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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++ Implementation: Node
//
// Description:
//
//
// Author: The SOFA team </www.sofa-framework.org>, (C) 2008
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include "Node.h"
#include <sofa/simulation/common/PropagateEventVisitor.h>
#include <sofa/simulation/common/UpdateMappingEndEvent.h>
#include <sofa/simulation/common/AnimateVisitor.h>
#include <sofa/simulation/common/DesactivatedNodeVisitor.h>
#include <sofa/simulation/common/InitVisitor.h>
#include <sofa/simulation/common/VisualVisitor.h>
#include <sofa/simulation/common/UpdateMappingVisitor.h>
#include <iostream>
using std::cerr;
using std::endl;
#include <boost/graph/adjacency_list.hpp>
//#include <sofa/core/objectmodel/BaseObject.h>
#include <boost/graph/topological_sort.hpp>
namespace sofa
{
namespace simulation
{
using core::objectmodel::BaseNode;
using core::objectmodel::BaseObject;
using helper::system::thread::CTime;
Node::Node(const std::string& name)
: sofa::core::objectmodel::Context()
, debug_(false), logTime_(false)
, depend(initData(&depend,"depend","Dependencies between the nodes.\nname 1 name 2 name3 name4 means that name1 must be initialized before name2 and name3 before name4"))
{
_context = this;
totalTime.nVisit = 0;
totalTime.tNode = 0;
totalTime.tTree = 0;
setName(name);
}
Node::~Node()
{
}
/// Initialize the components of this node and all the nodes which depend on it.
void Node::init()
{
//cerr<<"Node::init() begin node "<<getName()<<endl;
execute<simulation::InitVisitor>();
//cerr<<"Node::init() end node "<<getName()<<endl;
}
/// ReInitialize the components of this node and all the nodes which depend on it.
void Node::reinit()
{
sofa::simulation::DesactivationVisitor desactivate(isActive());
desactivate.execute( this );
}
/// Do one step forward in time
void Node::animate( double dt )
{
simulation::AnimateVisitor vis(dt);
//cerr<<"Node::animate, start execute"<<endl;
execute(vis);
//cerr<<"Node::animate, end execute"<<endl;
}
void Node::glDraw()
{
execute<simulation::VisualUpdateVisitor>();
execute<simulation::VisualDrawVisitor>();
}
void Node::addChild(Node* )
{
serr << "addChild NOT IMPLEMENTED" << sendl;
}
void Node::removeChild(Node* )
{
serr << "removeChild NOT IMPLEMENTED" << sendl;
}
void Node::moveChild(Node* )
{
serr << "moveChild NOT IMPLEMENTED" << sendl;
}
/// Add an object. Detect the implemented interfaces and add the object to the corresponding lists.
bool Node::addObject(BaseObject* obj)
{
notifyAddObject(obj);
doAddObject(obj);
return true;
}
/// Remove an object
bool Node::removeObject(BaseObject* obj)
{
notifyRemoveObject(obj);
doRemoveObject(obj);
return true;
}
/// Move an object from another node
void Node::moveObject(BaseObject* obj)
{
Node* prev = dynamic_cast<Node*>(obj->getContext());
if (prev==NULL)
{
obj->getContext()->removeObject(obj);
addObject(obj);
}
else
{
notifyMoveObject(obj,prev);
prev->doRemoveObject(obj);
doAddObject(obj);
}
}
/// Find an object given its name
core::objectmodel::BaseObject* Node::getObject(const std::string& name) const
{
for (ObjectIterator it = object.begin(), itend = object.end(); it != itend; ++it)
if ((*it)->getName() == name)
return *it;
return NULL;
}
/// Add an object. Detect the implemented interfaces and add the object to the corresponding lists.
