Files
create/src/App/PropertyUnits.h
Uwe de8988049d [App] [skip ci] some comment fixes
- also a sorting fix
2023-02-26 23:19:19 +01:00

869 lines
24 KiB
C++

/***************************************************************************
* Copyright (c) 2010 Jürgen Riegel <juergen.riegel@web.de> *
* *
* 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 *
* *
***************************************************************************/
#ifndef APP_PROPERTYUNITS_H
#define APP_PROPERTYUNITS_H
#include <Base/Quantity.h>
#include <Base/Unit.h>
#include "PropertyStandard.h"
namespace Base {
class Writer;
}
namespace App
{
/** Float with Unit property
* This is a property for float with a predefined Unit associated.
*/
class AppExport PropertyQuantity : public PropertyFloat
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyQuantity() = default;
~PropertyQuantity() override = default;
Base::Quantity getQuantityValue() const;
const char* getEditorName() const override;
PyObject *getPyObject() override;
void setPyObject(PyObject *) override;
void setUnit(const Base::Unit &u) {_Unit = u;}
const Base::Unit &getUnit() const {return _Unit;}
void setValue(double lValue) { PropertyFloat::setValue(lValue); }
double getValue() const { return PropertyFloat::getValue(); }
void setPathValue(const App::ObjectIdentifier &path, const boost::any &value) override;
const boost::any getPathValue(const App::ObjectIdentifier &path) const override;
bool isSame(const Property &other) const override {
if (&other == this)
return true;
return getTypeId() == other.getTypeId()
&& getValue() == static_cast<decltype(this)>(&other)->getValue()
&& _Unit == static_cast<decltype(this)>(&other)->_Unit;
}
protected:
Base::Quantity createQuantityFromPy(PyObject *value);
Base::Unit _Unit;
};
/** Float with Unit property
* This is a property for float with a predefined Unit associated.
*/
class AppExport PropertyQuantityConstraint : public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyQuantityConstraint():_ConstStruct(nullptr){}
~PropertyQuantityConstraint() override = default;
/// Constraint methods
//@{
/// the boundary struct
struct Constraints {
double LowerBound, UpperBound, StepSize;
};
/** setting the boundaries
* This sets the constraint struct. It can be dynamically
* allocated or set as an static in the class the property
* belongs to:
* \code
* const Constraints percent = {0.0,100.0,1.0}
* \endcode
*/
void setConstraints(const Constraints* sConstrain);
/// get the constraint struct
const Constraints* getConstraints() const;
//@}
double getMinimum() const;
double getMaximum() const;
double getStepSize() const;
const char* getEditorName() const override;
void setPyObject(PyObject *) override;
protected:
const Constraints* _ConstStruct;
};
// ------------------------------------------------------
// now all properties
// ------------------------------------------------------
/** Acceleration property
* This is a property for representing acceleration. It is basically a float
* property. On the Gui it has a quantity like m/s^2.
*/
class AppExport PropertyAcceleration: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyAcceleration();
~PropertyAcceleration() override = default;
};
/** AmountOfSubstance property
* This is a property for representing number of molecules. It is basically a
* float property. On the Gui it has a quantity like mole.
*/
class AppExport PropertyAmountOfSubstance: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyAmountOfSubstance(void);
virtual ~PropertyAmountOfSubstance()
{}
};
/** Angle property
* This is a property for representing angles. It basically a float
* property. On the Gui it has a quantity like RAD.
*/
class AppExport PropertyAngle: public PropertyQuantityConstraint
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyAngle();
~PropertyAngle() override = default;
const char *getEditorName() const override { return "Gui::PropertyEditor::PropertyAngleItem"; }
};
/** Area property
* This is a property for representing areas. It is basically a float
* property which must not be negative. On the Gui it has a quantity like m^2 or mm^2.
*/
class AppExport PropertyArea: public PropertyQuantityConstraint
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyArea();
~PropertyArea() override = default;
};
/** CompressiveStrength property
* This is a property for representing compressive strength. It is basically a
* float property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyCompressiveStrength: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyCompressiveStrength(void);
virtual ~PropertyCompressiveStrength()
{}
};
/** CurrentDensity property
* This is a property for electric current densities. It is basically a float
* property. On the Gui it has a quantity of Ampere/m^2.
