void BaseObject::addSlave(BaseObject::SPtr s) { BaseObject::SPtr previous = s->getMaster(); if (previous == this) return; if (previous) previous->l_slaves.remove(s); l_slaves.add(s); if (previous) this->getContext()->notifyMoveSlave(previous.get(), this, s.get()); else this->getContext()->notifyAddSlave(this, s.get()); }
void BaseObject::removeSlave(BaseObject::SPtr s) { if (l_slaves.remove(s)) { this->getContext()->notifyRemoveSlave(this, s.get()); } }
/// Create a link to an object. void SetUp() { m_dst = sofa::core::objectmodel::New<BaseObject>() ; m_src = sofa::core::objectmodel::New<BaseObject>() ; m_dst->setName("destination") ; m_src->setName("source") ; m_src->addLink(&m_link); m_link.add(m_dst.get()); }
/// Add an object. Detect the implemented interfaces and add the object to the corresponding lists. void Node::doAddObject(BaseObject::SPtr sobj) { notifyAddObject(sobj); //sobj->setContext(this); this->setObjectContext(sobj); object.add(sobj); BaseObject* obj = sobj.get(); int inserted=0; inserted+= animationManager.add(dynamic_cast< core::behavior::BaseAnimationLoop* >(obj)); inserted+= solver.add(dynamic_cast< core::behavior::OdeSolver* >(obj)); inserted+= linearSolver.add(dynamic_cast< core::behavior::BaseLinearSolver* >(obj)); inserted+= constraintSolver.add(dynamic_cast< core::behavior::ConstraintSolver* >(obj)); inserted+= visualLoop.add(dynamic_cast< core::visual::VisualLoop* >(obj)); inserted+= state.add(dynamic_cast< core::BaseState* >(obj)); inserted+= mechanicalState.add(dynamic_cast< core::behavior::BaseMechanicalState* >(obj)); core::BaseMapping* bmap = dynamic_cast< core::BaseMapping* >(obj); bool isMechanicalMapping = false; if(bmap) { isMechanicalMapping = bmap->isMechanical(); if(isMechanicalMapping) inserted += mechanicalMapping.add(bmap); else inserted += mapping.add(bmap); } inserted+= mass.add(dynamic_cast< core::behavior::BaseMass* >(obj)); inserted+= topology.add(dynamic_cast< core::topology::Topology* >(obj)); inserted+= meshTopology.add(dynamic_cast< core::topology::BaseMeshTopology* >(obj)); inserted+= topologyObject.add(dynamic_cast< core::topology::BaseTopologyObject* >(obj)); inserted+= shaders.add(dynamic_cast< sofa::core::visual::Shader* >(obj)); bool isInteractionForceField = interactionForceField.add(dynamic_cast< core::behavior::BaseInteractionForceField* >(obj)); inserted+= isInteractionForceField; if (!isInteractionForceField) forceField.add(dynamic_cast< core::behavior::BaseForceField* >(obj)); inserted+= projectiveConstraintSet.add(dynamic_cast< core::behavior::BaseProjectiveConstraintSet* >(obj)); inserted+= constraintSet.add(dynamic_cast< core::behavior::BaseConstraintSet* >(obj)); inserted+= behaviorModel.add(dynamic_cast< core::BehaviorModel* >(obj)); inserted+= visualModel.add(dynamic_cast< core::visual::VisualModel* >(obj)); inserted+= visualManager.add(dynamic_cast< core::visual::VisualManager* >(obj)); inserted+= collisionModel.add(dynamic_cast< core::CollisionModel* >(obj)); inserted+= contextObject.add(dynamic_cast< core::objectmodel::ContextObject* >(obj)); inserted+= configurationSetting.add(dynamic_cast< core::objectmodel::ConfigurationSetting* >(obj)); inserted+= collisionPipeline.add(dynamic_cast< core::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::SPtr sobj) { //if (sobj->getContext()==this) //{ // sobj->setContext(NULL); //} this->clearObjectContext(sobj); object.remove(sobj); BaseObject* obj = sobj.get(); animationManager.remove(dynamic_cast< core::behavior::BaseAnimationLoop* >(obj)); solver.remove(dynamic_cast< core::behavior::OdeSolver* >(obj)); linearSolver.remove(dynamic_cast< core::behavior::BaseLinearSolver* >(obj)); constraintSolver.remove(dynamic_cast< core::behavior::ConstraintSolver* >(obj)); visualLoop.remove(dynamic_cast< core::visual::VisualLoop* >(obj)); state.remove(dynamic_cast< core::BaseState* >(obj)); mechanicalState.remove(dynamic_cast< core::behavior::BaseMechanicalState* >(obj)); mechanicalMapping.remove(dynamic_cast< core::BaseMapping* >(obj)); mass.remove(dynamic_cast< core::behavior::BaseMass* >(obj)); topology.remove(dynamic_cast< core::topology::Topology* >(obj)); meshTopology.remove(dynamic_cast< core::topology::BaseMeshTopology* >(obj)); topologyObject.remove(dynamic_cast< core::topology::BaseTopologyObject* >(obj)); shaders.remove(dynamic_cast<sofa::core::visual::Shader* >(obj)); forceField.remove(dynamic_cast< core::behavior::BaseForceField* >(obj)); interactionForceField.remove(dynamic_cast< core::behavior::BaseInteractionForceField* >(obj)); projectiveConstraintSet.remove(dynamic_cast< core::behavior::BaseProjectiveConstraintSet* >(obj)); constraintSet.remove(dynamic_cast< core::behavior::BaseConstraintSet* >(obj)); mapping.remove(dynamic_cast< core::BaseMapping* >(obj)); behaviorModel.remove(dynamic_cast< core::BehaviorModel* >(obj)); visualModel.remove(dynamic_cast< core::visual::VisualModel* >(obj)); visualManager.remove(dynamic_cast< core::visual::VisualManager* >(obj)); collisionModel.remove(dynamic_cast< core::CollisionModel* >(obj)); contextObject.remove(dynamic_cast<core::objectmodel::ContextObject* >(obj)); configurationSetting.remove(dynamic_cast<core::objectmodel::ConfigurationSetting* >(obj)); collisionPipeline.remove(dynamic_cast< core::collision::Pipeline* >(obj)); actionScheduler.remove(dynamic_cast< VisitorScheduler* >(obj)); unsorted.remove(obj); }