void Node::doAddObject(BaseObject* obj)
{
notifyAddObject(obj);
obj->setContext(this);
object.add(obj);
int inserted=0;
inserted+= masterSolver.add(dynamic_cast< core::componentmodel::behavior::MasterSolver* >(obj));
inserted+= solver.add(dynamic_cast< core::componentmodel::behavior::OdeSolver* >(obj));
inserted+= linearSolver.add(dynamic_cast< core::componentmodel::behavior::LinearSolver* >(obj));
inserted+= mechanicalState.add(dynamic_cast< core::componentmodel::behavior::BaseMechanicalState* >(obj));
bool isMechanicalMapping = mechanicalMapping.add(dynamic_cast< core::componentmodel::behavior::BaseMechanicalMapping* >(obj));
inserted+= isMechanicalMapping;
if (!isMechanicalMapping)
inserted+= mapping.add(dynamic_cast< core::BaseMapping* >(obj));
inserted+= mass.add(dynamic_cast< core::componentmodel::behavior::BaseMass* >(obj));
inserted+= topology.add(dynamic_cast< core::componentmodel::topology::Topology* >(obj));
inserted+= meshTopology.add(dynamic_cast< core::componentmodel::topology::BaseMeshTopology* >(obj));
inserted+= shader.add(dynamic_cast< sofa::core::Shader* >(obj));
bool isInteractionForceField = interactionForceField.add(dynamic_cast< core::componentmodel::behavior::InteractionForceField* >(obj));
inserted+= isInteractionForceField;
if (!isInteractionForceField)
forceField.add(dynamic_cast< core::componentmodel::behavior::BaseForceField* >(obj));
inserted+= constraint.add(dynamic_cast< core::componentmodel::behavior::BaseConstraint* >(obj));
inserted+= LMConstraint.add(dynamic_cast< core::componentmodel::behavior::BaseLMConstraint* >(obj));
inserted+= behaviorModel.add(dynamic_cast< core::BehaviorModel* >(obj));
inserted+= visualModel.add(dynamic_cast< core::VisualModel* >(obj));
inserted+= visualManager.add(dynamic_cast< core::VisualManager* >(obj));
inserted+= collisionModel.add(dynamic_cast< core::CollisionModel* >(obj));
inserted+= contextObject.add(dynamic_cast< core::objectmodel::ContextObject* >(obj));
inserted+= collisionPipeline.add(dynamic_cast< core::componentmodel::collision::Pipeline* >(obj));
inserted+= actionScheduler.add(dynamic_cast< VisitorScheduler* >(obj));
if ( inserted==0 )
{
//cerr<<"Node::doAddObject, object "<<obj->getName()<<" is unsorted"<<endl;
unsorted.add(obj);
}
}
/// Remove an object
void Node::doRemoveObject(BaseObject* obj)
{
if (obj->getContext()==this)
{
obj->setContext(NULL);
}
object.remove(obj);
masterSolver.remove(dynamic_cast< core::componentmodel::behavior::MasterSolver* >(obj));
solver.remove(dynamic_cast< core::componentmodel::behavior::OdeSolver* >(obj));
linearSolver.remove(dynamic_cast< core::componentmodel::behavior::LinearSolver* >(obj));
mechanicalState.remove(dynamic_cast< core::componentmodel::behavior::BaseMechanicalState* >(obj));
mechanicalMapping.remove(dynamic_cast< core::componentmodel::behavior::BaseMechanicalMapping* >(obj));
mass.remove(dynamic_cast< core::componentmodel::behavior::BaseMass* >(obj));
topology.remove(dynamic_cast< core::componentmodel::topology::Topology* >(obj));
meshTopology.remove(dynamic_cast< core::componentmodel::topology::BaseMeshTopology* >(obj));
shader.remove(dynamic_cast<sofa::core::Shader* >(obj));
forceField.remove(dynamic_cast< core::componentmodel::behavior::BaseForceField* >(obj));
interactionForceField.remove(dynamic_cast< core::componentmodel::behavior::InteractionForceField* >(obj));
constraint.remove(dynamic_cast< core::componentmodel::behavior::BaseConstraint* >(obj));
LMConstraint.remove(dynamic_cast< core::componentmodel::behavior::BaseLMConstraint* >(obj));
mapping.remove(dynamic_cast< core::BaseMapping* >(obj));
behaviorModel.remove(dynamic_cast< core::BehaviorModel* >(obj));
visualModel.remove(dynamic_cast< core::VisualModel* >(obj));
visualManager.remove(dynamic_cast< core::VisualManager* >(obj));
collisionModel.remove(dynamic_cast< core::CollisionModel* >(obj));
contextObject.remove(dynamic_cast<core::objectmodel::ContextObject* >(obj));
collisionPipeline.remove(dynamic_cast< core::componentmodel::collision::Pipeline* >(obj));
actionScheduler.remove(dynamic_cast< VisitorScheduler* >(obj));
unsorted.remove(obj);
// Remove references to this object in time log tables
if (!objectTime.empty())
{
for (std::map<std::string, std::map<core::objectmodel::BaseObject*, ObjectTimer> >::iterator it = objectTime.begin(); it != objectTime.end(); ++it)
{
it->second.erase(obj);
}
}
}
/// Topology
