141 lines
5.8 KiB
C++
141 lines
5.8 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 "PreCompiled.h"
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#ifndef _PreComp_
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#include <Precision.hxx>
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#endif
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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(Points,
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(Base::Vector3d()),
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"ConstraintForce",
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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,
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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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Points.setValues(std::vector<Base::Vector3d>());
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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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}
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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::Vector3d> points;
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std::vector<Base::Vector3d> normals;
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int scale = 1; // OvG: Enforce use of scale
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if (getPoints(points, normals, &scale)) {
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// We don't use the normals because all arrows should have
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// the same direction
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Points.setValues(points);
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Scale.setValue(scale);
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Points.touch();
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}
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}
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else 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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