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| | DtExampleSimulationConnection (makVrv::DtAgentManagerInterface &sceneInterface, const makVrv::DtCoordinateSystem &coordSystem, makVrv::DtSharedSettingsManager &settingsManager) |
| | CTOR param[in] sceneInterface is a reference to either a DtAgentManager or a DtAsynchronousManager, depending on whether or not this connection is going to be used in a separate thread param[in] coordSystem is cloned (not strictly necessary if used in the main thread, but it does it regardless param[in] settingsManager allows the objects using the connection to check for current settings that are maintained in the main thread. More...
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| virtual | ~DtExampleSimulationConnection () |
| | DTOR. More...
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| virtual bool | connect () |
| | Function that creates the sim engine. More...
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| virtual bool | connected () const |
| | Terminate the connection. More...
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| virtual bool | disconnect () |
| | Function that destroys the sim engine. More...
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| virtual void | tick () |
| | Function to be called repeatedly by a thread. More...
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| const makVrv::DtCoordinateSystem & | coordinateSystem () const |
| | Get the coordinate system. More...
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| double | simTime () const |
| | Get the simulation time. More...
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| void | setSimTime (double simTime) |
| | Set the simulation time. More...
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| | DtBaseConnection (DtSharedSettingsManager &, DtAgentManagerInterface &) |
| | CTOR. More...
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| virtual | ~DtBaseConnection () |
| | DTOR MUST call clearInstances first. More...
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| virtual void | clearInstances () |
| | Clear and delete all instances rooted in the connection MUST be called before the connection is destroyed. More...
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| DtSharedSettingsManager & | settingsManager () |
| | Get the settings manager. More...
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| virtual DtAgentManagerInterface & | sceneInterface () |
| | Get the scene manager interface for creating drivers. More...
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| const DtSharedSettingsManager & | settingsManager () const |
| | Get the settings manager. More...
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| void | reportElementCreated (DtElementID id, DtElementID parentId, unsigned int type) |
| | Report an element created. More...
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| void | reportElementAttribute (DtElementID id, DtElementAttribute *attribute) |
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| void | reportElementDestroyed (DtElementID id) |
| | Report an element destroyed. More...
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| const DtElementChanges & | currentElementChanges () const |
| | Look at the current element changes. More...
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| DtElementChanges * | takeElementChanges () |
| | Take the current changes and internally start a new set of changes. More...
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| DtTemporaryAgentManager & | temporaryEffects () |
| | Get the temporary effects manager. More...
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| DtBlinkingObjectManager & | blinkManager () |
| | Get the blinking manager. More...
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| DtRandomNumberGenerator & | randomNumberGenerator () |
| | Get the simulation's random number generator. More...
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| virtual const std::string & | tag () |
| | Get the tag identifying which type of connection this is. More...
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| const DtUnicode & | emptyString () const |
| | Allocated empty string. More...
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| virtual DtVirtualBaseClass * | findInstance (const std::string &instanceName) |
| | Find an instance with the given name. More...
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| bool | destroyingInstances () const |
| | Check to see if the simulation is destroying instances. More...
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| virtual void | registerInstance (const std::string &instanceName, DtVirtualBaseClass *instance) |
| | Register an object as an instance of instanceName, and transfer memory ownership of the instance to the DtConnection. More...
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DtExampleSimulationConnection.
We use the idea of a connection to provide some basic functionality that any object (potentially) running in a separate thread might need. A reference to the connection is typically passed to all objects that will execute in the thread, much the same way a reference to DtDe is passed to all objects executing in the main thread. It provides access to the scene interface, settings manager, element data reporting, and provides a common place to register singleton instances. This derived example connection clones the current coordinate system object on creation and makes that available as well. It also provides the link that let's us provide simulation time from the driver to the sim engine.