*/
class AppExport PropertyCurrentDensity: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyCurrentDensity();
~PropertyCurrentDensity() override = default;
};
/** Density property
* This is a property for representing density. It is basically a float
* property which must not be negative. On the Gui it has a quantity like
* kg/m^3.
*/
class AppExport PropertyDensity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyDensity(void);
virtual ~PropertyDensity()
{}
};
/** DissipationRate property
* This is a property for representing turbulent dissipation rate. It basically
* a float property. On the Gui it has a quantity like m^2/s^3.
*/
class AppExport PropertyDissipationRate: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyDissipationRate(void);
virtual ~PropertyDissipationRate()
{}
};
/** Distance property
* This is a property for representing distances. It is basically a float
* property. On the Gui it has a quantity like m or mm.
*/
class AppExport PropertyDistance: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyDistance();
~PropertyDistance() override = default;
};
/** DynamicViscosity property
* This is a property for representing dynamic viscosity. It is basically a float
* property which must not be negative. On the Gui it has a quantity like Pa*s.
*/
class AppExport PropertyDynamicViscosity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyDynamicViscosity(void);
virtual ~PropertyDynamicViscosity()
{}
};
/** ElectricalCapacitance property
* This is a property for representing capacitance. It is basically a float
* property. On the Gui it has a quantity like F.
*/
class AppExport PropertyElectricalCapacitance: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricalCapacitance(void);
virtual ~PropertyElectricalCapacitance()
{}
};
/** ElectricalConductance property
* This is a property for representing electrical conductance. It is basically a
* float property. On the Gui it has a quantity like S.
*/
class AppExport PropertyElectricalConductance: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricalConductance(void);
virtual ~PropertyElectricalConductance()
{}
};
/** ElectricalConductivity property
* This is a property for representing electrical conductivity. It is basically
* a float property. On the Gui it has a quantity like S/m.
*/
class AppExport PropertyElectricalConductivity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricalConductivity(void);
virtual ~PropertyElectricalConductivity()
{}
};
/** ElectricalInductance property
* This is a property for representing electrical inductance. It is basically a
* float property. On the Gui it has a quantity like H.
*/
class AppExport PropertyElectricalInductance: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricalInductance(void);
virtual ~PropertyElectricalInductance()
{}
};
/** ElectricalResistance property
* This is a property for representing electrical resistance. It is basically a
* float property. On the Gui it has a quantity like Ohm.
*/
class AppExport PropertyElectricalResistance: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricalResistance(void);
virtual ~PropertyElectricalResistance()
{}
};
/** ElectricCharge property
* This is a property for representing electric charge. It is basically a float
* property. On the Gui it has a quantity like C.
*/
class AppExport PropertyElectricCharge: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricCharge(void);
virtual ~PropertyElectricCharge()
{}
};
/** ElectricCurrent property
* This is a property for representing electric currents. It is basically a
* float property. On the Gui it has a quantity like A.
*/
class AppExport PropertyElectricCurrent: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyElectricCurrent(void);
virtual ~PropertyElectricCurrent()
{}
};
/** ElectricPotential property
* This is a property for electric potentials. It is basically a float
* property. On the Gui it has a quantity of Volt.
*/
class AppExport PropertyElectricPotential: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyElectricPotential();
~PropertyElectricPotential() override = default;
};
/** Frequency property
* This is a property for representing frequency. It is basically a float
* property. On the Gui it has a quantity like 1/s or Hz.
*/
class AppExport PropertyFrequency: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyFrequency();
~PropertyFrequency() override = default;
};
/** Force property
* This is a property for representing acceleration. It is basically a float
* property. On the Gui it has a quantity like m/s^2.
*/
class AppExport PropertyForce: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyForce();
~PropertyForce() override = default;
};
/** HeatFlux property
* This is a property for representing heat flux. It is basically a float
* property. On the Gui it has a quantity like W/m^2.
*/
class AppExport PropertyHeatFlux: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyHeatFlux(void);
virtual ~PropertyHeatFlux()
{}
};
/** InverseArea property
* This is a property for representing the reciprocal of area. It is basically a float
* property which must not be negative. On the Gui it has a quantity like 1/m^2.
