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
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@@ -132,24 +132,24 @@ void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
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pShapeSep->removeAllChildren();
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// This should always point outside of the solid
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Base::Vector3f normal = pcConstraint->NormalDirection.getValue();
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Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
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// Get default direction (on first call to method)
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Base::Vector3f forceDirection = pcConstraint->DirectionVector.getValue();
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Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
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if (forceDirection.Length() < Precision::Confusion())
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forceDirection = normal;
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SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
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SbRotation rot(SbVec3f(0,1,0), dir);
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const std::vector<Base::Vector3f>& points = pcConstraint->Points.getValues();
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const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
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/*
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SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
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cp->matrix.setNum(points.size());
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int idx = 0;*/
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for (std::vector<Base::Vector3f>::const_iterator p = points.begin(); p != points.end(); p++) {
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for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
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SbVec3f base(p->x, p->y, p->z);
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if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
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base = base + dir * ARROWLENGTH;
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@@ -166,15 +166,15 @@ void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
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}
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} else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
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// Re-orient all arrows
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Base::Vector3f normal = pcConstraint->NormalDirection.getValue();
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Base::Vector3f forceDirection = pcConstraint->DirectionVector.getValue();
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Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
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Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
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if (forceDirection.Length() < Precision::Confusion())
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forceDirection = normal;
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SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
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SbRotation rot(SbVec3f(0,1,0), dir);
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const std::vector<Base::Vector3f>& points = pcConstraint->Points.getValues();
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const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
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/*
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SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
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@@ -182,7 +182,7 @@ void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
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*/
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int idx = 0;
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for (std::vector<Base::Vector3f>::const_iterator p = points.begin(); p != points.end(); p++) {
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for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
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SbVec3f base(p->x, p->y, p->z);
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if (forceDirection.GetAngle(normal) < M_PI_2)
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base = base + dir * ARROWLENGTH;
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