"Professional CMake" book suggest the following: "Targets should build successfully with or without compiler support for precompiled headers. It should be considered an optimization, not a requirement. In particular, do not explicitly include a precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically generated precompile header on the compiler command line instead. This is more portable across the major compilers and is likely to be easier to maintain. It will also avoid warnings being generated from certain code checking tools like iwyu (include what you use)." Therefore, removed the "#include <PreCompiled.h>" from sources, also there is no need for the "#ifdef _PreComp_" anymore
134 lines
5.6 KiB
C++
134 lines
5.6 KiB
C++
/***************************************************************************
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* Copyright (c) 2013 Jan Rheinländer *
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* <jrheinlaender@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 <Precision.hxx>
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#include "FemConstraintForce.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,
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(nullptr),
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"ConstraintForce",
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(App::PropertyType)(App::Prop_None),
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"Element giving direction of constraint");
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// RefDispl must get a global scope, see
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Direction.setScope(App::LinkScope::Global);
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ADD_PROPERTY(Reversed, (0));
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ADD_PROPERTY_TYPE(DirectionVector,
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(Base::Vector3d(0, 0, 1)),
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"ConstraintForce",
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App::PropertyType(App::Prop_ReadOnly | App::Prop_Output),
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"Direction of arrows");
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// by default use the null vector to indicate an invalid value
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naturalDirectionVector = Base::Vector3d(0, 0, 0);
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ADD_PROPERTY_TYPE(EnableAmplitude,
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(false),
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"ConstraintForce",
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(App::PropertyType)(App::Prop_None),
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"Amplitude of the force load");
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ADD_PROPERTY_TYPE(AmplitudeValues,
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(std::vector<std::string> {"0, 0", "1, 1"}),
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"ConstraintForce",
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(App::PropertyType)(App::Prop_None),
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"Amplitude values");
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}
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App::DocumentObjectExecReturn* ConstraintForce::execute()
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{
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return Constraint::execute();
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}
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void ConstraintForce::handleChangedPropertyType(Base::XMLReader& reader,
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const char* TypeName,
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App::Property* prop)
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{
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// property Force had App::PropertyFloat, was changed to App::PropertyForce
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if (prop == &Force && strcmp(TypeName, "App::PropertyFloat") == 0) {
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App::PropertyFloat ForceProperty;
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// restore the PropertyFloat to be able to set its value
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ForceProperty.Restore(reader);
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// force uses m while FreeCAD uses internally mm thus
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// e.g. "2.5" must become 2500 to result in 2.5 N
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Force.setValue(ForceProperty.getValue() * 1000);
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}
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else {
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Constraint::handleChangedPropertyType(reader, TypeName, prop);
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}
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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 == &Direction) {
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Base::Vector3d direction = getDirection(Direction);
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if (direction.Length() < Precision::Confusion()) {
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return;
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}
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naturalDirectionVector = direction;
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if (Reversed.getValue()) {
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direction = -direction;
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}
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DirectionVector.setValue(direction);
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}
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else if (prop == &Reversed) {
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// if the direction is invalid try to compute it again
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if (naturalDirectionVector.Length() < Precision::Confusion()) {
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naturalDirectionVector = getDirection(Direction);
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}
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if (naturalDirectionVector.Length() >= Precision::Confusion()) {
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if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
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DirectionVector.setValue(-naturalDirectionVector);
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}
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else if (!Reversed.getValue()
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&& (DirectionVector.getValue() != naturalDirectionVector)) {
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DirectionVector.setValue(naturalDirectionVector);
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}
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}
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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()) {
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Base::Vector3d direction = NormalDirection.getValue();
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if (Reversed.getValue()) {
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direction = -direction;
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}
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DirectionVector.setValue(direction);
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naturalDirectionVector = direction;
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}
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}
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}
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