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Copy pathallFuncs.py
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1247 lines (1025 loc) · 44.9 KB
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import math
import tkinter as tk
from tkinter import Entry, Button, Checkbutton, BooleanVar, messagebox, ttk
import pygame
import numpy as np
import loads
import buttons
global members, active_member, GLOBAL_SCALE, set_initial_scale, GLOBAL_CENTER, HEIGHT, node_no, nodes, first_run, active_force, screen
active_member = None
active_force = None
members = []
first_run = True
GLOBAL_SCALE = 1
GLOBAL_CENTER = (0, 0)
set_initial_scale = False
node_no = 1
nodes = []
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
BLUE = (0, 0, 255)
screen = None
SNAP_RADIUS = 20 # The radius for snapping in pixels
ANGLE_INCREMENT = 1 # The angle increment for drawing lines
def transfer_vars(scale, center, HEIGHT_):
global GLOBAL_SCALE, GLOBAL_CENTER, HEIGHT
HEIGHT = HEIGHT_
GLOBAL_SCALE = scale
GLOBAL_CENTER = center
class Node:
def __init__(self, id, screen, _type="main", sub_id = 0):
self.screen = screen
self.id = id
self.point = s2g(self.screen)
self.support = None
self.dof = []
self.Fx = np.nan
self.Fy = np.nan
self.Mu = np.nan
self.type = _type
self.sub_id = sub_id
def pan(self, offset_x, offset_y):
self.screen = (self.screen[0] + offset_x, self.screen[1] + offset_y)
def zoomOut_coods(self, mouse_pos, d_scale):
center_x = mouse_pos[0]
center_y = mouse_pos[1]
old_x = self.screen[0]
old_y = self.screen[1]
new_x = center_x - (center_x - old_x) / d_scale
new_y = center_y - (center_y - old_y) / d_scale
self.screen = (new_x, new_y)
def zoomIn_coods(self, mouse_pos, d_scale):
center_x = mouse_pos[0]
center_y = mouse_pos[1]
old_x = self.screen[0]
old_y = self.screen[1]
new_x = center_x - (center_x - old_x) * d_scale
new_y = center_y - (center_y - old_y) * d_scale
self.screen = (new_x, new_y)
def update_Reacts(self):
if self.support == "Fix":
self.Fx = "Rx"
self.Fy = "Ry"
self.Mu = "Mu"
elif self.support == "Pin":
self.Fx = "Rx"
self.Fy = "Ry"
elif self.support == "Roller":
self.Fy = "Ry"
def draw(self, screen):
if self.support == "Fix":
fix_rect = pygame.Rect(self.screen[0]-20, self.screen[1], 40, 20)
pygame.draw.rect(screen, RED, fix_rect, 1)
elif self.support == "Pin":
vertices = [self.screen, (self.screen[0]-15, self.screen[1]+15), (self.screen[0]+15, self.screen[1]+15)]
pygame.draw.polygon(screen, RED, vertices, 1)
elif self.support == "Roller":
pygame.draw.circle(screen, RED, (self.screen[0], self.screen[1]+10), 10, 1)
pygame.draw.line(screen, RED, (self.screen[0]-10, self.screen[1]+20), (self.screen[0]+10, self.screen[1]+20))
def sub_draw(self, screen):
pygame.draw.circle(screen, (255, 0, 0), self.screen, 3)
pygame.draw.circle(screen, (0, 0, 0), self.screen, 3, 1)
# Create a font
font = pygame.font.Font(None, 20)
# Render the text
text_surface = font.render(f"{self.sub_id}", True, (0, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midright = (self.screen)
# Draw the text
screen.blit(text_surface, text_rect)
class Member:
def __init__(self, id, node1, node2, color, sub = False):
self.id = id
self.start_node = node1
self.end_node = node2
self.color = color
self.A = 1
self.E = 1
self.I = 1
self.calculate_length_and_angle()
self.calculate_mid()
self.point_forces = []
self.udl = []
self.uvl = []
self.moment = []
self.dof = []
self.FER = np.array([0, 0, 0, 0, 0, 0], dtype=float)
self.FER = self.calculate_FER()
self.sub_nodes = []
self.sub_members = []
self.sub = sub
def calculate_mid(self):
x_mid = (self.start_node.screen[0]+self.end_node.screen[0])/2
y_mid = (self.start_node.screen[1]+self.end_node.screen[1])/2
self.mid = (x_mid, y_mid)
def calculate_length_and_angle(self):
