예제 #1
0
Extrusion::ExtrusionParameters Extrusion::computeFinalParameters()
{
    Extrusion::ExtrusionParameters result;
    Base::Vector3d dir;
    switch(this->DirMode.getValue()){
        case dmCustom:
            dir = this->Dir.getValue();
        break;
        case dmEdge:{
            bool fetched;
            Base::Vector3d base;
            fetched = fetchAxisLink(this->DirLink, base, dir);
            if (! fetched)
                throw Base::Exception("DirMode is set to use edge, but no edge is linked.");
            this->Dir.setValue(dir);
        }break;
        case dmNormal:
            dir = calculateShapeNormal(this->Base);
            this->Dir.setValue(dir);
        break;
        default:
            throw Base::ValueError("Unexpected enum value");
    }
    if(dir.Length() < Precision::Confusion())
        throw Base::ValueError("Direction is zero-length");
    result.dir = gp_Dir(dir.x, dir.y, dir.z);
    if (this->Reversed.getValue())
        result.dir.Reverse();

    result.lengthFwd = this->LengthFwd.getValue();
    result.lengthRev = this->LengthRev.getValue();
    if(fabs(result.lengthFwd) < Precision::Confusion()
            && fabs(result.lengthRev) < Precision::Confusion() ){
        result.lengthFwd = dir.Length();
    }

    if (this->Symmetric.getValue()){
        result.lengthRev = result.lengthFwd * 0.5;
        result.lengthFwd = result.lengthFwd * 0.5;
    }

    if (fabs(result.lengthFwd + result.lengthRev) < Precision::Confusion())
        throw Base::ValueError("Total length of extrusion is zero.");

    result.solid = this->Solid.getValue();

    result.taperAngleFwd = this->TaperAngle.getValue() * M_PI / 180.0;
    if (fabs(result.taperAngleFwd) > M_PI * 0.5 - Precision::Angular() )
        throw Base::ValueError("Magnitude of taper angle matches or exceeds 90 degrees. That is too much.");
    result.taperAngleRev = this->TaperAngleRev.getValue() * M_PI / 180.0;
    if (fabs(result.taperAngleRev) > M_PI * 0.5 - Precision::Angular() )
        throw Base::ValueError("Magnitude of taper angle matches or exceeds 90 degrees. That is too much.");

    result.faceMakerClass = this->FaceMakerClass.getValue();

    return result;
}
예제 #2
0
void LocationWidget::setDirection(const Base::Vector3d& dir)
{
    if (dir.Length() < Base::Vector3d::epsilon()) {
        return;
    }

    // check if the user-defined direction is already there
    for (int i=0; i<dValue->count()-1; i++) {
        QVariant data = dValue->itemData (i);
        if (data.canConvert<Base::Vector3d>()) {
            const Base::Vector3d val = data.value<Base::Vector3d>();
            if (val == dir) {
                dValue->setCurrentIndex(i);
                return;
            }
        }
    }

    // add a new item before the very last item
    QString display = QString::fromLatin1("(%1,%2,%3)")
        .arg(dir.x)
        .arg(dir.y)
        .arg(dir.z);
    dValue->insertItem(dValue->count()-1, display,
        QVariant::fromValue<Base::Vector3d>(dir));
    dValue->setCurrentIndex(dValue->count()-2);
}
예제 #3
0
void LocationWidget::on_direction_activated(int index)
{
    // last item is selected to define direction by user
    if (index+1 == dValue->count()) {
        bool ok;
        Base::Vector3d dir = this->getUserDirection(&ok);
        if (ok) {
            if (dir.Length() < Base::Vector3d::epsilon()) {
                QMessageBox::critical(this, LocationDialog::tr("Wrong direction"),
                    LocationDialog::tr("Direction must not be the null vector"));
                return;
            }

            setDirection(dir);
        }
    }
}
void ConstraintForce::onChanged(const App::Property* prop)
{
    // Note: If we call this at the end, then the arrows are not oriented correctly initially
    // because the NormalDirection has not been calculated yet
    Constraint::onChanged(prop);

