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

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