core::componentmodel::topology::Topology* Node::getTopology() const
{
return this->topology;
}
/// Mesh Topology (unified interface for both static and dynamic topologies)
core::componentmodel::topology::BaseMeshTopology* Node::getMeshTopology() const
{
return this->meshTopology;
}
/// Shader
core::objectmodel::BaseObject* Node::getShader() const
{
return shader;
}
/// Mechanical Degrees-of-Freedom
core::objectmodel::BaseObject* Node::getMechanicalState() const
{
return this->mechanicalState;
}
void Node::setLogTime(bool b)
{
logTime_=b;
}
Node::ctime_t Node::getTimeFreq() const
{
return CTime::getTicksPerSec();
}
void Node::resetTime()
{
totalTime.nVisit = 0;
totalTime.tNode = 0;
totalTime.tTree = 0;
actionTime.clear();
objectTime.clear();
}
/// Measure start time
Node::ctime_t Node::startTime() const
{
if (!getLogTime()) return 0;
return CTime::getTime();
}
/// Log time spent on an action category and the concerned object
void Node::addTime(ctime_t t, const std::string& s, core::objectmodel::BaseObject* obj)
{
ObjectTimer& timer = objectTime[s][obj];
timer.tObject += t;
++ timer.nVisit;
}
/// Log time spent given a start time, an action category, and the concerned object
Node::ctime_t Node::endTime(ctime_t t0, const std::string& s, core::objectmodel::BaseObject* obj)
{
if (!getLogTime()) return 0;
const ctime_t t1 = CTime::getTime();
const ctime_t t = t1 - t0;
addTime(t, s, obj);
return t1;
}
/// Log time spent on an action category, and the concerned object, plus remove the computed time from the parent caller object
void Node::addTime(ctime_t t, const std::string& s, core::objectmodel::BaseObject* obj, core::objectmodel::BaseObject* /*parent*/)
{
ObjectTimer& timer = objectTime[s][obj];
timer.tObject += t;
++ timer.nVisit;
//objectTime[s][parent].tObject -= t;
cerr<<"Warning: Node::addTime(ctime_t t, const std::string& s, core::objectmodel::BaseObject* obj, core::objectmodel::BaseObject* parent) does not remove the computed time from the parent caller object (parent is ndefined)"<<endl;
}
/// Log time spent given a start time, an action category, and the concerned object
Node::ctime_t Node::endTime(ctime_t /*t0*/, const std::string& /*s*/, core::objectmodel::BaseObject* /*obj*/, core::objectmodel::BaseObject* /*parent*/)
{
if (!getLogTime()) return 0;
const ctime_t t1 = CTime::getTime();
//const ctime_t t = t1 - t0;
//addTime(t, s, obj, parent);
cerr<<"Warning: Node::endTime(ctime_t t0, const std::string& s, core::objectmodel::BaseObject* obj, core::objectmodel::BaseObject* parent) does not add parent time (parent is ndefined)"<<endl;
return t1;
}
Node* Node::setDebug(bool b)
{
debug_=b;
return this;
}
bool Node::getDebug() const
{
return debug_;
}
void Node::removeControllers()
{
removeObject(masterSolver);
typedef Sequence<core::componentmodel::behavior::OdeSolver> Solvers;
Solvers solverRemove = solver;
for ( Solvers::iterator i=solverRemove.begin(), iend=solverRemove.end(); i!=iend; i++ )
removeObject( *i );
}
core::objectmodel::BaseContext* Node::getContext()
{
return _context;
}
const core::objectmodel::BaseContext* Node::getContext() const
{
return _context;
}
// void Node::setContext( core::objectmodel::BaseContext* c )
// {
// _context=c;
// for( ObjectIterator i=object.begin(), iend=object.end(); i!=iend; i++ )
// (*i)->setContext(c);
// }
void Node::setDefaultVisualContextValue()
{
if (showVisualModels_.getValue() == -1) showVisualModels_.setValue(true);
if (showBehaviorModels_.getValue() == -1) showBehaviorModels_.setValue(false);
if (showCollisionModels_.getValue() == -1) showCollisionModels_.setValue(false);
if (showBoundingCollisionModels_.getValue() == -1) showBoundingCollisionModels_.setValue(false);
if (showMappings_.getValue() == -1) showMappings_.setValue(false);
if (showMechanicalMappings_.getValue() == -1) showMechanicalMappings_.setValue(false);
if (showForceFields_.getValue() == -1) showForceFields_.setValue(false);
if (showInteractionForceFields_.getValue() == -1) showInteractionForceFields_.setValue(false);
if (showWireFrame_.getValue() == -1) showWireFrame_.setValue(false);
if (showNormals_.getValue() == -1) showNormals_.setValue(false);
}
void Node::initialize()
{
//cerr<<"Node::initialize()"<<endl;
initVisualContext();
sortComponents();
// // Put the OdeSolver, if any, in first position. This makes sure that the OdeSolver component is initialized only when all its sibling and children components are already initialized.