    if (prop == &References) {
        std::vector<Base::Vector3d> points;
        std::vector<Base::Vector3d> normals;
        if (getPoints(points, normals)) {
            Points.setValues(points); // We don't use the normals because all arrows should have the same direction
        }
    } else if (prop == &Direction) {
        Base::Vector3d direction = getDirection(Direction);
        if (direction.Length() < Precision::Confusion())
            return;
        naturalDirectionVector = direction;
        if (Reversed.getValue())
            direction = -direction;
        DirectionVector.setValue(direction);
    } else if (prop == &Reversed) {
        // if the direction is invalid try to compute it again
        if (naturalDirectionVector.Length() < Precision::Confusion()) {
            naturalDirectionVector = getDirection(Direction);
        }
        if (naturalDirectionVector.Length() >= Precision::Confusion()) {
            if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
                DirectionVector.setValue(-naturalDirectionVector);
            } else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
                DirectionVector.setValue(naturalDirectionVector);
            }
        }
    } else if (prop == &NormalDirection) {
        // Set a default direction if no direction reference has been given
        if (Direction.getValue() == NULL) {
            Base::Vector3d direction = NormalDirection.getValue();
            if (Reversed.getValue())
                direction = -direction;
            DirectionVector.setValue(direction);
            naturalDirectionVector = direction;
        }
    }
}
예제 #5
0
void ConstraintGear::onChanged(const App::Property* prop)
{
    ConstraintBearing::onChanged(prop);

    if (prop == &Direction) {
        Base::Vector3d direction = getDirection(Direction);
        if (direction.Length() < Precision::Confusion())
            return;
        naturalDirectionVector = direction;
        if (Reversed.getValue())
            direction = -direction;
        DirectionVector.setValue(direction);
        DirectionVector.touch();
    } else if (prop == &Reversed) {
        if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
            DirectionVector.setValue(-naturalDirectionVector);
            DirectionVector.touch();
        } else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
            DirectionVector.setValue(naturalDirectionVector);
            DirectionVector.touch();
        }
    }
    // The computation for the force angle is simpler in the ViewProvider directly
}
예제 #6
0
int DrawSketchHandler::seekAutoConstraint(std::vector<AutoConstraint> &suggestedConstraints,
                                          const Base::Vector2D& Pos, const Base::Vector2D& Dir,
                                          AutoConstraint::TargetType type)
{
    suggestedConstraints.clear();

    if (!sketchgui->Autoconstraints.getValue())
        return 0; // If Autoconstraints property is not set quit

    Base::Vector3d hitShapeDir = Base::Vector3d(0,0,0); // direction of hit shape (if it is a line, the direction of the line)
        
    // Get Preselection
    int preSelPnt = sketchgui->getPreselectPoint();
    int preSelCrv = sketchgui->getPreselectCurve();
    int preSelCrs = sketchgui->getPreselectCross();
    int GeoId = Constraint::GeoUndef;
    Sketcher::PointPos PosId = Sketcher::none;
    if (preSelPnt != -1)
        sketchgui->getSketchObject()->getGeoVertexIndex(preSelPnt, GeoId, PosId);
    else if (preSelCrv != -1){
        GeoId = preSelCrv;
        const Part::Geometry *geom = sketchgui->getSketchObject()->getGeometry(GeoId);
        
        if(geom->getTypeId() == Part::GeomLineSegment::getClassTypeId()){
            const Part::GeomLineSegment *line = static_cast<const Part::GeomLineSegment *>(geom);
            hitShapeDir= line->getEndPoint()-line->getStartPoint();     
        }
            
    }
    else if (preSelCrs == 0) { // root point
        GeoId = -1;
        PosId = Sketcher::start;
    }
    else if (preSelCrs == 1){ // x axis
        GeoId = -1;
        hitShapeDir = Base::Vector3d(1,0,0);
        
    }
    else if (preSelCrs == 2){ // y axis
        GeoId = -2;
        hitShapeDir = Base::Vector3d(0,1,0);
    }

    if (GeoId != Constraint::GeoUndef) {
        // Currently only considers objects in current Sketcher
        AutoConstraint constr;
        constr.Type = Sketcher::None;
        constr.GeoId = GeoId;
        constr.PosId = PosId;
        if (type == AutoConstraint::VERTEX && PosId != Sketcher::none)
            constr.Type = Sketcher::Coincident;
        else if (type == AutoConstraint::CURVE && PosId != Sketcher::none)
            constr.Type = Sketcher::PointOnObject;
        else if (type == AutoConstraint::VERTEX && PosId == Sketcher::none)
            constr.Type = Sketcher::PointOnObject;
        else if (type == AutoConstraint::CURVE && PosId == Sketcher::none)
            constr.Type = Sketcher::Tangent;
        
        if(constr.Type == Sketcher::Tangent && Dir.Length() > 1e-8 && hitShapeDir.Length() > 1e-8) { // We are hitting a line and have hitting vector information
            Base::Vector3d dir3d = Base::Vector3d(Dir.fX,Dir.fY,0);
            double cosangle=dir3d.Normalize()*hitShapeDir.Normalize();
            
