/*************************************************************************** * Copyright (c) 2013 Jan Rheinländer * * * * * * 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 #include #include #include #include #include #include #endif #include "FemConstraintForce.h" #include #include 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::Vector3d()),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output), "Points where arrows are drawn"); ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3d(0,0,1)),"ConstraintForce",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output), "Direction of arrows"); naturalDirectionVector = Base::Vector3d(0,0,0); // by default use the null vector to indicate an invalid value Points.setValues(std::vector()); } 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 points; std::vector normals; int scale = 1; //OvG: Enforce use of scale if (getPoints(points, normals, &scale)) { Points.setValues(points); // We don't use the normals because all arrows should have the same direction Scale.setValue(scale); //OvG Scale Points.touch(); } } else if (prop == &Direction) { Base::Vector3d direction = getDirection(Direction); if (direction.Length() < Precision::Confusion()) return; naturalDirectionVector = direction; if (Reversed.getValue()) direction = -direction; DirectionVector.setValue(direction); } else if (prop == &Reversed) { // if the direction is invalid try to compute it again if (naturalDirectionVector.Length() < Precision::Confusion()) { naturalDirectionVector = getDirection(Direction); } if (naturalDirectionVector.Length() >= Precision::Confusion()) { if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) { DirectionVector.setValue(-naturalDirectionVector); } else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) { DirectionVector.setValue(naturalDirectionVector); } } } else if (prop == &NormalDirection) { // Set a default direction if no direction reference has been given if (Direction.getValue() == NULL) { Base::Vector3d direction = NormalDirection.getValue(); if (Reversed.getValue()) direction = -direction; DirectionVector.setValue(direction); naturalDirectionVector = direction; } } }