// /// @todo Putting the solver first means that it will be initialized *before* any sibling or childrens. Is that what we want? -- Jeremie A.
// Sequence<BaseObject>::iterator i=object.begin(), iend=object.end();
// for ( ; i!=iend && dynamic_cast<core::componentmodel::behavior::OdeSolver*>(*i)==NULL; i++ ) // find the OdeSolver
// {}
// if ( i!=iend && !object.empty() ) // found
// {
// // put it first
// // BUGFIX 01/12/06 (Jeremie A.): do not modify the order of the other objects
// // object.swap( i, object.begin() );
// while (i!=object.begin())
// {
// Sequence<BaseObject>::iterator i2 = i;
// --i;
// object.swap(i, i2);
// }
// }
//
updateSimulationContext();
// this is now done by the InitVisitor
//for (Sequence<Node>::iterator it = child.begin(); it != child.end(); it++) {
// (*it)->init();
//}
}
void Node::updateContext()
{
for ( unsigned i=0; i<contextObject.size(); ++i )
{
contextObject[i]->init();
contextObject[i]->apply();
//cerr<<"Node::updateContext, modified by node = "<<contextObject[i]->getName()<<endl;
}
if ( debug_ ) std::cerr<<"Node::updateContext, node = "<<getName()<<", updated context = "<< *static_cast<core::objectmodel::Context*>(this) << endl;
}
void Node::updateSimulationContext()
{
updateContext();
}
void Node::updateVisualContext(int/* FILTER*/)
{
// Apply local modifications to the context
if (getLogTime())
{
for ( unsigned i=0; i<contextObject.size(); ++i )
{
contextObject[i]->init();
contextObject[i]->apply();
}
}
else
{
for ( unsigned i=0; i<contextObject.size(); ++i )
{
contextObject[i]->init();
contextObject[i]->apply();
}
}
if ( debug_ ) std::cerr<<"Node::updateVisualContext, node = "<<getName()<<", updated context = "<< *static_cast<core::objectmodel::Context*>(this) << endl;
}
/// Execute a recursive action starting from this node
void Node::executeVisitor(Visitor* action)
{
if (!this->is_activated.getValue()) return;
if (actionScheduler)
actionScheduler->executeVisitor(this,action);
else
doExecuteVisitor(action);
}
/// Propagate an event
void Node::propagateEvent( core::objectmodel::Event* event )
{
simulation::PropagateEventVisitor act(event);
this->executeVisitor(&act);
}
void Node::printComponents()
{
using namespace sofa::core::componentmodel::behavior;
using core::BaseMapping;
using core::componentmodel::topology::Topology;
using core::componentmodel::topology::BaseTopology;
using core::componentmodel::topology::BaseMeshTopology;
using core::Shader;
using core::BehaviorModel;
using core::VisualModel;
using core::CollisionModel;
using core::objectmodel::ContextObject;
using core::componentmodel::collision::Pipeline;
cerr<<"MasterSolver: ";
for ( Single<MasterSolver>::iterator i=masterSolver.begin(), iend=masterSolver.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"OdeSolver: ";
for ( Sequence<OdeSolver>::iterator i=solver.begin(), iend=solver.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"LinearSolver: ";
for ( Sequence<LinearSolver>::iterator i=linearSolver.begin(), iend=linearSolver.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"InteractionForceField: ";
for ( Sequence<InteractionForceField>::iterator i=interactionForceField.begin(), iend=interactionForceField.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"ForceField: ";
for ( Sequence<BaseForceField>::iterator i=forceField.begin(), iend=forceField.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"State: ";
for ( Single<BaseMechanicalState>::iterator i=mechanicalState.begin(), iend=mechanicalState.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Mechanical Mapping: ";
for ( Single<BaseMechanicalMapping>::iterator i=mechanicalMapping.begin(), iend=mechanicalMapping.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Mapping: ";
for ( Sequence<BaseMapping>::iterator i=mapping.begin(), iend=mapping.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Topology: ";
for ( Single<Topology>::iterator i=topology.begin(), iend=topology.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"MeshTopology: ";
