Object-derived class of the actual object referenced by this Object, as a string. More...
 
virtual VisibleObjectupdDisplayer ()
 get Non const pointer to VisibleObject More...
 
bool isEqualTo (const Object &aObject) const
 Equality operator wrapper for use from languages not supporting operator overloading. More...
 
Objectoperator= (const Object &aObject)
 Copy assignment copies he base class fields, including the properties. More...
 
virtual bool operator== (const Object &aObject) const
 Determine if two objects are equal. More...
 
virtual bool operator< (const Object &aObject) const
 Provide an ordering for objects so they can be put in sorted containers. More...
 
void setName (const std::string &name)
 Set the name of the Object. More...
 
const std::string & getName () const
 Get the name of this Object. More...
 
void setDescription (const std::string &description)
 Set description, a one-liner summary. More...
 
const std::string & getDescription () const
 Get description, a one-liner summary. More...
 
const std::string & getAuthors () const
 Get Authors of this Object. More...
 
void setAuthors (const std::string &authors)
 Set Authors of this object, call this method in your constructor if needed. More...
 
const std::string & getReferences () const
 Get references or publications to cite if using this object. More...
 
void setReferences (const std::string &references)
 Set references or publications to cite if using this object. More...
 
int getNumProperties () const
 Determine how many properties are stored with this Object. More...
 
const AbstractPropertygetPropertyByIndex (int propertyIndex) const
 Get a const reference to a property by its index number, returned as an AbstractProperty. More...
 
AbstractPropertyupdPropertyByIndex (int propertyIndex)
 Get a writable reference to a property by its index number, returned as an AbstractProperty. More...
 
bool hasProperty (const std::string &name) const
 Return true if this Object has a property of any type with the given name, which must not be empty. More...
 
const AbstractPropertygetPropertyByName (const std::string &name) const
 Get a const reference to a property by its name, returned as an AbstractProperty. More...
 
AbstractPropertyupdPropertyByName (const std::string &name)
 Get a writable reference to a property by its name, returned as an AbstractProperty. More...
 
template<class T >
bool hasProperty () const
 Return true if this Object contains an unnamed, one-object property that contains objects of the given template type T. More...
 
template<class T >
const Property< T > & getProperty (const PropertyIndex &index) const
 Get property of known type Property<T> as a const reference; the property must be present and have the right type. More...
 
template<class T >
Property< T > & updProperty (const PropertyIndex &index)
 Get property of known type Property<T> as a writable reference; the property must be present and have the right type. More...
 
void setObjectIsUpToDateWithProperties ()
 When an object is initialized using the current values of its properties, it can set a flag indicating that it is up to date. More...
 
bool isObjectUpToDateWithProperties () const
 Returns true if no property's value has changed since the last time setObjectIsUpToDateWithProperties() was called. More...
 
void readObjectFromXMLNodeOrFile (SimTK::Xml::Element &objectElement, int versionNumber)
 We're given an XML element from which we are to populate this Object. More...
 
virtual void updateFromXMLNode (SimTK::Xml::Element &objectElement, int versionNumber)
 Use this method to deserialize an object from a SimTK::Xml::Element. More...
 
virtual void updateXMLNode (SimTK::Xml::Element &parent)
 Serialize this object into the XML node that represents it. More...
 
bool getInlined () const
 Inlined means an in-memory Object that is not associated with an XMLDocument. More...
 
void setInlined (bool aInlined, const std::string &aFileName="")
 Mark this as inlined or not and optionally provide a file name to associate with the new XMLDocument for the non-inline case. More...
 
std::string getDocumentFileName () const
 If there is a document associated with this object then return the file name maintained by the document. More...
 
void setAllPropertiesUseDefault (bool aUseDefault)
 
bool print (const std::string &fileName)
 Write this Object into an XML file of the given name; conventionally the suffix to use is ".osim". More...
 
std::string dump (bool dumpName=false)
 dump the XML representation of this Object into an std::string and return it. More...
 
void clearObjectIsUpToDateWithProperties ()
 For testing or debugging purposes, manually clear the "object is up to date with respect to properties" flag. More...
 
virtual bool isA (const char *type) const
 The default implementation returns true only if the supplied string is "Object"; each Object-derived class overrides this to match its own class name. More...
 
const std::string & toString () const
 Wrapper to be used on Java side to display objects in tree; this returns just the object's name. More...
 