dx = self.end_node.point[0] - self.start_node.point[0]
dy = self.end_node.point[1] - self.start_node.point[1]
length = math.sqrt(dx ** 2 + dy ** 2)
angle = math.degrees(math.atan2(dy, dx))
self.length = length
self.angle = angle
def update_color(self, color):
self.color = color
def update_A(self, value):
self.A = value
def update_E(self, value):
self.E = value
def update_I(self, value):
self.I = value
def finalize_calcs(self):
self.calc_transform_matrix()
self.calc_k_matrix()
self.stiffness = np.transpose(self.transform_matrix).dot(self.k_matrix).dot(self.transform_matrix)
self.calculate_FER()
def calc_transform_matrix(self):
l = math.cos(math.radians(self.angle))
m = math.sin(math.radians(self.angle))
matrix = [[l, m, 0, 0, 0, 0],
[-m, l, 0, 0, 0, 0],
[0, 0, 1, 0, 0, 0],
[0, 0, 0, l, m, 0],
[0, 0, 0, -m, l, 0],
[0, 0, 0, 0, 0, 1]]
self.transform_matrix = np.matrix(matrix, dtype=float)
def calc_k_matrix(self):
ael = self.A * self.E / self.length
eil3 = self.E * self.I / (self.length ** 3)
eil2 = self.E * self.I / (self.length ** 2)
eil = self.E * self.I / self.length
k = [[ael, 0, 0, -ael, 0, 0],
[0, 12 * eil3, 6 * eil2, 0, -12 * eil3, 6 * eil2],
[0, 6 * eil2, 4 * eil, 0, -6 * eil2, 2 * eil],
[-ael, 0, 0, ael, 0, 0],
[0, -12 * eil3, -6 * eil2, 0, 12 * eil3, -6 * eil2],
[0, 6 * eil2, 2 * eil, 0, -6 * eil2, 4 * eil]]
self.k_matrix = np.matrix(k, dtype=float)
def calculate_FER(self):
def get_angle(f, m):
ang = f - m
if ang < 0:
ang += 360
return ang
def transform_force(fy, fx):
ang = np.degrees(np.arctan2(fx, fy))
if ang < 0:
ang += 360
f = np.sqrt(fx**2 + fy **2)
ang += self.angle
ang = np.radians(ang)
x, y = f * np.sin(ang), f * np.cos(ang)
return x, y
rax = 0
ray = 0
rbx = 0
rby = 0
ma = 0
mb = 0
# 0 1 2
# point_forces.append([forces_df.iloc[i]['perp'], forces_df.iloc[i]['loc'], forces_df.iloc[i]['angle']])
for force in self.point_forces:
a, b = force.loc, self.length - force.loc
f_angle = math.radians(get_angle(force.angle, self.angle))
rax += force.mag * math.cos(f_angle) * b / self.length
rbx += force.mag * math.cos(f_angle) * a / self.length
ray += force.mag * math.sin(f_angle) * b / self.length
rby += force.mag * math.sin(f_angle) * a / self.length
ma += force.mag* math.sin(f_angle) * a * (b ** 2) / self.length ** 2
mb += force.mag* math.sin(f_angle) * a ** 2 * b * -1 / self.length ** 2
ray += (ma + mb) / self.length
rby -= (ma + mb) / self.length
#All Distributed Loads in one array
DLs = self.udl + self.uvl
for force in DLs:
a = force.a_distance
b = force.b_distance
c = self.length - a - b
s1 = a
s2 = b
s3 = c
w1 = 0
w2 = 0
w1 = force.start_mag
w2 = force.end_mag
f_angle = math.radians(get_angle(force.angle, self.angle))
ray += (1/20) * w2 * math.sin(f_angle) * s2 * ((3*s2**3 + 5*s2**2*s1 + 10*s3**3 + 30*s3**2*s2 + 30*s3**2*s1 + 15*s2**2*s3 + 20*s3*s2*s1) / ((s1+s2+s3)**3)) + (1/20) * (w1 * math.sin(f_angle) *s2) * ((7*s2**3 + 15*s2**2*s1 + 10*s3**3 + 30*s3**2*s2 + 30*s3**2*s1 + 25*s2**2*s3+40*s3*s2*s1) / (s3+s2+s1)**3)
rby += (1/20) * w1 * math.sin(f_angle) * s2 * ((3*s2**3 + 5*s2**2*s3 + 10*s1**3 + 30*s1**2*s2 + 30*s1**2*s3 + 15*s2**2*s1 + 20*s1*s2*s3) / ((s1+s2+s3)**3)) + (1/20) * (w2 * math.sin(f_angle) * s2) * ((7*s2**3 + 15*s2**2*s3 + 10*s1**3 + 30*s1**2*s2 + 30*s1**2*s3 + 25*s2**2*s1 + 40*s1*s2*s3) / (s3+s2+s1)**3)
rax += (1/20) * w2 * math.cos(f_angle) * s2 * ((3*s2**3 + 5*s2**2*s1 + 10*s3**3 + 30*s3**2*s2 + 30*s3**2*s1 + 15*s2**2*s3 + 20*s3*s2*s1) / ((s1+s2+s3)**3)) + (1/20) * (w1 * math.cos(f_angle) *s2) * ((7*s2**3 + 15*s2**2*s1 + 10*s3**3 + 30*s3**2*s2 + 30*s3**2*s1 + 25*s2**2*s3+40*s3*s2*s1) / (s3+s2+s1)**3)