*/
class AppExport PropertyInverseArea: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyInverseArea(void);
virtual ~PropertyInverseArea()
{}
};
/** InverseLength property
* This is a property for representing the reciprocal of length. It is basically a float
* property which must not be negative. On the Gui it has a quantity like 1/m.
*/
class AppExport PropertyInverseLength: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyInverseLength(void);
virtual ~PropertyInverseLength()
{}
};
/** InverseVolume property
* This is a property for representing the reciprocal of volume. It is basically a float
* property. which must not be negative. On the Gui it has a quantity like 1/m^3.
*/
class AppExport PropertyInverseVolume: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyInverseVolume(void);
virtual ~PropertyInverseVolume()
{}
};
/** KinematicViscosity property
* This is a property for representing kinematic viscosity. It is basically a float
* property which must not be negative. On the Gui it has a quantity like m^2/s.
*/
class AppExport PropertyKinematicViscosity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyKinematicViscosity(void);
virtual ~PropertyKinematicViscosity()
{}
};
/** Length property
* This is a property for representing lengths. It is basically a float
* property which must not be negative. On the Gui it has a quantity like m or mm.
*/
class AppExport PropertyLength: public PropertyQuantityConstraint
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyLength();
~PropertyLength() override = default;
};
/** LuminousIntensity property
* This is a property for representing luminous intensity. It is basically a
* float property. On the Gui it has a quantity like cd.
*/
class AppExport PropertyLuminousIntensity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyLuminousIntensity(void);
virtual ~PropertyLuminousIntensity()
{}
};
/** MagneticFieldStrength property
* This is a property for representing magnetic field strength. It is basically
* a float property. On the Gui it has a quantity like A/m.
*/
class AppExport PropertyMagneticFieldStrength: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyMagneticFieldStrength(void);
virtual ~PropertyMagneticFieldStrength()
{}
};
/** MagneticFlux property
* This is a property for representing magnetic flux. It is basically a float
* property. On the Gui it has a quantity like Wb.
*/
class AppExport PropertyMagneticFlux: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyMagneticFlux(void);
virtual ~PropertyMagneticFlux()
{}
};
/** MagneticFluxDensity property
* This is a property for representing magnetic flux density. It is basically a
* float property. On the Gui it has a quantity like G or T.
*/
class AppExport PropertyMagneticFluxDensity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyMagneticFluxDensity(void);
virtual ~PropertyMagneticFluxDensity()
{}
};
/** Magnetization property
* This is a property for representing magnetizations. It is basically a float
* property. On the Gui it has a quantity like A/m.
*/
class AppExport PropertyMagnetization: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyMagnetization();
~PropertyMagnetization() override = default;
};
/** Mass property
* This is a property for representing mass. It is basically a float
* property. On the Gui it has a quantity like kg.
*/
class AppExport PropertyMass: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyMass(void);
virtual ~PropertyMass()
{}
};
/** Pressure property
* This is a property for representing pressure. It basically a float
* property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyPressure: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyPressure();
~PropertyPressure() override = default;
};
/** Power property
* This is a property for representing power. It is basically a float
* property. On the Gui it has a quantity like W.
*/
class AppExport PropertyPower: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyPower(void);
virtual ~PropertyPower()
{}
};
/** ShearModulus property
* This is a property for representing shear modulus. It is basically a float
* property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyShearModulus: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyShearModulus(void);
virtual ~PropertyShearModulus()
{}
};
/** SpecificEnergy property
* This is a property for representing specific energy. It is basically a float
* property. On the Gui it has a quantity like m^2/s^2 or J/kg.
*/
class AppExport PropertySpecificEnergy: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertySpecificEnergy(void);
virtual ~PropertySpecificEnergy()
{}
};
/** SpecificHeat property
* This is a property for representing specific heat capacity. It is basically a
* float property. On the Gui it has a quantity like J/kg/K.
*/
class AppExport PropertySpecificHeat: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertySpecificHeat(void);
virtual ~PropertySpecificHeat()
{}
};
/** Speed property
* This is a property for representing speed. It is basically a float
* property. On the Gui it has a quantity like m/s or km/h.
*/
class AppExport PropertySpeed: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertySpeed();
~PropertySpeed() override = default;
};
/** Stiffness property
* This is a property for representing stiffness. It is basically a float
* property. On the Gui it has a quantity like m/s^2.