for ( Single<BaseMeshTopology>::iterator i=meshTopology.begin(), iend=meshTopology.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Shader: ";
for ( Single<Shader>::iterator i=shader.begin(), iend=shader.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Constraint: ";
for ( Sequence<BaseConstraint>::iterator i=constraint.begin(), iend=constraint.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"LMConstraint: ";
for ( Sequence<BaseLMConstraint>::iterator i=LMConstraint.begin(), iend=LMConstraint.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"BehaviorModel: ";
for ( Sequence<BehaviorModel>::iterator i=behaviorModel.begin(), iend=behaviorModel.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"VisualModel: ";
for ( Sequence<VisualModel>::iterator i=visualModel.begin(), iend=visualModel.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"CollisionModel: ";
for ( Sequence<CollisionModel>::iterator i=collisionModel.begin(), iend=collisionModel.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"ContextObject: ";
for ( Sequence<ContextObject>::iterator i=contextObject.begin(), iend=contextObject.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"Pipeline: ";
for ( Single<Pipeline>::iterator i=collisionPipeline.begin(), iend=collisionPipeline.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl<<"VisitorScheduler: ";
for ( Single<VisitorScheduler>::iterator i=actionScheduler.begin(), iend=actionScheduler.end(); i!=iend; i++ )
cerr<<(*i)->getName()<<" ";
cerr<<endl;
}
/** @name Dependency graph
This graph reflects the dependencies between the components. It is used internally to ensure that the initialization order is comform to the dependencies.
*/
/// @{
// Vertices
struct component_t
{
typedef boost::vertex_property_tag kind;
};
typedef boost::property<component_t, BaseObject*> VertexProperty;
// Graph
typedef ::boost::adjacency_list < ::boost::vecS, ::boost::vecS, ::boost::bidirectionalS, VertexProperty > DependencyGraph;
void Node::sortComponents()
{
typedef DependencyGraph::vertex_descriptor Vertex;
DependencyGraph dependencyGraph;
// map vertex->component
boost::property_map<DependencyGraph, component_t>::type component_from_vertex = boost::get( component_t(), dependencyGraph );
// map component->vertex
std::map<BaseObject*,Vertex> vertex_from_component;
// build the graph
for ( int i=object.size()-1; i>=0; i-- ) // in the reverse order for a final order more similar to the current one
{
Vertex v = add_vertex( dependencyGraph );
component_from_vertex[v] = object[i];
vertex_from_component[object[i]] = v;
}
assert( depend.getValue().size()%2 == 0 ); // must contain only pairs
for ( unsigned i=0; i<depend.getValue().size(); i+=2 )
{
BaseObject* o1 = getObject( depend.getValue()[i] );
BaseObject* o2 = getObject( depend.getValue()[i+1] );
if ( o1==NULL ) cerr<<"Node::sortComponent, could not fin object called "<<depend.getValue()[i]<<endl;
else if ( o2==NULL ) cerr<<"Node::sortComponent, could not fin object called "<<depend.getValue()[i+1]<<endl;
else
{
boost::add_edge( vertex_from_component[o1], vertex_from_component[o2], dependencyGraph );
//cerr<<"Node::sortComponents, added edge "<<o1->getName()<<" -> "<<o2->getName()<<endl;
}
}
// sort the components according to the dependencies
typedef std::vector< Vertex > container;
container c;
boost::topological_sort(dependencyGraph, std::back_inserter(c));
// remove all the components
for ( container::reverse_iterator ii=c.rbegin(); ii!=c.rend(); ++ii)
{
removeObject(component_from_vertex[*ii]);
}
// put the components in the right order
//cerr << "Node::sortComponents, New component order: ";
for ( container::reverse_iterator ii=c.rbegin(); ii!=c.rend(); ++ii)
{
addObject(component_from_vertex[*ii]);
//cerr << component_from_vertex[*ii]->getName() << " ";
}
//cerr << endl;
}
}
}
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