            // the angle between the line and the hitting direction are over around 6 degrees (it is substantially parallel)
            // or if it is an sketch axis (that can not move to accomodate to the shape), then only if it is around 6 degrees with the normal (around 84 degrees)
            if (fabs(cosangle) < 0.995f || ((GeoId==-1 || GeoId==-2) && fabs(cosangle) < 0.1))
                suggestedConstraints.push_back(constr);
            
            
            return suggestedConstraints.size();
        }

        if (constr.Type != Sketcher::None)
            suggestedConstraints.push_back(constr);
    }
        
    if (Dir.Length() < 1e-8 || type == AutoConstraint::CURVE)
        // Direction not set so return;
        return suggestedConstraints.size();

    // Suggest vertical and horizontal constraints

    // Number of Degree of deviation from horizontal or vertical lines
    const double angleDev = 2;
    const double angleDevRad = angleDev *  M_PI / 180.;

    AutoConstraint constr;
    constr.Type = Sketcher::None;
    constr.GeoId = Constraint::GeoUndef;
    constr.PosId = Sketcher::none;
    double angle = std::abs(atan2(Dir.fY, Dir.fX));
    if (angle < angleDevRad || (M_PI - angle) < angleDevRad )
        // Suggest horizontal constraint
        constr.Type = Sketcher::Horizontal;
    else if (std::abs(angle - M_PI_2) < angleDevRad)
        // Suggest vertical constraint
        constr.Type = Sketcher::Vertical;

    if (constr.Type != Sketcher::None)
        suggestedConstraints.push_back(constr);

    // Find if there are tangent constraints (currently arcs and circles)

    int tangId = Constraint::GeoUndef;

    // Do not consider if distance is more than that.
    // Decrease this value when a candidate is found.
    double tangDeviation = 0.1 * sketchgui->getScaleFactor();

    // Get geometry list
    const std::vector<Part::Geometry *> geomlist = sketchgui->getSketchObject()->getCompleteGeometry();

    Base::Vector3d tmpPos(Pos.fX, Pos.fY, 0.f);                 // Current cursor point
    Base::Vector3d tmpDir(Dir.fX, Dir.fY, 0.f);                 // Direction of line
    Base::Vector3d tmpStart(Pos.fX-Dir.fX, Pos.fY-Dir.fY, 0.f);  // Start point

    // Iterate through geometry
    int i = 0;
    for (std::vector<Part::Geometry *>::const_iterator it=geomlist.begin(); it != geomlist.end(); ++it, i++) {

        if ((*it)->getTypeId() == Part::GeomCircle::getClassTypeId()) {
            const Part::GeomCircle *circle = static_cast<const Part::GeomCircle *>((*it));

            Base::Vector3d center = circle->getCenter();

            double radius = circle->getRadius();

            // ignore if no touch (use dot product)
            if(tmpDir * (center-tmpPos) > 0 || tmpDir * (center-tmpStart) < 0)
                continue;

            Base::Vector3d projPnt(0.f, 0.f, 0.f);
            projPnt = projPnt.ProjectToLine(center - tmpPos, tmpDir);
            double projDist = std::abs(projPnt.Length() - radius);

            // Find if nearest
            if (projDist < tangDeviation) {
                tangId = i;
                tangDeviation = projDist;
            }

        } else if ((*it)->getTypeId() == Part::GeomEllipse::getClassTypeId()) {
            
            const Part::GeomEllipse *ellipse = static_cast<const Part::GeomEllipse *>((*it));

            Base::Vector3d center = ellipse->getCenter();

            double a = ellipse->getMajorRadius();
            double b = ellipse->getMinorRadius();
            Base::Vector3d majdir = ellipse->getMajorAxisDir();
            
            double cf = sqrt(a*a - b*b);
                
            Base::Vector3d focus1P = center + cf * majdir;
            Base::Vector3d focus2P = center - cf * majdir;
            