rbx += (1/20) * w1 * math.cos(f_angle) * s2 * ((3*s2**3 + 5*s2**2*s3 + 10*s1**3 + 30*s1**2*s2 + 30*s1**2*s3 + 15*s2**2*s1 + 20*s1*s2*s3) / ((s1+s2+s3)**3)) + (1/20) * (w2 * math.cos(f_angle) * s2) * ((7*s2**3 + 15*s2**2*s3 + 10*s1**3 + 30*s1**2*s2 + 30*s1**2*s3 + 25*s2**2*s1 + 40*s1*s2*s3) / (s3+s2+s1)**3)
ma += (1/60) * w1 * math.sin(f_angle) * s2 * ((3*s2**3 + 15*s2**2*s1 + 10*s3**2*s2 + 30*s3**2*s1 + 10*s2**2*s3 + 40*s3*s2*s1) / (s1+s2+s3)**2) + (1/60) * w2 * math.sin(f_angle) * s2 * ((2*s2**3 + 5*s2**2*s1 + 20*s3**2*s2 + 30*s3**2*s1 + 10*s2**2*s3 + 20*s2*s3*s1) / (s3+s2+s1)**2)
mb += (-1/60) * w2 * math.sin(f_angle) * s2 * ((3*s2**3 + 15*s2**2*s3 + 10*s1**2*s2 +30*s1**2*s3 + 10*s2**2*s1 + 40*s2*s1*s3) / (s1+s2+s3)**2) + (-1/60) * w1 * math.sin(f_angle) * s2 * ((2*s2**3 + 5*s2**2*s3 + 20*s1**2*s2 + 30*s1**2*s3 + 10*s2**2*s1 + 20*s1*s2*s3) / (s1+s2+s3)**2)
for force in self.moment:
M = force.magnitude
L = self.length
a = force.loc
b = L - a
ray += -1 * (6 * a * b * M) / L**3
rby += -1 * (-6 * a * b * M) / L**3
ma += -1 * (M * b / L**2) * (2 * a - b)
mb += -1 * (M * a / L**2) * (2 * b - a)
rax, ray = transform_force(ray, rax)
rbx, rby = transform_force(rby, rbx)
self.FER = np.array([rax, ray, ma, rbx, rby, mb], dtype=float)
def display_id(self, screen):
# Create a font
font = pygame.font.Font(None, 20)
# Render the text
text_surface = font.render(f"{self.id}", True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midright = (self.mid)
# Draw the text
screen.blit(text_surface, text_rect)
def draw(self, screen):
pygame.draw.line(screen, self.color, self.start_node.screen, self.end_node.screen, 2)
if len(self.point_forces) > 0:
for force in self.point_forces:
force.draw(screen)
if len(self.udl) > 0:
for force in self.udl:
force.draw(screen, GLOBAL_SCALE)
if len(self.uvl) > 0:
for force in self.uvl:
force.draw(screen, GLOBAL_SCALE)
if len(self.moment) > 0:
for moment in self.moment:
moment.draw_arc(screen)
def s2g(screen_pos):
# Convert screen coordinates to global coordinates
x, y = screen_pos
global_x = (x - GLOBAL_CENTER[0]) / GLOBAL_SCALE
global_y = ((y - GLOBAL_CENTER[1]) / GLOBAL_SCALE) * -1
return global_x, global_y
def snap_to_existing_nodes(mouse_pos):
global node_no
for node in nodes:
start_x, start_y = node.screen
# Check if the mouse cursor is within SNAP_RADIUS pixels of any endpoint
if math.sqrt((mouse_pos[0] - start_x) ** 2 + ((mouse_pos[1]) - start_y) ** 2) <= SNAP_RADIUS:
return node, True
# If no snapping occurred, return the original mouse position
a = Node(node_no, mouse_pos)
nodes.append(a)
node_no += 1
return a, False
def snap_to_existing_nodes_for_support(mouse_pos):
for node in nodes:
start_x, start_y = node.screen
# Check if the mouse cursor is within SNAP_RADIUS pixels of any endpoint
if math.sqrt((mouse_pos[0] - start_x) ** 2 + ((mouse_pos[1]) - start_y) ** 2) <= SNAP_RADIUS:
return node, True
# If no snapping occurred, return the original mouse position
return mouse_pos, False
def calculate_length_and_angle(start, end):
dx = end[0] - start[0]
dy = end[1] - start[1]
length = math.sqrt(dx ** 2 + dy ** 2)
angle = math.degrees(math.atan2(dy, dx))
return length, angle
def snap_to_45_degree_angle(start, end):
# Calculate the length and angle from the start to end points
length, angle = calculate_length_and_angle(start, end)
# Calculate the nearest multiple of 45 degrees
snapped_angle = round(angle / ANGLE_INCREMENT) * ANGLE_INCREMENT
# Convert the snapped angle back to radians
snapped_angle_rad = math.radians(snapped_angle)
# Calculate the new end point based on the snapped angle
new_dx = length * math.cos(snapped_angle_rad)
new_dy = length * math.sin(snapped_angle_rad)
snapped_end = (start[0] + new_dx, start[1] + new_dy)
return snapped_end
def change_coordinates(pos):
new_pos = (pos[0], HEIGHT - pos[1])
return new_pos
def round_coordinates(pos):
