/*************************************************************************** * Copyright (c) 2013 Jan Rheinländer * * * * 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 * * * ***************************************************************************/ #include "PreCompiled.h" #ifndef _PreComp_ #include #include #include #include #include #include #include #endif #include "FemConstraintGear.h" #include #include using namespace Fem; PROPERTY_SOURCE(Fem::ConstraintGear, Fem::ConstraintBearing); ConstraintGear::ConstraintGear() { ADD_PROPERTY(Diameter,(100.0)); ADD_PROPERTY(Force,(1000.0)); ADD_PROPERTY(ForceAngle,(0.0)); ADD_PROPERTY_TYPE(Direction,(0),"ConstraintGear",(App::PropertyType)(App::Prop_None), "Element giving direction of gear force"); ADD_PROPERTY(Reversed,(0)); ADD_PROPERTY_TYPE(DirectionVector,(Base::Vector3d(1,1,1).Normalize()),"ConstraintGear",App::PropertyType(App::Prop_ReadOnly|App::Prop_Output), "Direction of gear force"); naturalDirectionVector = Base::Vector3d(1,1,1).Normalize(); } App::DocumentObjectExecReturn *ConstraintGear::execute(void) { return ConstraintBearing::execute(); } 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 }