            Base::Vector3d norm = Base::Vector3d(Dir.fY,-Dir.fX).Normalize();
            
            double distancetoline = norm*(tmpPos - focus1P); // distance focus1 to line
                        
            Base::Vector3d focus1PMirrored = focus1P + 2*distancetoline*norm; // mirror of focus1 with respect to the line
            
            double error = fabs((focus1PMirrored-focus2P).Length() - 2*a);
            
            if ( error< tangDeviation) { 
                    tangId = i;
                    tangDeviation = error;
            }

        } else if ((*it)->getTypeId() == Part::GeomArcOfCircle::getClassTypeId()) {
            const Part::GeomArcOfCircle *arc = static_cast<const Part::GeomArcOfCircle *>((*it));

            Base::Vector3d center = arc->getCenter();
            double radius = arc->getRadius();

            // ignore if no touch (use dot product)
            if(tmpDir * (center-tmpPos) > 0 || tmpDir * (center-tmpStart) < 0)
                continue;

            Base::Vector3d projPnt(0.f, 0.f, 0.f);
            projPnt = projPnt.ProjectToLine(center - tmpPos, tmpDir);
            double projDist = std::abs(projPnt.Length() - radius);

            if (projDist < tangDeviation) {
                double startAngle, endAngle;
                arc->getRange(startAngle, endAngle, /*emulateCCW=*/true);

                double angle = atan2(projPnt.y, projPnt.x);
                while(angle < startAngle)
                    angle += 2*D_PI;         // Bring it to range of arc

                // if the point is on correct side of arc
                if (angle <= endAngle) {     // Now need to check only one side
                    tangId = i;
                    tangDeviation = projDist;
                }
            }
        } else if ((*it)->getTypeId() == Part::GeomArcOfEllipse::getClassTypeId()) {
            const Part::GeomArcOfEllipse *aoe = static_cast<const Part::GeomArcOfEllipse *>((*it));

            Base::Vector3d center = aoe->getCenter();

            double a = aoe->getMajorRadius();
            double b = aoe->getMinorRadius();
            Base::Vector3d majdir = aoe->getMajorAxisDir();
            
            double cf = sqrt(a*a - b*b);
                
            Base::Vector3d focus1P = center + cf * majdir;
            Base::Vector3d focus2P = center - cf * majdir;
            
            Base::Vector3d norm = Base::Vector3d(Dir.fY,-Dir.fX).Normalize();
            
            double distancetoline = norm*(tmpPos - focus1P); // distance focus1 to line
                        
            Base::Vector3d focus1PMirrored = focus1P + 2*distancetoline*norm; // mirror of focus1 with respect to the line
            
            double error = fabs((focus1PMirrored-focus2P).Length() - 2*a);
            
            if ( error< tangDeviation ) {
                    tangId = i;
                    tangDeviation = error;
            }

            if (error < tangDeviation) {
                double startAngle, endAngle;
                aoe->getRange(startAngle, endAngle, /*emulateCCW=*/true);
                
                double angle = Base::fmod(
                    atan2(-aoe->getMajorRadius()*((tmpPos.x-center.x)*majdir.y-(tmpPos.y-center.y)*majdir.x),
                                aoe->getMinorRadius()*((tmpPos.x-center.x)*majdir.x+(tmpPos.y-center.y)*majdir.y)
                    )- startAngle, 2.f*M_PI); 
                
                while(angle < startAngle)
                    angle += 2*D_PI;         // Bring it to range of arc

                // if the point is on correct side of arc
                if (angle <= endAngle) {     // Now need to check only one side
                    tangId = i;
                    tangDeviation = error;
                }
            }
        }
    }

    if (tangId != Constraint::GeoUndef) {
        if (tangId > getHighestCurveIndex()) // external Geometry
            tangId = getHighestCurveIndex() - tangId;
        // Suggest vertical constraint
        constr.Type = Tangent;
        constr.GeoId = tangId;
        constr.PosId = Sketcher::none;
        suggestedConstraints.push_back(constr);
    }

    return suggestedConstraints.size();
}
void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
{
    // Gets called whenever a property of the attached object changes
    Fem::ConstraintForce* pcConstraint = static_cast<Fem::ConstraintForce*>(this->getObject());

