Fem: Apply clang-format
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@@ -24,7 +24,7 @@
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#include "PreCompiled.h"
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#ifndef _PreComp_
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# include <Precision.hxx>
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#include <Precision.hxx>
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#endif
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#include "FemConstraintForce.h"
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@@ -36,19 +36,29 @@ PROPERTY_SOURCE(Fem::ConstraintForce, Fem::Constraint)
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ConstraintForce::ConstraintForce()
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{
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ADD_PROPERTY(Force,(0.0));
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ADD_PROPERTY_TYPE(Direction,(nullptr),"ConstraintForce",(App::PropertyType)(App::Prop_None),
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ADD_PROPERTY(Force, (0.0));
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ADD_PROPERTY_TYPE(Direction,
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(nullptr),
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"ConstraintForce",
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(App::PropertyType)(App::Prop_None),
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"Element giving direction of constraint");
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ADD_PROPERTY(Reversed,(0));
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ADD_PROPERTY_TYPE(Points,(Base::Vector3d()),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
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ADD_PROPERTY(Reversed, (0));
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ADD_PROPERTY_TYPE(Points,
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(Base::Vector3d()),
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"ConstraintForce",
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App::PropertyType(App::Prop_ReadOnly | App::Prop_Output),
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"Points where arrows are drawn");
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ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3d(0,0,1)),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
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ADD_PROPERTY_TYPE(DirectionVector,
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(Base::Vector3d(0, 0, 1)),
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"ConstraintForce",
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App::PropertyType(App::Prop_ReadOnly | App::Prop_Output),
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"Direction of arrows");
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naturalDirectionVector = Base::Vector3d(0,0,0); // by default use the null vector to indicate an invalid value
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naturalDirectionVector =
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Base::Vector3d(0, 0, 0); // by default use the null vector to indicate an invalid value
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Points.setValues(std::vector<Base::Vector3d>());
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}
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App::DocumentObjectExecReturn *ConstraintForce::execute()
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App::DocumentObjectExecReturn* ConstraintForce::execute()
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{
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return Constraint::execute();
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}
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@@ -62,21 +72,27 @@ void ConstraintForce::onChanged(const App::Property* prop)
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if (prop == &References) {
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std::vector<Base::Vector3d> points;
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std::vector<Base::Vector3d> normals;
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int scale = 1; //OvG: Enforce use of scale
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int scale = 1; // OvG: Enforce use of scale
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if (getPoints(points, normals, &scale)) {
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Points.setValues(points); // We don't use the normals because all arrows should have the same direction
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Scale.setValue(scale); //OvG Scale
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// We don't use the normals because all arrows should have
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// the same direction
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Points.setValues(points);
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Scale.setValue(scale);
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Points.touch();
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}
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} else if (prop == &Direction) {
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}
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else if (prop == &Direction) {
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Base::Vector3d direction = getDirection(Direction);
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if (direction.Length() < Precision::Confusion())
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if (direction.Length() < Precision::Confusion()) {
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return;
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}
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naturalDirectionVector = direction;
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if (Reversed.getValue())
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if (Reversed.getValue()) {
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direction = -direction;
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}
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DirectionVector.setValue(direction);
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} else if (prop == &Reversed) {
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}
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else if (prop == &Reversed) {
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// if the direction is invalid try to compute it again
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if (naturalDirectionVector.Length() < Precision::Confusion()) {
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naturalDirectionVector = getDirection(Direction);
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@@ -84,16 +100,20 @@ void ConstraintForce::onChanged(const App::Property* prop)
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if (naturalDirectionVector.Length() >= Precision::Confusion()) {
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if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
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DirectionVector.setValue(-naturalDirectionVector);
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} else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
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}
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else if (!Reversed.getValue()
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&& (DirectionVector.getValue() != naturalDirectionVector)) {
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DirectionVector.setValue(naturalDirectionVector);
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}
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}
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} else if (prop == &NormalDirection) {
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}
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else if (prop == &NormalDirection) {
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// Set a default direction if no direction reference has been given
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if (!Direction.getValue()) {
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Base::Vector3d direction = NormalDirection.getValue();
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if (Reversed.getValue())
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if (Reversed.getValue()) {
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direction = -direction;
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}
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DirectionVector.setValue(direction);
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naturalDirectionVector = direction;
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}
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