return (round(pos[0], 3), round(pos[1], 3))
def edit_members(active, _members):
global members
global active_member
active_member = active
members = _members
# Create a new tkinter window each time Enter is pressed
root = tk.Tk()
root.title(f"Modify Member {active_member.id}")
change_A = BooleanVar()
change_A.set(False)
change_E = BooleanVar()
change_E.set(False)
change_I = BooleanVar()
change_I.set(False)
label1 = tk.Label(root, text="Length:")
label1.grid(row=0, column=0)
entry1 = Entry(root)
entry1.insert(0, f"{active_member.length}")
entry1.grid(row=0, column=1)
unit1 = tk.Label(root, text="Feet")
unit1.grid(row=0, column=2)
label2 = tk.Label(root, text="Angle:")
label2.grid(row=1, column=0)
entry2 = Entry(root)
entry2.insert(0, f"{active_member.angle}")
entry2.grid(row=1, column=1)
unit2 = tk.Label(root, text="Degree")
unit2.grid(row=1, column=2)
label3 = tk.Label(root, text="Section Area:")
label3.grid(row=2, column=0)
entry3 = Entry(root)
entry3.insert(0, f"{active_member.A}")
entry3.grid(row=2, column=1)
unit3 = tk.Label(root, text="in²")
unit3.grid(row=2, column=2)
checkbox_A = Checkbutton(root, text="Change All Members Area", variable=change_A)
checkbox_A.grid(row=3, columnspan=3)
label4 = tk.Label(root, text="Mod of Elasticity:")
label4.grid(row=4, column=0)
entry4 = Entry(root)
entry4.insert(0, f"{active_member.E}")
entry4.grid(row=4, column=1)
checkbox_E = Checkbutton(root, text="Change All Members E", variable=change_E)
checkbox_E.grid(row=5, columnspan=3)
label5 = tk.Label(root, text="Moment of Inertia:")
label5.grid(row=6, column=0)
entry5 = Entry(root)
entry5.insert(0, f"{active_member.I}")
entry5.grid(row=6, column=1)
checkbox_I = Checkbutton(root, text="Change All Members I", variable=change_I)
checkbox_I.grid(row=7, columnspan=3)
def update_length():
global active_member
new_length = entry1.get()
new_angle = entry2.get()
new_A = entry3.get()
new_E = entry4.get()
new_I = entry5.get()
__length = float(new_length)
__angle = float(new_angle)
area = float(new_A)
elas = float(new_E)
iner = float(new_I)
def get_new_point(startNode, _length, angle):
start = startNode.screen
start_x, start_y = start
end_x = start_x + GLOBAL_SCALE * _length * math.cos(math.radians(angle))
end_y = start_y - GLOBAL_SCALE * _length * math.sin(math.radians(angle))
end_screen = (end_x, end_y)
end_global = s2g(end_screen)
return end_screen, end_global
old_length = active_member.length
active_member.length = __length
active_member.angle = __angle
end_screen, end_global = get_new_point(active_member.start_node, active_member.length, active_member.angle)
snapped = False
for node in nodes:
if node != active_member.end_node:
start_x, start_y = node.screen
if math.sqrt((end_screen[0] - start_x) ** 2 + ((end_screen[1]) - start_y) ** 2) <= SNAP_RADIUS:
active_member.end_node.screen = node.screen
active_member.end_node.point = node.point
snapped = True
if not snapped:
active_member.end_node.screen = end_screen
active_member.end_node.point = end_global
[member.calculate_length_and_angle() for member in members if member != active_member]
[member.calculate_mid() for member in members]
adjusted = False
for force in active_member.point_forces:
ratio = force.loc / old_length
force.loc = ratio * active_member.length
force.screen = calculate_force_point(active_member.start_node.screen, active_member.angle, force.loc)
adjusted = True
dist_loads = active_member.udl + active_member.uvl
for force in dist_loads:
force.a_distance = (force.a_distance / old_length) * active_member.length
force.b_distance = (force.b_distance / old_length) * active_member.length
adjusted = True
if adjusted:
messagebox.showinfo("Info", "Forces me da zarry lenght-to-force location ratio pa hisab adjust krral.")