    /*
    // This has a HUGE performance penalty as opposed to separate nodes for every symbol
    // The problem seems to be SoCone
    if (pShapeSep->getNumChildren() == 0) {
        // Set up the nodes
        SoMultipleCopy* cp = new SoMultipleCopy();
        cp->ref();
        cp->matrix.setNum(0);
        cp->addChild((SoNode*)createArrow(ARROWLENGTH, ARROWHEADRADIUS));
        pShapeSep->addChild(cp);
    }
    */

    if (strcmp(prop->getName(),"Points") == 0) {
        // Redraw all arrows
        pShapeSep->removeAllChildren();

        // This should always point outside of the solid
        Base::Vector3d normal = pcConstraint->NormalDirection.getValue();

        // Get default direction (on first call to method)
        Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
        if (forceDirection.Length() < Precision::Confusion())
            forceDirection = normal;

        SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
        SbRotation rot(SbVec3f(0,1,0), dir);

        const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();

        /*
        SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
        cp->matrix.setNum(points.size());
        int idx = 0;*/

        for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
            SbVec3f base(p->x, p->y, p->z);
            if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
                base = base + dir * ARROWLENGTH;
            /*
            SbMatrix m;
            m.setTransform(base, rot, SbVec3f(1,1,1));
            cp->matrix.set1Value(idx, m);
            idx++;
            */
            SoSeparator* sep = new SoSeparator();
            createPlacement(sep, base, rot);
            createArrow(sep, ARROWLENGTH, ARROWHEADRADIUS);
            pShapeSep->addChild(sep);
        }
    } else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
        // Re-orient all arrows
        Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
        Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
        if (forceDirection.Length() < Precision::Confusion())
            forceDirection = normal;

        SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
        SbRotation rot(SbVec3f(0,1,0), dir);

        const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();

        /*
        SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
        cp->matrix.setNum(points.size());
        */
        int idx = 0;

        for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
            SbVec3f base(p->x, p->y, p->z);
            if (forceDirection.GetAngle(normal) < M_PI_2)
                base = base + dir * ARROWLENGTH;
            /*
            SbMatrix m;
            m.setTransform(base, rot, SbVec3f(1,1,1));
            cp->matrix.set1Value(idx, m);*/

            SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(idx));
            updatePlacement(sep, 0, base, rot);
            updateArrow(sep, 2, ARROWLENGTH, ARROWHEADRADIUS);
            idx++;
        }
    }

    ViewProviderFemConstraint::updateData(prop);
}
void ViewProviderFemConstraintFluidBoundary::updateData(const App::Property* prop)
{
    // Gets called whenever a property of the attached object changes
    Fem::ConstraintFluidBoundary* pcConstraint = static_cast<Fem::ConstraintFluidBoundary*>(this->getObject());
    float scaledwidth = WIDTH * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
    float scaledheight = HEIGHT * pcConstraint->Scale.getValue();

    float scaledheadradius = ARROWHEADRADIUS * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
    float scaledlength = ARROWLENGTH * pcConstraint->Scale.getValue();

    std::string boundaryType = pcConstraint->BoundaryType.getValueAsString();
    if (strcmp(prop->getName(),"BoundaryType") == 0)
    {
        if (boundaryType == "wall")
        {
            FaceColor.setValue(0.0,1.0,1.0);
        }
        else if (boundaryType == "interface")
        {
            FaceColor.setValue(0.0,1.0,0.0);
        }
        else if (boundaryType == "freestream")
        {
            FaceColor.setValue(1.0,1.0,0.0);
        }
        else if(boundaryType == "inlet")
        {
            FaceColor.setValue(1.0,0.0,0.0);
        }
        else //(boundaryType == "outlet")
        {
            FaceColor.setValue(0.0,0.0,1.0);
        }
    }
        
    if (boundaryType == "inlet" || boundaryType == "outlet"){
#ifdef USE_MULTIPLE_COPY
        //OvG: need access to cp for scaling
        SoMultipleCopy* cp = new SoMultipleCopy();
        if (pShapeSep->getNumChildren() == 0) {
            // Set up the nodes
            cp->matrix.setNum(0);
            cp->addChild((SoNode*)createArrow(scaledlength , scaledheadradius)); //OvG: Scaling
            pShapeSep->addChild(cp);
        }
#endif

        if (strcmp(prop->getName(),"Points") == 0) {
            const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();