PropertySetgetPropertySet ()
 OBSOLETE: Get a reference to the PropertySet maintained by the Object. More...
 
const PropertySetgetPropertySet () const
 

Protected Member Functions

void connectToModel (Model &aModel) override
 Perform any necessary initializations required to connect the component into the Model, and check for error conditions. More...
 
void initStateFromProperties (SimTK::State &s) const override
 Transfer property values or other state-independent initial values into this component's state variables in the passed-in state argument. More...
 
void addToSystem (SimTK::MultibodySystem &system) const override
 Add appropriate Simbody elements (if needed) to the System corresponding to this component and specify needed state resources. More...
 
void realizeTopology (SimTK::State &state) const override
 Obtain state resources that are needed unconditionally, and perform computations that depend only on the system topology. More...
 
void generateDecorations (bool fixed, const ModelDisplayHints &hints, const SimTK::State &state, SimTK::Array_< SimTK::DecorativeGeometry > &appendToThis) const override
 Optional method for generating arbitrary display geometry that reflects this ModelComponent at the specified state. More...
 
- Protected Member Functions inherited from OpenSim::ModelComponent
virtual void setPropertiesFromState (const SimTK::State &state)
 Update this component's property values to match the specified State, if the component has created any state variable that is intended to correspond to a property. More...
 
virtual SimTK::Vector computeStateVariableDerivatives (const SimTK::State &s) const
 If a model component has allocated any continuous state variables using the addStateVariable() method, then computeStateVariableDerivatives() must be implemented to provide time derivatives for those states. More...
 
virtual void realizeModel (SimTK::State &state) const
 Obtain state resources that may be needed, depending on modeling options, and perform computations that depend only on topology and selected modeling options. More...
 
virtual void realizeInstance (const SimTK::State &state) const
 Perform computations that depend only on instance variables, like lengths and masses. More...
 
virtual void realizeTime (const SimTK::State &state) const
 Perform computations that depend only on time and earlier stages. More...
 
virtual void realizePosition (const SimTK::State &state) const
 Perform computations that depend only on position-level state variables and computations performed in earlier stages (including time). More...
 
virtual void realizeVelocity (const SimTK::State &state) const
 Perform computations that depend only on velocity-level state variables and computations performed in earlier stages (including position, and time). More...
 
virtual void realizeDynamics (const SimTK::State &state) const
 Perform computations (typically forces) that may depend on dynamics-stage state variables, and on computations performed in earlier stages (including velocity, position, and time), but not on other forces, accelerations, constraint multipliers, or reaction forces. More...
 
virtual void realizeAcceleration (const SimTK::State &state) const
 Perform computations that may depend on applied forces. More...
 
virtual void realizeReport (const SimTK::State &state) const
 Perform computations that may depend on anything but are only used for reporting and cannot affect subsequent simulation behavior. More...
 
void includeAsSubComponent (ModelComponent *aComponent)
 Include another ModelComponent as a Subcomponent of this ModelComponent. More...
 
void addModelingOption (const std::string &optionName, int maxFlagValue) const
 Add a modeling option (integer flag stored in the State) for use by this ModelComponent. More...
 
void addStateVariable (const std::string &stateVariableName, SimTK::Stage invalidatesStage=SimTK::Stage::Dynamics) const
 Add a continuous system state variable belonging to this ModelComponent, and assign a name by which to refer to it. More...
 
void addDiscreteVariable (const std::string &discreteVariableName, SimTK::Stage invalidatesStage) const
 Add a system discrete variable belonging to this ModelComponent, give it a name by which it can be referenced, and declare the lowest Stage that should be invalidated if this variable's value is changed. More...
 
template<class T >
void addCacheVariable (const std::string &cacheVariableName, const T &variablePrototype, SimTK::Stage dependsOnStage) const
 Add a state cache entry belonging to this ModelComponent to hold calculated values that must be automatically invalidated when certain state values change. More...
 
const int getStateIndex (const std::string &name) const
 Get the index of a ModelComponent's continuous state variable in the Subsystem for allocations. More...
 
const SimTK::DiscreteVariableIndex getDiscreteVariableIndex (const std::string &name) const
 Get the index of a ModelComponent's discrete variable in the Subsystem for allocations. More...
 
const SimTK::CacheEntryIndex getCacheVariableIndex (const std::string &name) const
 Get the index of a ModelComponent's cache variable in the Subsystem for allocations. More...
 