if change_A.get():
[member.update_A(area) for member in members]
else:
active_member.update_A(area)
if change_E.get():
[member.update_E(elas) for member in members]
else:
active_member.update_E(elas)
if change_I.get():
[member.update_I(iner) for member in members]
else:
active_member.I = iner
# except ValueError:
# pass
root.destroy() # Close the tkinter window
button = Button(root, text="Update Member", command=update_length)
button.grid(row=8, column=1)
root.mainloop() # Start the tkinter mainloop for this window
def add_point_forces(active, _members):
global members, active_member, first_run, active_force
active_member = active
active_force = None
members = _members
def on_dropdown_change(event):
update_text()
update_blur()
def on_entry_change(event):
try:
float(mag_text_var.get())
float(angle_text_var.get())
float(loc_text_var.get())
button.config(state="normal")
except ValueError:
button.config(state="disabled")
def update_blur():
selected_option = dropdown_var.get()
if selected_option == "Add New Force":
delete_button.config(state="disabled")
else:
delete_button.config(state="normal")
# Create the main window
root = tk.Tk()
root.title("Force Selector")
options = ["Add New Force"]
for force in active_member.point_forces:
options.append(f"Edit Force no {force.no}")
# Create a StringVar to store the selected option
dropdown_var = tk.StringVar()
# Create the dropdown menu with more options
dropdown = ttk.Combobox(root, textvariable=dropdown_var, values=options, state="readonly")
dropdown.grid(row=0, column=1)
dropdown.set("Add New Force") # Set the default selected value
# Bind the dropdown to a function that gets called when the selection changes
dropdown.bind("<<ComboboxSelected>>", on_dropdown_change)
#String Vars
mag_text_var = tk.StringVar(root)
angle_text_var = tk.StringVar(root)
loc_text_var = tk.StringVar(root)
entry1 = tk.Entry(root, textvariable=mag_text_var, state="normal", width=20)
entry2 = tk.Entry(root, textvariable=angle_text_var, state="normal", width=20)
entry3 = tk.Entry(root, textvariable=loc_text_var, state="normal", width=20)
# Bind the entry to a function that gets called when its content changes
entry1.bind("<KeyRelease>", on_entry_change)
entry2.bind("<KeyRelease>", on_entry_change)
entry3.bind("<KeyRelease>", on_entry_change)
label1 = tk.Label(root, text="Magnitude:")
label1.grid(row=1, column=0)
entry1.grid(row=1, column=1)
unit1 = tk.Label(root, text="N")
unit1.grid(row=1, column=2)
label2 = tk.Label(root, text="Angle:")
label2.grid(row=2, column=0)
entry2.grid(row=2, column=1)
unit2 = tk.Label(root, text="Degree")
unit2.grid(row=2, column=2)
label3 = tk.Label(root, text="Distance from Point A:")
label3.grid(row=3, column=0)
entry3.grid(row=3, column=1)
unit3 = tk.Label(root, text="Feet")
unit3.grid(row=3, column=2)
def update_text():
global first_run, active_force
selected_option = dropdown_var.get()
if selected_option == "Add New Force":
active_force = None
mag_text_var.set(f"")
angle_text_var.set(f"")
loc_text_var.set(f"")
else:
active_force = active_member.point_forces[int(selected_option.split(" ")[-1])-1]
mag_text_var.set(f"{active_force.mag}")
angle_text_var.set(f"{active_force.angle}")
loc_text_var.set(f"{active_force.loc}")
# Initial text update
update_text()
def delete_force():
global active_member
selected_option = dropdown.get()
if selected_option != "Add New Force":
active_force = active_member.point_forces[int(selected_option.split(" ")[-1])-1]
active_member.point_forces.remove(active_force)
active_member.draw(screen)
root.destroy()
def update_force():
global active_member
_magnitude = entry1.get()
_angle = entry2.get()
_distFromA = entry3.get()
try:
magnitude = round(float(_magnitude),3)
angle = round(float(_angle),3)
distFromA = round(float(_distFromA),3)
if distFromA > active_member.length:
distFromA = active_member.length
messagebox.showinfo("Error", "Ta che kam Location raku da aghy pa hisab sta da force da member na bahar rauzi, za ye darta pa gut ke lagom, bya ye pakhpala edit kawa. Merabani.")
