186 lines
8.4 KiB
C#
186 lines
8.4 KiB
C#
using LoaderCalculator;
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using LoaderCalculator.Data.Matrix;
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using LoaderCalculator.Data.Ndms;
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using LoaderCalculator.Data.SourceData;
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using StructureHelperCommon.Infrastructures.Enums;
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using StructureHelperCommon.Models.Calculators;
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using StructureHelperCommon.Models.Forces;
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using StructureHelperCommon.Models.Sections;
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using StructureHelperCommon.Models.Shapes;
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using StructureHelperCommon.Services.Calculations;
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using StructureHelperCommon.Services.Forces;
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using StructureHelperCommon.Services.Sections;
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using StructureHelperLogics.NdmCalculations.Buckling;
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using StructureHelperLogics.NdmCalculations.Primitives;
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using StructureHelperLogics.Services.NdmPrimitives;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace StructureHelperLogics.NdmCalculations.Analyses.ByForces
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{
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public class ForceCalculator : IForceCalculator
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{
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public string Name { get; set; }
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public List<LimitStates> LimitStatesList { get; }
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public List<CalcTerms> CalcTermsList { get; }
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public List<IForceCombinationList> ForceCombinationLists { get; }
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public List<INdmPrimitive> Primitives { get; }
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public INdmResult Result { get; private set; }
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public ICompressedMember CompressedMember { get; }
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public IAccuracy Accuracy { get; set; }
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public void Run()
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{
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var checkResult = CheckInputData();
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if (checkResult != "")
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{
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Result = new ForcesResults() { IsValid = false, Desctription = checkResult };
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return;
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}
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else { CalculateResult(); }
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}
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private void CalculateResult()
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{
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var ndmResult = new ForcesResults() { IsValid = true };
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foreach (var combination in ForceCombinationLists)
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{
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foreach (var tuple in combination.DesignForces)
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{
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var limitState = tuple.LimitState;
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var calcTerm = tuple.CalcTerm;
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if (LimitStatesList.Contains(limitState) & CalcTermsList.Contains(calcTerm))
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{
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var ndms = NdmPrimitivesService.GetNdms(Primitives, limitState, calcTerm);
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IPoint2D point2D;
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if (combination.SetInGravityCenter == true)
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{
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var loaderPoint = LoaderCalculator.Logics.Geometry.GeometryOperations.GetGravityCenter(ndms);
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point2D = new Point2D() { X = loaderPoint.CenterX, Y = loaderPoint.CenterY };
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}
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else point2D = combination.ForcePoint;
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var newTuple = ForceTupleService.MoveTupleIntoPoint(tuple.ForceTuple, point2D);
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var result = GetPrimitiveStrainMatrix(ndms, newTuple);
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if (CompressedMember.Buckling == true)
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{
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IForceTuple longTuple;
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if (calcTerm == CalcTerms.LongTerm)
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{
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longTuple = newTuple;
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}
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else
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{
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longTuple = GetLongTuple(combination.DesignForces, limitState);
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}
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var bucklingCalculator = GetBucklingCalculator(CompressedMember, limitState, calcTerm, newTuple, longTuple);
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try
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{
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bucklingCalculator.Run();
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var bucklingResult = bucklingCalculator.Result as IConcreteBucklingResult;
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if (bucklingResult.IsValid != true)
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{
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result.IsValid = false;
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result.Desctription += $"Buckling result:\n{bucklingResult.Desctription}\n";
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}
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newTuple = CalculateBuckling(newTuple, bucklingResult);
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}
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catch (Exception ex)
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{
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result.IsValid = false;
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result.Desctription = $"Buckling error:\n{ex}\n";
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}
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}
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result.DesignForceTuple.LimitState = limitState;
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result.DesignForceTuple.CalcTerm = calcTerm;
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result.DesignForceTuple.ForceTuple = newTuple;
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ndmResult.ForcesResultList.Add(result);
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}
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}
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}
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Result = ndmResult;
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}
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private IForceTuple GetLongTuple(List<IDesignForceTuple> designForces, LimitStates limitState)
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{
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IForceTuple longTuple;
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try
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{
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longTuple = designForces.Where(x => x.LimitState == limitState & x.CalcTerm == CalcTerms.LongTerm).First().ForceTuple;
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}
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catch (Exception)
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{
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longTuple = new ForceTuple();
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}
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return longTuple;
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}
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private IConcreteBucklingCalculator GetBucklingCalculator(ICompressedMember compressedMember, LimitStates limitStates, CalcTerms calcTerms, IForceTuple calcTuple, IForceTuple longTuple)
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{
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IConcreteBucklingOptions options = new ConcreteBucklingOptions()
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{ CompressedMember = compressedMember,
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LimitState = limitStates,
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CalcTerm = calcTerms,
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CalcForceTuple = calcTuple,
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LongTermTuple = longTuple,
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Primitives = Primitives };
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IConcreteBucklingCalculator bucklingCalculator = new ConcreteBucklingCalculator(options, Accuracy);
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return bucklingCalculator;
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}
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private IForceTuple CalculateBuckling(IForceTuple calcTuple, IConcreteBucklingResult bucklingResult)
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{
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var newTuple = calcTuple.Clone() as IForceTuple;
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newTuple.Mx *= bucklingResult.EtaFactorAlongY;
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newTuple.My *= bucklingResult.EtaFactorAlongX;
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return newTuple;
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}
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private string CheckInputData()
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{
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string result = "";
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if (Primitives.Count == 0) { result += "Calculator does not contain any primitives \n"; }
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if (ForceCombinationLists.Count == 0) { result += "Calculator does not contain any forces \n"; }
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if (LimitStatesList.Count == 0) { result += "Calculator does not contain any limit states \n"; }
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if (CalcTermsList.Count == 0) { result += "Calculator does not contain any duration \n"; }
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return result;
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}
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public ForceCalculator()
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{
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ForceCombinationLists = new List<IForceCombinationList>();
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Primitives = new List<INdmPrimitive>();
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CompressedMember = new CompressedMember() { Buckling = false };
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Accuracy = new Accuracy() { IterationAccuracy = 0.001d, MaxIterationCount = 1000 };
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LimitStatesList = new List<LimitStates>() { LimitStates.ULS, LimitStates.SLS };
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CalcTermsList = new List<CalcTerms>() { CalcTerms.ShortTerm, CalcTerms.LongTerm };
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}
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private IForcesTupleResult GetPrimitiveStrainMatrix(IEnumerable<INdm> ndmCollection, IForceTuple tuple)
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{
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IForceTupleInputData inputData = new ForceTupleInputData() { NdmCollection = ndmCollection, Tuple = tuple, Accuracy = Accuracy };
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IForceTupleCalculator calculator = new ForceTupleCalculator(inputData);
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calculator.Run();
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return calculator.Result as IForcesTupleResult;
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}
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public object Clone()
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{
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IForceCalculator target = new ForceCalculator { Name = Name + " copy"};
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target.LimitStatesList.Clear();
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target.LimitStatesList.AddRange(LimitStatesList);
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target.CalcTermsList.Clear();
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target.CalcTermsList.AddRange(CalcTermsList);
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AccuracyService.CopyProperties(Accuracy, target.Accuracy);
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CompressedMemberServices.CopyProperties(CompressedMember, target.CompressedMember);
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target.Primitives.AddRange(Primitives);
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target.ForceCombinationLists.AddRange(ForceCombinationLists);
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return target;
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}
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}
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}
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