Browse Source

add rearAxle-mod

master
cflin 2 years ago
parent
commit
3fe2094cbf
  1. 23
      sim-test/rigid-test/rearAxle-mod/config.json.in
  2. BIN
      sim-test/rigid-test/rearAxle-mod/rearAxle-mod_.msh
  3. 230266
      sim-test/rigid-test/rearAxle-mod/rearAxle-mod__sf.obj
  4. 23
      src/viewer/UIStaticMenu.cpp

23
sim-test/rigid-test/rearAxle-mod/config.json.in

@ -0,0 +1,23 @@
{
"material": [1e5, 0.3, 1e3],
"mshFilePath": "@LOCAL_DIR@/rearAxle-mod_.msh",
"DBC": [
{
"min": [0.2, -0.001, 0.2],
"max": [0.6, 0.05, 0.8]
},
{
"min": [0.2, 0.95, 0.2],
"max": [0.6, 1.001, 0.8]
}
],
"NBC": [
{
"min": [-0.001, 0.4, 0.3],
"max": [0.08, 0.6, 0.7],
"force": [-1.732, 0, 1]
}
]
}

BIN
sim-test/rigid-test/rearAxle-mod/rearAxle-mod_.msh

Binary file not shown.

230266
sim-test/rigid-test/rearAxle-mod/rearAxle-mod__sf.obj

File diff suppressed because it is too large

23
src/viewer/UIStaticMenu.cpp

@ -161,11 +161,12 @@ namespace ipc::rigid {
ImGui::Checkbox("网格可视化", &gui_ctrl_.mesh_visible);
// --------------------------------------------------------------------
if (ImGui::CollapsingHeader(
"边界条件", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::CollapsingHeader("边界条件", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::Checkbox("边界可视化", &gui_ctrl_.is_visible_BC)) {
gui_ctrl_.is_modified = true;
}
if (ImGui::CollapsingHeader(
"Dirichlet边界", ImGuiTreeNodeFlags_DefaultOpen)) {
// --------------------------------------------------------------------
@ -226,26 +227,8 @@ namespace ipc::rigid {
}
// ImGui::Checkbox("受力大小", &m_bkp_optimization_failed);
// ImGui::SameLine();
// ImGui::HelpMarker("yes - stop playing if step optimization failed.");
// ImGui::Checkbox("pause on collisions", &m_bkp_had_collision);
// ImGui::SameLine();
// ImGui::HelpMarker("yes - stop playing if step had a collision.");
// --------------------------------------------------------------------
// if (ImGui::SliderInt(
// "step##Replay", &m_state.m_num_simulation_steps, 0,
// m_state.state_sequence.size() - 1)) {
// replaying = true;
// }
// if (ImGui::Button("结果##SimPlayer", ImVec2(-1, 0))) {
// m_player_state = PlayerState::Playing;
// pre_draw_loop();
// m_player_state = PlayerState::Paused;
// }
// --------------------------------------------------------------------
if (ImGui::CollapsingHeader("材料设置", ImGuiTreeNodeFlags_DefaultOpen)) {

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