if distFromA < 0:
messagebox.showinfo("Error", "Marra da ta us sa ky. Distance negative sanga kedyshi. Da uss sahi ka. Merabani.")
return
if active_force == None:
no = len(active_member.point_forces)+1
point_Of_Force = calculate_force_point(active_member.start_node.screen, active_member.angle, distFromA)
active_member.point_forces.append(loads.Point_Force(no, active_member.start_node, angle, distFromA, magnitude, point_Of_Force))
active_member.calculate_FER()
else:
active_force.mag = magnitude
active_force.angle = angle
active_force.loc = distFromA
active_force.screen = calculate_force_point(active_member.start_node.screen, active_member.angle, distFromA)
except ValueError:
pass
root.destroy() # Close the tkinter window
#Add Force Button
button = Button(root, text="Add Force", command=update_force, state="disabled")
button.grid(row=6, column=0)
# Create a delete_button
delete_button = tk.Button(root, text="Delete Force", command=delete_force)
delete_button.grid(row=6, column=1)
# Update the delete_button state initially
update_blur()
root.mainloop() # Start the tkinter mainloop for this window
def calculate_force_point(start, angle, dist):
x, y = start
x += dist * math.cos(math.radians(angle)) * GLOBAL_SCALE
y -= dist * math.sin(math.radians(angle)) * GLOBAL_SCALE
return (x, y)
def pre_def2():
global nodes, GLOBAL_CENTER
GLOBAL_CENTER = (400, 400)
node1 = (400, 400)
node2 = (400, 300)
node3 = (400, 200)
node4 = (500, 200)
node5 = (600, 200)
node6 = (600, 300)
node7 = (600, 400)
nodes = [Node(1, node1), Node(2, node2), Node(3, node3), Node(4, node4), Node(5, node5), Node(6, node6), Node(7, node7)]
members = [Member(1, nodes[0], nodes[1], YELLOW), Member(2, nodes[1], nodes[2], YELLOW), Member(3, nodes[2], nodes[3], YELLOW), Member(4, nodes[3], nodes[4], YELLOW), Member(5, nodes[4], nodes[5], YELLOW), Member(6, nodes[5], nodes[6], YELLOW)]
for member in members:
member.update_I(0.0833)
member.update_E(2E11)
member.update_A(1)
members[0].start_node.support = "Fix"
members[0].start_node.Fx = "Rx"
members[0].start_node.Fy = "Ry"
members[0].start_node.Mu = "Mu"
members[-1].end_node.support = "Fix"
members[-1].end_node.Fx = "Rx"
members[-1].end_node.Fy = "Ry"
members[-1].end_node.Mu = "Mu"
# members[1].uvl.append(loads.Dist_Load(1, 'uvl', 10, 5, 270, 4, 10, members[1]))
point_Of_Force = calculate_force_point(members[2].start_node.screen, members[2].angle, 0)
members[2].point_forces.append(loads.Point_Force(1, members[2].start_node, 270, 0, 50, point_Of_Force))
return members
def pre_def():
global nodes, GLOBAL_CENTER
node1 = (400, 400)
node2 = (400, 200)
node3 = (600, 200)
node4 = (600, 400)
GLOBAL_CENTER = (400, 400)
nodes = [Node(1, node1), Node(2, node2), Node(3, node3), Node(4, node4)]
members = [Member(1, nodes[0], nodes[1], YELLOW), Member(2, nodes[1], nodes[2], YELLOW), Member(3, nodes[2], nodes[3], YELLOW)]
for member in members:
member.update_I(0.0833)
member.update_E(2E11)
member.update_A(1)
members[0].start_node.support = "Fix"
members[0].start_node.Fx = "Rx"
members[0].start_node.Fy = "Ry"
members[0].start_node.Mu = "Mu"
members[2].end_node.support = "Fix"
members[2].end_node.Fx = "Rx"
members[2].end_node.Fy = "Ry"
members[2].end_node.Mu = "Mu"
# members[1].uvl.append(loads.Dist_Load(1, 'uvl', 10, 5, 270, 4, 10, members[1]))
point_Of_Force = calculate_force_point(members[1].start_node.screen, members[1].angle, 0)
members[1].point_forces.append(loads.Point_Force(1, members[1].start_node, 270, 0, 50, point_Of_Force))
return members
def make_buttons(button_text, sub_button_texts):
main_buttons = []
start_x = 270
start_y = 5
width = 70
height = 25
x_increment = width + 0
y_increment = height + 2
for i in range(len(button_text)):
