Split code into separate files for each constraint type
This commit is contained in:
125
src/Mod/Fem/App/FemConstraintForce.cpp
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125
src/Mod/Fem/App/FemConstraintForce.cpp
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/***************************************************************************
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* Copyright (c) 2013 Jan Rheinländer <jrheinlaender[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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#include <gp_Pnt.hxx>
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#include <gp_Pln.hxx>
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#include <gp_Lin.hxx>
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#include <TopoDS.hxx>
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#include <BRepAdaptor_Surface.hxx>
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#include <BRepAdaptor_Curve.hxx>
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#include <Precision.hxx>
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#endif
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#include "FemConstraintForce.h"
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#include <Mod/Part/App/PartFeature.h>
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#include <Base/Console.h>
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using namespace Fem;
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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,(0),"ConstraintForce",(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::Vector3f()),"ConstraintForce",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::Vector3f(0,0,1)),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output),
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"Direction of arrows");
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naturalDirectionVector = Base::Vector3f(0,0,1);
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Points.setValues(std::vector<Base::Vector3f>());
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}
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App::DocumentObjectExecReturn *ConstraintForce::execute(void)
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{
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return Constraint::execute();
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}
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void ConstraintForce::onChanged(const App::Property* prop)
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{
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// Note: If we call this at the end, then the arrows are not oriented correctly initially
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// because the NormalDirection has not been calculated yet
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Constraint::onChanged(prop);
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if (prop == &References) {
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std::vector<Base::Vector3f> points;
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std::vector<Base::Vector3f> normals;
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getPoints(points, normals);
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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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Points.touch(); // This triggers ViewProvider::updateData()
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} else if (prop == &Direction) {
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App::DocumentObject* obj = Direction.getValue();
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std::vector<std::string> names = Direction.getSubValues();
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if (names.size() == 0) {
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return;
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}
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std::string subName = names.front();
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Part::Feature* feat = static_cast<Part::Feature*>(obj);
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TopoDS_Shape sh = feat->Shape.getShape().getSubShape(subName.c_str());
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gp_Dir dir;
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if (sh.ShapeType() == TopAbs_FACE) {
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BRepAdaptor_Surface surface(TopoDS::Face(sh));
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if (surface.GetType() == GeomAbs_Plane) {
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dir = surface.Plane().Axis().Direction();
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} else {
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return; // "Direction must be a planar face or linear edge"
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}
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} else if (sh.ShapeType() == TopAbs_EDGE) {
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BRepAdaptor_Curve line(TopoDS::Edge(sh));
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if (line.GetType() == GeomAbs_Line) {
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dir = line.Line().Direction();
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} else {
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return; // "Direction must be a planar face or linear edge"
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}
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}
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Base::Vector3f direction(dir.X(), dir.Y(), dir.Z());
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direction.Normalize();
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naturalDirectionVector = direction;
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if (Reversed.getValue())
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direction = -direction;
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DirectionVector.setValue(direction);
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DirectionVector.touch();
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} else if (prop == &Reversed) {
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if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
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DirectionVector.setValue(-naturalDirectionVector);
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DirectionVector.touch();
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} else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
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DirectionVector.setValue(naturalDirectionVector);
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DirectionVector.touch();
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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() == NULL) {
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DirectionVector.setValue(NormalDirection.getValue());
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naturalDirectionVector = NormalDirection.getValue();
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}
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}
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}
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