Fem: Constraint symbol scaling (#13274)

* Fem: Constraint symbols rescaling

* Fem: Add constraint symbol .iv files

* Fem: Fix contact constraint symbol rescaling

* Fem: Fix displacement constraint symbol rescaling

* Fem: Fix fixed constraint symbol rescaling

* Fem: Fix force constraint symbol rescaling

* Fem: Fix heat flux constraint symbol rescaling

* Fem: Fix plane rotation constraint symbol rescaling

* Fem: Fix pressure constraint symbol rescaling

* Fem: Fix spring constraint symbol rescaling

* Fem: Fix temperature constraint symbol rescaling

* Fem: Add tie constraint symbol
This commit is contained in:
marioalexis84
2024-04-22 12:49:13 -03:00
committed by GitHub
parent 4fb6891d11
commit 0be9e68fcd
32 changed files with 768 additions and 952 deletions

View File

@@ -24,11 +24,9 @@
#include "PreCompiled.h"
#ifndef _PreComp_
#include <Inventor/SbMatrix.h>
#include <Inventor/SbRotation.h>
#include <Inventor/SbVec3f.h>
#include <Inventor/nodes/SoMultipleCopy.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Precision.hxx>
#include <QMessageBox>
#endif
@@ -47,6 +45,7 @@ PROPERTY_SOURCE(FemGui::ViewProviderFemConstraintForce, FemGui::ViewProviderFemC
ViewProviderFemConstraintForce::ViewProviderFemConstraintForce()
{
sPixmap = "FEM_ConstraintForce";
loadSymbol((resourceSymbolDir + "ConstraintForce.iv").c_str());
}
ViewProviderFemConstraintForce::~ViewProviderFemConstraintForce() = default;
@@ -109,117 +108,41 @@ bool ViewProviderFemConstraintForce::setEdit(int ModNum)
}
}
#define ARROWLENGTH (4)
#define ARROWHEADRADIUS (ARROWLENGTH / 3.0f)
// #define USE_MULTIPLE_COPY //OvG: MULTICOPY fails to update scaled arrows on initial drawing - so
// disable
void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
{
// Gets called whenever a property of the attached object changes
Fem::ConstraintForce* pcConstraint = static_cast<Fem::ConstraintForce*>(this->getObject());
float scaledheadradius =
ARROWHEADRADIUS * pcConstraint->Scale.getValue(); // OvG: Calculate scaled values once only
float scaledlength = ARROWLENGTH * pcConstraint->Scale.getValue();
auto pcConstraint = static_cast<Fem::ConstraintForce*>(this->getObject());
#ifdef USE_MULTIPLE_COPY
// OvG: need access to cp for scaling
SoMultipleCopy* cp = new SoMultipleCopy();
if (pShapeSep->getNumChildren() == 0) {
// Set up the nodes
cp->matrix.setNum(0);
cp->addChild((SoNode*)createArrow(scaledlength, scaledheadradius)); // OvG: Scaling
pShapeSep->addChild(cp);
if (prop == &pcConstraint->Reversed || prop == &pcConstraint->DirectionVector) {
updateSymbol();
}
#endif
if (prop == &pcConstraint->Points) {
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
#ifdef USE_MULTIPLE_COPY
cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
SbMatrix* matrices = cp->matrix.startEditing();
int idx = 0;
#else
// Redraw all arrows
Gui::coinRemoveAllChildren(pShapeSep);
#endif
// This should always point outside of the solid
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
// Get default direction (on first call to method)
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);
for (const auto& point : points) {
SbVec3f base(point.x, point.y, point.z);
if (forceDirection.GetAngle(normal)
< M_PI_2) { // Move arrow so it doesn't disappear inside the solid
base = base + dir * scaledlength; // OvG: Scaling
}
#ifdef USE_MULTIPLE_COPY
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1, 1, 1));
matrices[idx] = m;
idx++;
#else
SoSeparator* sep = new SoSeparator();
createPlacement(sep, base, rot);
createArrow(sep, scaledlength, scaledheadradius); // OvG: Scaling
pShapeSep->addChild(sep);
#endif
}
#ifdef USE_MULTIPLE_COPY
cp->matrix.finishEditing();
#endif
else {
ViewProviderFemConstraint::updateData(prop);
}
else if (prop == &pcConstraint->DirectionVector) {
// Note: "Reversed" also triggers "DirectionVector"
// Re-orient all arrows
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::Vector3d>& points = pcConstraint->Points.getValues();
#ifdef USE_MULTIPLE_COPY
SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
SbMatrix* matrices = cp->matrix.startEditing();
#endif
int idx = 0;
for (const auto& point : points) {
SbVec3f base(point.x, point.y, point.z);
if (forceDirection.GetAngle(normal) < M_PI_2) {
base = base + dir * scaledlength; // OvG: Scaling
}
#ifdef USE_MULTIPLE_COPY
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1, 1, 1));
matrices[idx] = m;
#else
SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(idx));
updatePlacement(sep, 0, base, rot);
updateArrow(sep, 2, scaledlength, scaledheadradius); // OvG: Scaling
#endif
idx++;
}
#ifdef USE_MULTIPLE_COPY
cp->matrix.finishEditing();
#endif
}
ViewProviderFemConstraint::updateData(prop);
}
void ViewProviderFemConstraintForce::transformSymbol(const Base::Vector3d& point,
const Base::Vector3d& normal,
SbMatrix& mat) const
{
auto obj = static_cast<const Fem::ConstraintForce*>(this->getObject());
bool rev = obj->Reversed.getValue();
float s = obj->getScaleFactor();
// Symbol length from .iv file
float symLen = 4.0f;
// Place each symbol outside the boundary
Base::Vector3d dir = (rev ? -1.0 : 1.0) * obj->DirectionVector.getValue();
float symTraY = dir.Dot(normal) < 0 ? -1 * symLen : 0.0f;
float rotAngle = rev ? F_PI : 0.0f;
SbMatrix mat0, mat1;
mat0.setTransform(SbVec3f(0, symTraY, 0),
SbRotation(SbVec3f(0, 0, 1), rotAngle),
SbVec3f(1, 1, 1),
SbRotation(SbVec3f(0, 0, 1), 0),
SbVec3f(0, symLen / 2.0f, 0));
mat1.setTransform(SbVec3f(point.x, point.y, point.z),
SbRotation(SbVec3f(0, 1, 0), SbVec3f(dir.x, dir.y, dir.z)),
SbVec3f(s, s, s));
mat = mat0 * mat1;
}