Esempio n. 1
0
/*! \brief Calculate angle between two vectors

 Dependancies: Vector3D definitions and routines
*/
double Routines::CalcAngle(Base::Vector3f a,Base::Vector3f  b,Base::Vector3f c)
{
    Base::Vector3f First = a - b;
    Base::Vector3f Second = c - b;
    Base::Vector3f Third = c - a;
    //double test1 = First.Length(), test2 = Second.Length(), test3 = Third.Length();
    double UpperTerm = (First.Length() * First.Length()) + (Second.Length() *Second.Length()) - (Third.Length() * Third.Length() );
    double LowerTerm = 2 * First.Length() * Second.Length() ;
    double ang = acos( UpperTerm / LowerTerm );
    return ang;
}
void ViewProviderFemConstraintGear::updateData(const App::Property* prop)
{
    Fem::ConstraintGear* pcConstraint = static_cast<Fem::ConstraintGear*>(this->getObject());

    // Gets called whenever a property of the attached object changes
    if (strcmp(prop->getName(),"BasePoint") == 0) {
        if (pcConstraint->Height.getValue() > Precision::Confusion()) {
            // Remove and recreate the symbol
            pShapeSep->removeAllChildren();

            Base::Vector3f base = pcConstraint->BasePoint.getValue();
            Base::Vector3f axis = pcConstraint->Axis.getValue();
            Base::Vector3f direction = pcConstraint->DirectionVector.getValue();
            if (direction.Length() < Precision::Confusion())
                direction = Base::Vector3f(0,1,0);
            float radius = pcConstraint->Radius.getValue();
            float dia = pcConstraint->Diameter.getValue();
            if (dia < 2 * radius)
                dia = 2 * radius;
            float angle = pcConstraint->ForceAngle.getValue() / 180 * M_PI;

            SbVec3f b(base.x, base.y, base.z);
            SbVec3f ax(axis.x, axis.y, axis.z);
            SbVec3f dir(direction.x, direction.y, direction.z);
            //Base::Console().Error("DirectionVector: %f, %f, %f\n", direction.x, direction.y, direction.z);

            createPlacement(pShapeSep, b, SbRotation(SbVec3f(0,1,0), ax));
            pShapeSep->addChild(createCylinder(pcConstraint->Height.getValue() * 0.8, dia/2));
            createPlacement(pShapeSep, SbVec3f(dia/2 * sin(angle), 0, dia/2 * cos(angle)), SbRotation(ax, dir));
            pShapeSep->addChild(createArrow(dia/2, dia/8));
        }
    } else if (strcmp(prop->getName(),"Diameter") == 0) {
        if (pShapeSep->getNumChildren() > 0) {
            // Change the symbol
            Base::Vector3f axis = pcConstraint->Axis.getValue();
            Base::Vector3f direction = pcConstraint->DirectionVector.getValue();
            if (direction.Length() < Precision::Confusion())
                direction = Base::Vector3f(0,1,0);
            float dia = pcConstraint->Diameter.getValue();
            float radius = pcConstraint->Radius.getValue();
            if (dia < 2 * radius)
                dia = 2 * radius;
            float angle = pcConstraint->ForceAngle.getValue() / 180 * M_PI;

            SbVec3f ax(axis.x, axis.y, axis.z);
            SbVec3f dir(direction.x, direction.y, direction.z);

            const SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(2));
            updateCylinder(sep, 0, pcConstraint->Height.getValue() * 0.8, dia/2);
            updatePlacement(pShapeSep, 3, SbVec3f(dia/2 * sin(angle), 0, dia/2 * cos(angle)), SbRotation(ax, dir));
            sep = static_cast<SoSeparator*>(pShapeSep->getChild(5));
            updateArrow(sep, 0, dia/2, dia/8);
        }
    } else if ((strcmp(prop->getName(),"DirectionVector") == 0) || (strcmp(prop->getName(),"ForceAngle") == 0))  {
        // Note: "Reversed" also triggers "DirectionVector"
        if (pShapeSep->getNumChildren() > 0) {
            // Re-orient the symbol
            Base::Vector3f axis = pcConstraint->Axis.getValue();
            Base::Vector3f direction = pcConstraint->DirectionVector.getValue();
            if (direction.Length() < Precision::Confusion())
                direction = Base::Vector3f(0,1,0);
            float dia = pcConstraint->Diameter.getValue();
            float angle = pcConstraint->ForceAngle.getValue() / 180 * M_PI;