#ifdef USE_MULTIPLE_COPY
            cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
            cp->matrix.setNum(points.size());
            SbMatrix* matrices = cp->matrix.startEditing();
            int idx = 0;
#else
            // Redraw all arrows
            pShapeSep->removeAllChildren();
#endif
            // This should always point outside of the solid
            Base::Vector3d normal = pcConstraint->NormalDirection.getValue();

            // Get default direction (on first call to method)
            Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
            if (forceDirection.Length() < Precision::Confusion())
                forceDirection = normal;

            SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
            SbRotation rot(SbVec3f(0,1,0), dir);

            for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
                SbVec3f base(p->x, p->y, p->z);
                if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
                    base = base + dir * scaledlength; //OvG: Scaling
#ifdef USE_MULTIPLE_COPY
                SbMatrix m;
                m.setTransform(base, rot, SbVec3f(1,1,1));
                matrices[idx] = m;
                idx++;
#else
                SoSeparator* sep = new SoSeparator();
                createPlacement(sep, base, rot);
                createArrow(sep, scaledlength, scaledheadradius); //OvG: Scaling
                pShapeSep->addChild(sep);
#endif
            }
#ifdef USE_MULTIPLE_COPY
            cp->matrix.finishEditing();
#endif
        }
        else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
            // Re-orient all arrows
            Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
            Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
            if (forceDirection.Length() < Precision::Confusion())
                forceDirection = normal;

            SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
            SbRotation rot(SbVec3f(0,1,0), dir);

            const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();

#ifdef USE_MULTIPLE_COPY
            SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
            cp->matrix.setNum(points.size());
            SbMatrix* matrices = cp->matrix.startEditing();
#endif
            int idx = 0;

            for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
                SbVec3f base(p->x, p->y, p->z);
                if (forceDirection.GetAngle(normal) < M_PI_2)
                    base = base + dir * scaledlength; //OvG: Scaling
#ifdef USE_MULTIPLE_COPY
                SbMatrix m;
                m.setTransform(base, rot, SbVec3f(1,1,1));
                matrices[idx] = m;
#else
                SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(idx));
                updatePlacement(sep, 0, base, rot);
                updateArrow(sep, 2, scaledlength, scaledheadradius); //OvG: Scaling
#endif
                idx++;
            }
#ifdef USE_MULTIPLE_COPY
            cp->matrix.finishEditing();
#endif
        }
    }
    else{// not inlet or outlet boundary type

#ifdef USE_MULTIPLE_COPY
        //OvG: always need access to cp for scaling
        SoMultipleCopy* cp = new SoMultipleCopy();
        if (pShapeSep->getNumChildren() == 0) {
            // Set up the nodes
            cp->matrix.setNum(0);
            cp->addChild((SoNode*)createFixed(scaledheight, scaledwidth)); //OvG: Scaling
            pShapeSep->addChild(cp);
        }
#endif

        if (strcmp(prop->getName(),"Points") == 0) {
            const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
            const std::vector<Base::Vector3d>& normals = pcConstraint->Normals.getValues();
            if (points.size() != normals.size())
                return;
            std::vector<Base::Vector3d>::const_iterator n = normals.begin();

#ifdef USE_MULTIPLE_COPY
            cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
            cp->matrix.setNum(points.size());
            SbMatrix* matrices = cp->matrix.startEditing();
            int idx = 0;
#else
            // Note: Points and Normals are always updated together
            pShapeSep->removeAllChildren();
#endif

            for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
                SbVec3f base(p->x, p->y, p->z);
                SbVec3f dir(n->x, n->y, n->z);
                SbRotation rot(SbVec3f(0,-1,0), dir);
#ifdef USE_MULTIPLE_COPY
                SbMatrix m;
                m.setTransform(base, rot, SbVec3f(1,1,1));
                matrices[idx] = m;
                idx++;
#else
                SoSeparator* sep = new SoSeparator();
                createPlacement(sep, base, rot);
                createFixed(sep, scaledheight, scaledwidth); //OvG: Scaling
                pShapeSep->addChild(sep);
#endif
                n++;
            }
#ifdef USE_MULTIPLE_COPY
            cp->matrix.finishEditing();
#endif
        }
    }

