Files
create/src/App/PropertyUnits.h
Uwe 82b6e03625 [FEM] add current density constraint
- also add corresponding App::PropertyCurrentDensity

- also fix a typo in test_object.py
2023-02-05 21:10:15 +01:00

308 lines
9.3 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;
};
/** 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;
};
/** 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;
};
/** 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;
};
/** 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;
};
/** 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;
};
/** 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;
};
/** Pressure 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 PropertyPressure: public PropertyQuantity
{
TYPESYSTEM_HEADER_WITH_OVERRIDE();
public:
PropertyPressure();
~PropertyPressure() override = default;
};
/** 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;
};
/** 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;
};
/** 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;
};
}// namespace App
#endif// APP_PROPERTYUNITS_H