- Protected Member Functions inherited from OpenSim::Object
 Object ()
 The default constructor is only for use by constructors of derived types. More...
 
 Object (const std::string &fileName, bool aUpdateFromXMLNode=true) SWIG_DECLARE_EXCEPTION
 Constructor from a file, to be called from other constructors that take a file as input. More...
 
 Object (const Object &source)
 Copy constructor is invoked automatically by derived classes with default copy constructors; otherwise it must be invoked explicitly. More...
 
 Object (SimTK::Xml::Element &aElement)
 Construct the base class portion of an Object from a given Xml element that describes this Object. More...
 
template<class T >
PropertyIndex addProperty (const std::string &name, const std::string &comment, const T &value)
 Define a new single-value property of known type T, with the given name, associated comment, and initial value. More...
 
template<class T >
PropertyIndex addOptionalProperty (const std::string &name, const std::string &comment)
 Add an optional property, meaning it can contain either no value or a single value. More...
 
template<class T >
PropertyIndex addOptionalProperty (const std::string &name, const std::string &comment, const T &value)
 Add an optional property, meaning it can contain either no value or a single value. More...
 
template<class T >
PropertyIndex addListProperty (const std::string &name, const std::string &comment, int minSize, int maxSize)
 Define a new list-valued property of known type T, with the given name, associated comment, minimum (==0) and maximum (>0) allowable list lengths, and a zero-length initial value. More...
 
template<class T , template< class > class Container>
PropertyIndex addListProperty (const std::string &name, const std::string &comment, int minSize, int maxSize, const Container< T > &valueList)
 Define a new list-valued property as above, but assigning an initial value via some templatized container class that supports size() and indexing. More...
 
PropertyIndex getPropertyIndex (const std::string &name) const
 Look up a property by name and return its PropertyIndex if it is found. More...
 
template<class T >
PropertyIndex getPropertyIndex () const
 Look up an unnamed property by the type of object it contains, and return its PropertyIndex if it is found. More...
 
void updateFromXMLDocument ()
 Use this method only if you're deserializing from a file and the object is at the top level; that is, primarily in constructors that take a file name as input. More...
 
void setDocument (XMLDocument *doc)
 Unconditionally set the XMLDocument associated with this object. More...
 
const XMLDocumentgetDocument () const
 Get a const pointer to the document (if any) associated with this object. More...
 
XMLDocumentupdDocument ()
 Get a writable pointer to the document (if any) associated with this object. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from OpenSim::Object
static void registerType (const Object &defaultObject)
 Register an instance of a class; if the class is already registered it will be replaced. More...
 
static void renameType (const std::string &oldTypeName, const std::string &newTypeName)
 Support versioning by associating the current Object type with an old name. More...
 
static const ObjectgetDefaultInstanceOfType (const std::string &concreteClassName)
 Return a pointer to the default instance of the registered (concrete) Object whose class name is given, or NULL if the type is not registered. More...
 
template<class T >
static bool isObjectTypeDerivedFrom (const std::string &concreteClassName)
 Return true if the given concrete object type represents a subclass of the template object type T, and thus could be referenced with a T*. More...
 
static ObjectnewInstanceOfType (const std::string &concreteClassName)
 Create a new instance of the concrete Object type whose class name is given as concreteClassName. More...
 
static void getRegisteredTypenames (Array< std::string > &typeNames)
 Retrieve all the typenames registered so far. More...
 
template<class T >
static void getRegisteredObjectsOfGivenType (ArrayPtrs< T > &rArray)
 Return an array of pointers to the default instances of all registered (concrete) Object types that derive from a given Object-derived type that does not have to be concrete. More...
 
static void PrintPropertyInfo (std::ostream &os, const std::string &classNameDotPropertyName)
 Dump formatted property information to a given output stream, useful for creating a "help" facility for registered objects. More...
 
