private addConcentratedMomentDeflection ( |
||
load | ||
x | float | |
lineLength | float | |
angle | float | |
a | float | |
b | float | |
RA | float | |
M | float | |
c1 | float | |
c3 | float | |
c4 | float | |
Résultat | float |
private float addConcentratedMomentDeflection(ConcentratedSpanLoad load, float x, float lineLength, ref float angle, float a, float b, float RA, float M, float c1, float c3, float c4)
{
float flecha = 0.0f;
if (x < a)
{
flecha = -RA * (float)Math.Pow(x, 3) / 6f + c1 * x;
angle = -RA * (float)Math.Pow(x, 2) / 2f + c1;
}
else
{
flecha = -RA * (float)Math.Pow(x, 3) / 6f + M * (float)Math.Pow(x, 2) / 2f + c3 * x + c4;
angle = -RA * (float)Math.Pow(x, 2) / 2f + M * x + c3;
}
return flecha;
}
LineDeformationCalculator::addConcentratedMomentDeflection ( |