private PipelineComponent component;
private PointType type;
- private boolean isFixed = true;
- private boolean isRotate = false;
- private boolean isReverse = false;
- private boolean isDeletable = true;
- private boolean isSizeChange = false;
- private boolean isSub = false;
+ private boolean isFixed = true; // In-line: fixed-length Turn: fixed-angle
+ private boolean isRotate = false; // rotates around path leg axis.
+ private boolean isReverse = false; // definition direction can be swapped
+ private boolean isDeletable = true; // can be removed by rules
+ private boolean isSizeChange = false; // changes size of the pipe. The next control point / component is on different PipeRun
+ private boolean isSub = false; // child point
public PipeControlPoint(PipelineComponent component) {
this.component = component;
return isFixed;
}
-
public void setFixed(boolean fixed) {
this.isFixed = fixed;
}
return type == PointType.INLINE;
}
+ /**
+ * True for end components, if control point defines absolute position direction, which rules cannot modify.
+ * This is typical for nozzles.
+ * @return
+ */
public boolean isDirected() {
return isFixed && isEnd();
}
+ /**
+ * True for end components, if control is opposite to directed, and rules can modify position and orientation.
+ * This is typical for caps, and other end components.
+ * @return
+ */
public boolean isNonDirected() {
return !isFixed && isEnd();
}
public boolean isVariableLength() {
return !isFixed && isInline();
}
+
+ /**
+ * Fixed length in-line component is such that piping rules cannot modify the length.
+ * @return
+ */
+ public boolean isFixedLength() {
+ return isFixed && isInline();
+ }
public boolean isVariableAngle() {
return !isFixed && isTurn();
}
+
+ /**
+ * Fixed angle turn component is such that piping rules cannot modify the angle.
+ * @return
+ */
+ public boolean isFixedAngle() {
+ return isFixed && isTurn();
+ }
+
+ /**
+ * Does the turn behave like fixed angle?
+ * For variable angle turns, the turn angle is defined by connected components, and without them, we must handle the component as fixed angle.
+ * @return
+ */
+ public boolean asFixedAngle() {
+ return isTurn() && (isFixed || next == null || previous == null);
+ }
public boolean isBranchEnd() {
return isDeletable && isEnd();
public Vector3d getDirection(Direction direction) {
if (isDirected())
return getDirectedControlPointDirection();
- if (isTurn() && isFixed()) {
+ if (isTurn() && asFixedAngle()) {
if (direction == Direction.NEXT) {
if (previous != null) {
PipeControlPoint pcp = this;
return getDirectedControlPointDirection();
} else {
- if (isVariableAngle())
+ if (isVariableAngle() && !asFixedAngle())
throw new RuntimeException("Cannot calculate path leg direction for unconnected variable angle control point " + this);
if (isInline()) {
PipeControlPoint pcp = this;
Vector3d v = new Vector3d();
v.sub(getWorldPosition(),previous.getWorldPosition());
return v;
- } else if (isTurn() && isFixed() && !_getReversed()) {
+ } else if (isTurn() && asFixedAngle() && !_getReversed()) {
return getDirection(Direction.NEXT);
}
throw new RuntimeException("Missing implementation " + this);
v.negate();
return v;
} else {
- if (isVariableAngle())
+ if (isVariableAngle() && !asFixedAngle())
throw new RuntimeException("Cannot calculate path leg direction for unconnected variable angle control point " + this);
if (isInline()) {
PipeControlPoint pcp = this;
Vector3d v = new Vector3d();
v.sub(getWorldPosition(),next.getWorldPosition());
return v;
- } else if (isTurn() && isFixed() && _getReversed()) {
+ } else if (isTurn() && asFixedAngle() && _getReversed()) {
return getDirection(Direction.PREVIOUS);
}
throw new RuntimeException("Missing implementation " + this);