            SbVec3f ax(axis.x, axis.y, axis.z);
            SbVec3f dir(direction.x, direction.y, direction.z);
            /*Base::Console().Error("Axis: %f, %f, %f\n", axis.x, axis.y, axis.z);
            Base::Console().Error("Direction: %f, %f, %f\n", direction.x, direction.y, direction.z);
            SbRotation rot = SbRotation(ax, dir);
            SbMatrix m;
            rot.getValue(m);
            SbMat m2;
            m.getValue(m2);
            Base::Console().Error("Matrix: %f, %f, %f, %f\n", m[0][0], m[1][0], m[2][0], m[3][0]);
            // Note: In spite of the fact that the rotation matrix takes on 3 different values if 3
            // normal directions are chosen, the resulting arrow will only point in two different
            // directions when ax = (1,0,0) (but for ax=(0,1,0) it points in 3 different directions!)
            */

            updatePlacement(pShapeSep, 3, SbVec3f(dia/2 * sin(angle), 0, dia/2 * cos(angle)), SbRotation(ax, dir));
        }
    }

    ViewProviderFemConstraint::updateData(prop);
}
Esempio n. 3
0
bool UniGridApprox::SurfMeshParam()
{
    // hier wird das in MeshOffset erzeugte gitter parametrisiert
    // parametrisierung: (x,y) -> (u,v)  ,  ( R x R ) -> ( [0,1] x [0,1] )

    int n = m_Grid.size()-1;      // anzahl der zu approximierenden punkte in x-richtung
    int m = m_Grid[0].size()-1;   // anzahl der zu approximierenden punkte in y-richtung

    std::vector<double> dist_x, dist_y;
    double sum,d;
    Base::Vector3f vlen;

    m_uParam.clear();
    m_vParam.clear();
    m_uParam.resize(n+1);
    m_vParam.resize(m+1);
    m_uParam[n] = 1.0;
    m_vParam[m] = 1.0;

    // berechne knotenvektor in u-richtung (entspricht x-richtung)
    for (int j=0; j<m+1; ++j)
    {
        sum = 0.0;
        dist_x.clear();
        for (int i=0; i<n; ++i)
        {
            vlen = (m_Grid[i+1][j] - m_Grid[i][j]);
            dist_x.push_back(vlen.Length());
            sum += dist_x[i];
        }
        d = 0.0;
        for (int i=0; i<n-1; ++i)
        {
            d += dist_x[i];
            m_uParam[i+1] = m_uParam[i+1] + d/sum;
        }
    }

    for (int i=0; i<n; ++i)
        m_uParam[i] /= m+1;

    // berechne knotenvektor in v-richtung (entspricht y-richtung)
    for (int i=0; i<n+1; ++i)
    {
        sum = 0.0;
        dist_y.clear();
        for (int j=0; j<m; ++j)
        {
            vlen = (m_Grid[i][j+1] - m_Grid[i][j]);
            dist_y.push_back(vlen.Length());
            sum += dist_y[j];
        }
        d = 0.0;
        for (int j=0; j<m-1; ++j)
        {
            d += dist_y[j];
            m_vParam[j+1] = m_vParam[j+1] + d/sum;
        }
    }

    for (int j=0; j<m; ++j)
        m_vParam[j] /= n+1;

    /*cout << "uParam:" << endl;
    for(int i=0; i<m_uParam.size(); ++i){
     cout << " " << m_uParam[i] << ", " << endl;
    }

    cout << "vParam:" << endl;
    for(int i=0; i<m_vParam.size(); ++i){
     cout << " " << m_vParam[i] << ", " << endl;
    }*/

    return true;
}