main_buttons.append(buttons.Main_Button(button_text[i], start_x, start_y))
y = start_y + y_increment
for k in sub_button_texts[i]:
main_buttons[i].sub_buttons.append(buttons.Sub_Button(k, start_x, y, start_y, main_buttons[i]))
y += y_increment
start_x += x_increment
return main_buttons
def check_definite(support_string_arr):
definite = False
if "Fix" in support_string_arr:
definite = True
return definite
if support_string_arr.count("Pin") > 0 and support_string_arr.count("Roller") > 0:
definite = True
return True
if support_string_arr.count("Pin") > 1:
definite = True
return definite
return definite
def add_udl(active, _members):
global members, active_member, first_run, active_force
active_member = active
members = _members
def on_dropdown_change(event):
update_text()
update_blur()
def on_entry_change(event):
try:
float(mag_text_var.get())
float(angle_text_var.get())
float(a_text_var.get())
float(b_text_var.get())
button.config(state="normal")
except ValueError:
button.config(state="disabled")
def update_blur():
selected_option = dropdown_var.get()
if selected_option == "Add New UDL":
delete_button.config(state="disabled")
else:
delete_button.config(state="normal")
# Create a new tkinter window each time Enter is pressed
root = tk.Tk()
root.title(f"Add/Edit UDL to Member {active_member.id}")
options = ["Add New UDL"]
for force in active_member.udl:
options.append(f"Edit UDL no {force.no}")
# Create a StringVar to store the selected option
dropdown_var = tk.StringVar(root)
# Create the dropdown menu with more options
dropdown = ttk.Combobox(root, textvariable=dropdown_var, values=options, state="readonly")
dropdown.grid(row=0, column=1)
dropdown.set("Add New UDL") # Set the default selected value
# Bind the dropdown to a function that gets called when the selection changes
dropdown.bind("<<ComboboxSelected>>", on_dropdown_change)
#String Vars
mag_text_var = tk.StringVar(root)
angle_text_var = tk.StringVar(root)
a_text_var = tk.StringVar(root)
b_text_var = tk.StringVar(root)
# Define the Entries
entry1 = tk.Entry(root, textvariable=mag_text_var, state="normal", width=20)
entry2 = tk.Entry(root, textvariable=angle_text_var, state="normal", width=20)
entry3 = tk.Entry(root, textvariable=a_text_var, state="normal", width=20)
entry4 = tk.Entry(root, textvariable=b_text_var, state="normal", width=20)
# Bind the entry to a function that gets called when its content changes
entry1.bind("<KeyRelease>", on_entry_change)
entry2.bind("<KeyRelease>", on_entry_change)
entry3.bind("<KeyRelease>", on_entry_change)
entry4.bind("<KeyRelease>", on_entry_change)
#Magnitude Setting
label1 = tk.Label(root, text="Magnitude:")
label1.grid(row=1, column=0)
entry1.grid(row=1, column=1)
unit1 = tk.Label(root, text="N/ft")
unit1.grid(row=1, column=2)
#Direction setting
label2 = tk.Label(root, text="Angle:")
label2.grid(row=2, column=0)
entry2.grid(row=2, column=1)
unit2 = tk.Label(root, text="Degree")
unit2.grid(row=2, column=2)
# a Distance
label3 = tk.Label(root, text="Dist from Point A:")
label3.grid(row=3, column=0)
entry3.grid(row=3, column=1)
unit3 = tk.Label(root, text="Feet")
unit3.grid(row=3, column=2)
# b Distance
label4 = tk.Label(root, text="Length of UDL:")
label4.grid(row=4, column=0)
entry4.grid(row=4, column=1)
unit4 = tk.Label(root, text="Feet")
unit4.grid(row=4, column=2)
def update_udl():
global active_member
_magnitude = entry1.get()
_angle = entry2.get()
a_text = entry3.get()
b_text = entry4.get()
try:
magnitude = round(float(_magnitude),3)
angle = round(float(_angle),3)
a = round(float(a_text),3)
b = round(float(b_text),3)
if a > active_member.length:
messagebox.showinfo("Error", "Ta che kam start Location raku um agha da member na bahar razi, merabani uka sam ye ka.")