static void PrintPropertyInfo (std::ostream &os, const std::string &className, const std::string &propertyName)
 Same as the other signature but the class name and property name are provided as two separate strings. More...
 
static ObjectmakeObjectFromFile (const std::string &fileName)
 Create an OpenSim object whose type is based on the tag at the root node of the XML file passed in. More...
 
static const std::string & getClassName ()
 Return the name of this class as a string; i.e., "Object". More...
 
static void setSerializeAllDefaults (bool shouldSerializeDefaults)
 Static function to control whether all registered objects and their properties are written to the defaults section of output files rather than only those values for which the default was explicitly overwritten when read in from an input file or set programmatically. More...
 
static bool getSerializeAllDefaults ()
 Report the value of the "serialize all defaults" flag. More...
 
static bool isKindOf (const char *type)
 Returns true if the passed-in string is "Object"; each Object-derived class defines a method of this name for its own class name. More...
 
static void setDebugLevel (int newLevel)
 Set the debug level to get verbose output. More...
 
static int getDebugLevel ()
 Get current setting of debug level. More...
 
static ObjectSafeCopy (const Object *aObject)
 Use the clone() method to duplicate the given object unless the pointer is null in which case null is returned. More...
 
static void RegisterType (const Object &defaultObject)
 OBSOLETE alternate name for registerType(). More...
 
static void RenameType (const std::string &oldName, const std::string &newName)
 OBSOLETE alternate name for renameType(). More...
 
- Static Public Attributes inherited from OpenSim::Object
static const std::string DEFAULT_NAME
 Name used for default objects when they are serialized. More...
 
- Protected Attributes inherited from OpenSim::ModelComponent
Model_model
 The model this component belongs to. More...
 
- Protected Attributes inherited from OpenSim::Object
PropertySet _propertySet
 OBSOLETE: Property_Deprecated set for serializable member variables of this and derived classes. More...
 

Detailed Description

A base class representing a path (muscle, ligament, etc.).

Author
Peter Loan
Version
1.0

Constructor & Destructor Documentation

OpenSim::GeometryPath::GeometryPath ( )
virtual OpenSim::GeometryPath::~GeometryPath ( )
virtual

Member Function Documentation

void OpenSim::GeometryPath::addInEquivalentForces ( const SimTK::State state,
const double &  tension,
SimTK::Vector_< SimTK::SpatialVec > &  bodyForces,
SimTK::Vector mobilityForces 
) const

add in the equivalent body and generalized forces to be applied to the multibody system resulting from a tension along the GeometryPath

Parameters
statestate used to evaluate forces
[in]tensionscalar (double) of the applied (+ve) tensile force
[in,out]bodyForcesVector of SpatialVec's (torque, force) on bodies
[in,out]mobilityForcesVector of generalized forces, one per mobility
PathPoint* OpenSim::GeometryPath::addPathPoint ( const SimTK::State s,
int  aIndex,
OpenSim::Body aBody 
)
void OpenSim::GeometryPath::addPathWrap ( WrapObject &  aWrapObject)
void OpenSim::GeometryPath::addToSystem ( SimTK::MultibodySystem system) const
overrideprotectedvirtual

Add appropriate Simbody elements (if needed) to the System corresponding to this component and specify needed state resources.

addToSystem() is called when the Simbody System is being created to represent a completed Model for computation. That is, connectToModel() will already have been invoked on all components before any addToSystem() call is made. Helper methods for adding modeling options, state variables and their derivatives, discrete variables, and cache entries are available and can be called within addToSystem() only.

Note that this method is const; you must not modify your model component or the containing model during this call. Any modifications you need should instead be performed in connectToModel(), which is non-const. One exception is that you may need to record access information for resources you create in the system, such as an index number. You should declare those data members mutable so that you can set them here.

If you override this method, be sure to invoke the base class method first, using code like this:

void MyComponent::addToSystem(SimTK::MultibodySystem& system) const {
Super::addToSystem(system); // invoke parent class method
// ... your code goes here
}
Parameters
[in,out]systemThe System being created.
See Also
addModelingOption(), addStateVariable(), addDiscreteVariables(), addCacheVariable()

Reimplemented from OpenSim::ModelComponent.

