Split code into separate files for each constraint type

This commit is contained in:
jrheinlaender
2013-02-20 20:24:38 +04:30
parent 918291f81f
commit d48542cf56
46 changed files with 4703 additions and 1457 deletions

View File

@@ -0,0 +1,125 @@
/***************************************************************************
* Copyright (c) 2013 Jan Rheinländer <jrheinlaender[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
#include <gp_Pnt.hxx>
#include <gp_Pln.hxx>
#include <gp_Lin.hxx>
#include <TopoDS.hxx>
#include <BRepAdaptor_Surface.hxx>
#include <BRepAdaptor_Curve.hxx>
#include <Precision.hxx>
#endif
#include "FemConstraintForce.h"
#include <Mod/Part/App/PartFeature.h>
#include <Base/Console.h>
using namespace Fem;
PROPERTY_SOURCE(Fem::ConstraintForce, Fem::Constraint);
ConstraintForce::ConstraintForce()
{
ADD_PROPERTY(Force,(0.0));
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),
"Points where arrows are drawn");
ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3f(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>());
}
App::DocumentObjectExecReturn *ConstraintForce::execute(void)
{
return Constraint::execute();
}
void ConstraintForce::onChanged(const App::Property* prop)
{
// Note: If we call this at the end, then the arrows are not oriented correctly initially
// because the NormalDirection has not been calculated yet
Constraint::onChanged(prop);
if (prop == &References) {
std::vector<Base::Vector3f> points;
std::vector<Base::Vector3f> normals;
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) {
App::DocumentObject* obj = Direction.getValue();
std::vector<std::string> names = Direction.getSubValues();
if (names.size() == 0) {
return;
}
std::string subName = names.front();
Part::Feature* feat = static_cast<Part::Feature*>(obj);
TopoDS_Shape sh = feat->Shape.getShape().getSubShape(subName.c_str());
gp_Dir dir;
if (sh.ShapeType() == TopAbs_FACE) {
BRepAdaptor_Surface surface(TopoDS::Face(sh));
if (surface.GetType() == GeomAbs_Plane) {
dir = surface.Plane().Axis().Direction();
} else {
return; // "Direction must be a planar face or linear edge"
}
} else if (sh.ShapeType() == TopAbs_EDGE) {
BRepAdaptor_Curve line(TopoDS::Edge(sh));
if (line.GetType() == GeomAbs_Line) {
dir = line.Line().Direction();
} else {
return; // "Direction must be a planar face or linear edge"
}
}
Base::Vector3f direction(dir.X(), dir.Y(), dir.Z());
direction.Normalize();
naturalDirectionVector = direction;
if (Reversed.getValue())
direction = -direction;
DirectionVector.setValue(direction);
DirectionVector.touch();
} else if (prop == &Reversed) {
if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
DirectionVector.setValue(-naturalDirectionVector);
DirectionVector.touch();
} else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
DirectionVector.setValue(naturalDirectionVector);
DirectionVector.touch();
}
} else if (prop == &NormalDirection) {
// Set a default direction if no direction reference has been given
if (Direction.getValue() == NULL) {
DirectionVector.setValue(NormalDirection.getValue());
naturalDirectionVector = NormalDirection.getValue();
}
}
}