*/
class AppExport PropertyStiffness: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyStiffness();
~PropertyStiffness() override = default;
};
/** Stress property
* This is a property for representing . It is basically a float
* property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyStress: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyStress(void);
virtual ~PropertyStress()
{}
};
/** Temperature property
* This is a property for representing temperatures. It is basically a float
* property which must not be negative. On the Gui it has a quantity like K.
*/
class AppExport PropertyTemperature: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyTemperature(void);
virtual ~PropertyTemperature()
{}
};
/** ThermalConductivity property
* This is a property for representing thermal conductivity. It is basically a
* float property. On the Gui it has a quantity like W/m/K.
*/
class AppExport PropertyThermalConductivity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyThermalConductivity(void);
virtual ~PropertyThermalConductivity()
{}
};
/** ThermalExpansionCoefficient property
* This is a property for representing a coefficient of thermal expansion. It
* basically a float property. On the Gui it has a quantity like 1/K.
*/
class AppExport PropertyThermalExpansionCoefficient: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyThermalExpansionCoefficient(void);
virtual ~PropertyThermalExpansionCoefficient()
{}
};
/** ThermalTransferCoefficient property
* This is a property for representing heat transfer coefficient. It is
* basically a float property. On the Gui it has a quantity like W/m^2/K.
*/
class AppExport PropertyThermalTransferCoefficient: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyThermalTransferCoefficient(void);
virtual ~PropertyThermalTransferCoefficient()
{}
};
/** TimeSpan property
* This is a property for representing time intervals. It is basically a float
* property. On the Gui it has a quantity like s.
*/
class AppExport PropertyTime: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyTime(void);
virtual ~PropertyTime(){}
};
/** UltimateTensileStrength property
* This is a property for representing ultimate tensile strength. It is
* basically a float property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyUltimateTensileStrength: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyUltimateTensileStrength(void);
virtual ~PropertyUltimateTensileStrength(){}
};
/** VacuumPermittivity property
* This is a property for representing vacuum permittivity. It is basically a float
* property. On the Gui it has a quantity like s^4*A^2 / (m^3*kg).
*/
class AppExport PropertyVacuumPermittivity: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyVacuumPermittivity();
~PropertyVacuumPermittivity() override = default;
};
/** Velocity property
* This is a property for representing velocities. It is basically a float
* property. On the Gui it has a quantity like m/s.
*/
class AppExport PropertyVelocity: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyVelocity(void);
virtual ~PropertyVelocity()
{}
};
/** Volume property
* This is a property for representing volumes. It is basically a float
* property which must not be negative. On the Gui it has a quantity like m^3 or mm^3.
*/
class AppExport PropertyVolume: public PropertyQuantityConstraint
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyVolume();
~PropertyVolume() override = default;
};
/** VolumeFlowRate property
* This is a property for representing volumetric flow rate. It is basically a
* float property. On the Gui it has a quantity like l/s.
*/
class AppExport PropertyVolumeFlowRate: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyVolumeFlowRate(void);
virtual ~PropertyVolumeFlowRate()
{}
};
/** VolumetricThermalExpansionCoefficient property
* This is a property for representing . It is basically a float
* property. On the Gui it has a quantity like 1/K.
*/
class AppExport PropertyVolumetricThermalExpansionCoefficient: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyVolumetricThermalExpansionCoefficient(void);
virtual ~PropertyVolumetricThermalExpansionCoefficient()
{}
};
/** Work property
* This is a property for representing work. It is basically a float
* property. On the Gui it has a quantity like Nm.
*/
class AppExport PropertyWork: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyWork(void);
virtual ~PropertyWork(){}
};
/** YieldStrength property
* This is a property for representing yield strength. It is basically a float
* property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyYieldStrength: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyYieldStrength(void);
virtual ~PropertyYieldStrength()
{}
};
/** YoungsModulus property
* This is a property for representing Young's modulus. It is basically a float
* property. On the Gui it has a quantity like Pa.
*/
class AppExport PropertyYoungsModulus: public PropertyQuantity
{
TYPESYSTEM_HEADER();
public:
PropertyYoungsModulus(void);
virtual ~PropertyYoungsModulus()
{}
};
}// namespace App
#endif// APP_PROPERTYUNITS_H