PathPoint* OpenSim::GeometryPath::appendNewPathPoint ( const std::string &  proposedName,
OpenSim::Body aBody,
const SimTK::Vec3 aPositionOnBody 
)
bool OpenSim::GeometryPath::canDeletePathPoint ( int  aIndex)
virtual double OpenSim::GeometryPath::computeMomentArm ( const SimTK::State s,
const Coordinate aCoord 
) const
virtual
void OpenSim::GeometryPath::connectToModel ( Model model)
overrideprotectedvirtual

Perform any necessary initializations required to connect the component into the Model, and check for error conditions.

connectToModel() is invoked on all components to complete construction of a Model, prior to creating a Simbody System to represent it computationally. It may also be invoked at times just for its error-checking side effects.

If you override this method, be sure to invoke the base class method first, using code like this:

void MyComponent::connectToModel(Model& model) {
Super::connectToModel(model); // invoke parent class method
// ... your code goes here
}

Note that this method is expected to check for modeling errors and should throw an OpenSim::Exception if there is something wrong. For example, if your model component references another object by name, you should verify that it exists in the supplied Model, which is not guaranteed since components may be independently instantiated or constructed from XML files.

Parameters
[in,out]modelThe Model currently being constructed to which this ModelComponent should be connected.

Reimplemented from OpenSim::ModelComponent.

bool OpenSim::GeometryPath::deletePathPoint ( const SimTK::State s,
int  aIndex 
)
void OpenSim::GeometryPath::deletePathWrap ( const SimTK::State s,
int  aIndex 
)
void OpenSim::GeometryPath::generateDecorations ( bool  fixed,
const ModelDisplayHints hints,
const SimTK::State state,
SimTK::Array_< SimTK::DecorativeGeometry > &  appendToThis 
) const
overrideprotectedvirtual

Optional method for generating arbitrary display geometry that reflects this ModelComponent at the specified state.

This will be called once to obtain ground- and body-fixed geometry (with fixed=true), and then once per frame (with fixed=false) to generate on-the-fly geometry such as rubber band lines, force arrows, labels, or debugging aids.

If you override this method, be sure to invoke the base class method first, using code like this:

void MyComponent::generateDecorations
(bool fixed,
const ModelDisplayHints& hints,
const SimTK::State& state,
{
// invoke parent class method
Super::generateDecorations(fixed,hints,state,appendToThis);
// ... your code goes here
}
Parameters
[in]fixedIf true, generate only geometry that is independent of time, configuration, and velocity. Otherwise generate only such dependent geometry.
[in]hintsSee documentation for ModelDisplayHints; you may want to alter the geometry you generate depending on what you find there. For example, you can determine whether the user wants to see debug geometry.
[in]stateThe State for which geometry should be produced. See below for more information.
[in,out]appendToThisArray to which generated geometry should be appended via the push_back() method.

When called with fixed=true only modeling options and parameters (Instance variables) should affect geometry; time, position, and velocity should not. In that case OpenSim will already have realized the state through Instance stage. When called with fixed=false, you may consult any relevant value in state. However, to avoid unnecessary computation, OpenSim guarantees only that state will have been realized through Position stage; if you need anything higher than that (reaction forces, for example) you should make sure the state is realized through Acceleration stage.

Reimplemented from OpenSim::ModelComponent.

SimTK::Vec3 OpenSim::GeometryPath::getColor ( const SimTK::State s) const

Get the current value of the color cache entry owned by this GeometryPath object in the given state.

You can access this value any time after the state is initialized, at which point it will have been set to the default color value specified in a call to setDefaultColor() earlier, or it will have the default default color value chosen by GeometryPath.

See Also
setDefaultColor()
const Array<PathPoint*>& OpenSim::GeometryPath::getCurrentDisplayPath ( const SimTK::State s) const
const Array<PathPoint*>& OpenSim::GeometryPath::getCurrentPath ( const SimTK::State s) const
const SimTK::Vec3& OpenSim::GeometryPath::getDefaultColor ( ) const
inline

Returns the color that will be used to initialize the color cache at the next addToSystem() call.

The actual color used to draw the path will be taken from the cache variable, so may have changed.

virtual const VisibleObject* OpenSim::GeometryPath::getDisplayer ( ) const
inlinevirtual

Methods to support making the object displayable in the GUI or Visualizer Implemented only in few objects.