return
if a+b > active_member.length:
b = active_member.length-a
messagebox.showinfo("Error", "Ta che kam start ao end Location raku da aghy pa hisab khu da force member na bahar khatmegi, za ye darta pa member khatmom. Merabani.")
if a < 0 or b < 0:
messagebox.showinfo("Error", "Marra da ta us sa ky. Distance negative sanga kedyshi. Da uss sahi ka. Merabani.")
return
if active_force == None:
no = len(active_member.udl)+1
active_member.udl.append(loads.Dist_Load(no, 'udl', magnitude, magnitude, angle, a, b, active_member))
active_member.calculate_FER()
else:
active_force.start_mag = magnitude
active_force.end_mag = magnitude
active_force.angle = angle
active_force.a_distance = a
active_force.b_distance = b
except ValueError:
pass
root.destroy() # Close the tkinter window
def update_text():
global first_run, active_force
selected_option = dropdown.get()
if selected_option == "Add New UDL":
active_force = None
mag_text_var.set(f"")
angle_text_var.set(f"")
a_text_var.set(f"")
b_text_var.set(f"")
else:
active_force = active_member.udl[int(selected_option.split(" ")[-1])-1]
mag_text_var.set(f"{active_force.start_mag}")
angle_text_var.set(f"{active_force.angle}")
a_text_var.set(f"{active_force.a_distance}")
b_text_var.set(f"{active_force.b_distance}")
# Initial text update
update_text()
def delete_force():
global active_member
selected_option = dropdown.get()
if selected_option != "Add New UDL":
active_force = active_member.udl[int(selected_option.split(" ")[-1])-1]
active_member.udl.remove(active_force)
active_member.draw(screen)
root.destroy()
#Add Button Setting
button = Button(root, text="Add UDL", command=update_udl, state="disabled")
button.grid(row=5, column=0)
#Delete Button Setting
delete_button = Button(root, text="Delete UDL", command=delete_force)
delete_button.grid(row=5, column=1)
update_blur()
root.mainloop()
# return
def add_uvl(active, _members):
global members, active_member, first_run, active_force
active_member = active
members = _members
def on_dropdown_change(event):
update_text()
update_blur()
def on_entry_change(event):
try:
float(start_mag_text_var.get())
float(end_mag_text_var.get())
float(angle_text_var.get())
float(a_text_var.get())
float(b_text_var.get())
button.config(state="normal")
except ValueError:
button.config(state="disabled")
def update_blur():
selected_option = dropdown_var.get()
if selected_option == "Add New UVL":
delete_button.config(state="disabled")
else:
delete_button.config(state="normal")
# Create a new tkinter window each time Enter is pressed
root = tk.Tk()
root.title(f"Add/Edit UVL to Member {active_member.id}")
options = ["Add New UVL"]
for force in active_member.udl:
options.append(f"Edit UVL no {force.no}")
# Create a StringVar to store the selected option
dropdown_var = tk.StringVar(root)
# Create the dropdown menu with more options
dropdown = ttk.Combobox(root, textvariable=dropdown_var, values=options, state="readonly")
dropdown.grid(row=0, column=1)
dropdown.set(options[0]) # Set the default selected value
# Bind the dropdown to a function that gets called when the selection changes
dropdown.bind("<<ComboboxSelected>>", on_dropdown_change)
#String Vars
start_mag_text_var = tk.StringVar(root)
end_mag_text_var = tk.StringVar(root)
angle_text_var = tk.StringVar(root)
a_text_var = tk.StringVar(root)
b_text_var = tk.StringVar(root)
# Define the Entries
entry1 = tk.Entry(root, textvariable=start_mag_text_var, state="normal", width=20)
entry2 = tk.Entry(root, textvariable=end_mag_text_var, state="normal", width=20)
entry3 = tk.Entry(root, textvariable=angle_text_var, state="normal", width=20)
entry4 = tk.Entry(root, textvariable=a_text_var, state="normal", width=20)
entry5 = tk.Entry(root, textvariable=b_text_var, state="normal", width=20)
# Bind the entry to a function that gets called when its content changes
entry1.bind("<KeyRelease>", on_entry_change)
entry2.bind("<KeyRelease>", on_entry_change)
entry3.bind("<KeyRelease>", on_entry_change)
entry4.bind("<KeyRelease>", on_entry_change)
entry5.bind("<KeyRelease>", on_entry_change)
# Start Magnitude Setting
label1 = tk.Label(root, text="Start Magnitude:")
label1.grid(row=1, column=0)
entry1.grid(row=1, column=1)
unit1 = tk.Label(root, text="N/ft")