Integrate Werners & Jans double branch

Move from float to double
Further suggestions for float -> double move
Moved Tools2D from float to double
More suggestions for float->double move from Gui subdirectory
Changes to FEM constraint visuals for float->double move
Suggested changes for float -> double move
Suggestions for Part module moving float -> double
This commit is contained in:
jriegel
2013-09-22 21:55:11 +02:00
parent 78ba09a490
commit 00ea24e07e
64 changed files with 719 additions and 589 deletions

View File

@@ -48,12 +48,12 @@ ConstraintForce::ConstraintForce()
ADD_PROPERTY_TYPE(Direction,(0),"ConstraintForce",(App::PropertyType)(App::Prop_None),
"Element giving direction of constraint");
ADD_PROPERTY(Reversed,(0));
ADD_PROPERTY_TYPE(Points,(Base::Vector3f()),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
ADD_PROPERTY_TYPE(Points,(Base::Vector3d()),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
"Points where arrows are drawn");
ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3f(0,0,1)),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3d(0,0,1)),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
"Direction of arrows");
naturalDirectionVector = Base::Vector3f(0,0,1);
Points.setValues(std::vector<Base::Vector3f>());
naturalDirectionVector = Base::Vector3d(0,0,1);
Points.setValues(std::vector<Base::Vector3d>());
}
App::DocumentObjectExecReturn *ConstraintForce::execute(void)
@@ -68,14 +68,14 @@ void ConstraintForce::onChanged(const App::Property* prop)
Constraint::onChanged(prop);
if (prop == &References) {
std::vector<Base::Vector3f> points;
std::vector<Base::Vector3f> normals;
std::vector<Base::Vector3d> points;
std::vector<Base::Vector3d> normals;
if (getPoints(points, normals)) {
Points.setValues(points); // We don't use the normals because all arrows should have the same direction
Points.touch(); // This triggers ViewProvider::updateData()
}
} else if (prop == &Direction) {
Base::Vector3f direction = getDirection(Direction);
Base::Vector3d direction = getDirection(Direction);
if (direction.Length() < Precision::Confusion())
return;
naturalDirectionVector = direction;