    ViewProviderFemConstraint::updateData(prop);
}
예제 #9
0
    Py::Object makeFilletArc(const Py::Tuple& args)
    {
        PyObject *pM1;
        PyObject *pP;
        PyObject *pQ;
        PyObject *pN;
        double r2;
        int ccw;
        if (!PyArg_ParseTuple(args.ptr(), "O!O!O!O!di",
                &(Base::VectorPy::Type), &pM1,
                &(Base::VectorPy::Type), &pP,
                &(Base::VectorPy::Type), &pQ,
                &(Base::VectorPy::Type), &pN,
                &r2, &ccw))
            throw Py::Exception();

        Base::Vector3d M1 = Py::Vector(pM1, false).toVector();
        Base::Vector3d P  = Py::Vector(pP,  false).toVector();
        Base::Vector3d Q  = Py::Vector(pQ,  false).toVector();
        Base::Vector3d N  = Py::Vector(pN,  false).toVector();

        Base::Vector3d u = Q - P;
        Base::Vector3d v = P - M1;
        Base::Vector3d b;
        if (ccw)
            b = u % N;
        else
            b = N % u;
        b.Normalize();

        double uu = u * u;
        double uv = u * v;
        double r1 = v.Length();

        // distinguish between internal and external fillets
        r2 *= Base::sgn(uv);

        double cc = 2.0 * r2 * (b * v - r1);
        double d = uv * uv - uu * cc;
        if (d < 0) {
            throw Py::RuntimeError("Unable to calculate intersection points");
        }

        double t;
        double t1 = (-uv + sqrt(d)) / uu;
        double t2 = (-uv - sqrt(d)) / uu;

        if (fabs(t1) < fabs(t2))
            t = t1;
        else
            t = t2;

        Base::Vector3d M2 = P + (u*t) + (b*r2);
        Base::Vector3d S1 = (r2 * M1 + r1 * M2)/(r1+r2);
        Base::Vector3d S2 = M2 - (b*r2);

        Py::Tuple tuple(3);
        tuple.setItem(0, Py::Vector(S1));
        tuple.setItem(1, Py::Vector(S2));
        tuple.setItem(2, Py::Vector(M2));

        return tuple;
    }
// Methods for distances (edge length, two points, edge and a point
double Measurement::length() const
{
  int numRefs =  References3D.getSize();
  if(!numRefs || measureType == Invalid) {
      throw Base::Exception("Measurement - length - Invalid References3D Provided");
  }

  double result = 0.0;
  const std::vector<App::DocumentObject*> &objects = References3D.getValues();
  const std::vector<std::string> &subElements = References3D.getSubValues();

  if(measureType == Points ||
     measureType == PointToEdge ||
     measureType == PointToSurface)  {

      Base::Vector3d diff = this->delta();
      //return diff.Length();
      result = diff.Length();
  } else if(measureType == Edges) {

      double length = 0.f;
      // Iterate through edges and calculate each length
      std::vector<App::DocumentObject*>::const_iterator obj = objects.begin();
      std::vector<std::string>::const_iterator subEl = subElements.begin();

      for (;obj != objects.end(); ++obj, ++subEl) {
          //const Part::Feature *refObj = static_cast<const Part::Feature*>((*obj));
          //const Part::TopoShape& refShape = refObj->Shape.getShape();
          // Get the length of one edge
          TopoDS_Shape shape = getShape(*obj, (*subEl).c_str());
          const TopoDS_Edge& edge = TopoDS::Edge(shape);
          BRepAdaptor_Curve curve(edge);

          switch(curve.GetType()) {
            case GeomAbs_Line : {
                gp_Pnt P1 = curve.Value(curve.FirstParameter());
                gp_Pnt P2 = curve.Value(curve.LastParameter());
                gp_XYZ diff = P2.XYZ() - P1.XYZ();
                length += diff.Modulus();
            } break;
            case GeomAbs_Circle : {
                double u = curve.FirstParameter();
                double v = curve.LastParameter();
                double radius = curve.Circle().Radius();
                if (u > v) // if arc is reversed
                    std::swap(u, v);

                double range = v-u;
                length += radius * range;
            } break;
            case GeomAbs_Ellipse:
            case GeomAbs_BSplineCurve:
            case GeomAbs_Hyperbola:
            case GeomAbs_BezierCurve: {
                length += GCPnts_AbscissaPoint::Length(curve);
            } break;
            default: {
                throw Base::Exception("Measurement - length - Curve type not currently handled");
            }
          }
      }
      result = length;
      //return length;
  }
  return result;
}