Get const pointer to VisibleObject that contains geometry

Reimplemented from OpenSim::Object.

double OpenSim::GeometryPath::getLength ( const SimTK::State s) const
double OpenSim::GeometryPath::getLengtheningSpeed ( const SimTK::State s) const
Object* OpenSim::GeometryPath::getOwner ( ) const
inline
const PathPointSet& OpenSim::GeometryPath::getPathPointSet ( ) const
inline
void OpenSim::GeometryPath::getPointForceDirections ( const SimTK::State s,
OpenSim::Array< PointForceDirection * > *  rPFDs 
) const

get the the path as PointForceDirections directions, which can be used to apply tension to bodies the points are connected to.

double OpenSim::GeometryPath::getPreScaleLength ( const SimTK::State s) const
const PathWrapSet& OpenSim::GeometryPath::getWrapSet ( ) const
inline
void OpenSim::GeometryPath::initStateFromProperties ( SimTK::State state) const
overrideprotectedvirtual

Transfer property values or other state-independent initial values into this component's state variables in the passed-in state argument.

This is called after a SimTK::System and State have been created for the Model (that is, after addToSystem() has been called on all components). You should override this method if your component has properties (serializable values) that can affect initial values for your state variables. You can also perform any other state-independent calculations here that result in state initial conditions.

If you override this method, be sure to invoke the base class method first, using code like this:

void MyComponent::initStateFromProperties(SimTK::State& state) const {
Super::initStateFromProperties(state); // invoke parent class method
// ... your code goes here
}
Parameters
stateThe state that will receive the new initial conditions.
See Also
setPropertiesFromState()

Reimplemented from OpenSim::ModelComponent.

void OpenSim::GeometryPath::moveDownPathWrap ( const SimTK::State s,
int  aIndex 
)
void OpenSim::GeometryPath::moveUpPathWrap ( const SimTK::State s,
int  aIndex 
)
void OpenSim::GeometryPath::postScale ( const SimTK::State s,
const ScaleSet aScaleSet 
)
void OpenSim::GeometryPath::preScale ( const SimTK::State s,
const ScaleSet aScaleSet 
)
void OpenSim::GeometryPath::realizeTopology ( SimTK::State state) const
overrideprotectedvirtual

Obtain state resources that are needed unconditionally, and perform computations that depend only on the system topology.

Reimplemented from OpenSim::ModelComponent.

bool OpenSim::GeometryPath::replacePathPoint ( const SimTK::State s,
PathPoint aOldPathPoint,
PathPoint aNewPathPoint 
)
void OpenSim::GeometryPath::scale ( const SimTK::State s,
const ScaleSet aScaleSet 
)
void OpenSim::GeometryPath::setColor ( const SimTK::State s,
const SimTK::Vec3 color 
) const

Set the value of the color cache variable owned by this GeometryPath object, in the cache of the given state.

The value of this variable is used as the color when the path is drawn, which occurs with the state realized to Stage::Dynamics. So you must call this method during realizeDynamics() or earlier in order for it to have any effect.

void OpenSim::GeometryPath::setDefaultColor ( const SimTK::Vec3 color)
inline

If you call this prior to addToSystem() it will be used to initialize the color cache variable.

Otherwise GeometryPath will choose its own default which will be some boring shade of gray.

void OpenSim::GeometryPath::setLength ( const SimTK::State s,
double  length 
) const
void OpenSim::GeometryPath::setLengtheningSpeed ( const SimTK::State s,
double  speed 
) const
void OpenSim::GeometryPath::setOwner ( Object anObject)
inline
void OpenSim::GeometryPath::setPreScaleLength ( const SimTK::State s,
double  preScaleLength 
)
void OpenSim::GeometryPath::updateDisplayer ( const SimTK::State s) const
overridevirtual

In case the ModelComponent has a visual representation (VisualObject), override this method to update it.

This is typically done by recomputing anchor points and positions based on transforms obtained from current state.

Reimplemented from OpenSim::ModelComponent.

virtual void OpenSim::GeometryPath::updateGeometry ( const SimTK::State s) const
virtual
PathPointSet& OpenSim::GeometryPath::updPathPointSet ( )
inline

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