Canguro.Analysis.LineDeformationCalculator.addUniformForceDeflection C# (CSharp) Метод

addUniformForceDeflection() приватный Метод

private addUniformForceDeflection ( LineLoad load, float x, float lineLength, float &angle, float a, float b, float c, float W, float w, float RA, float c1, float c3, float c5, float c6 ) : float
load LineLoad
x float
lineLength float
angle float
a float
b float
c float
W float
w float
RA float
c1 float
c3 float
c5 float
c6 float
Результат float
        private float addUniformForceDeflection(LineLoad load, float x, float lineLength, ref float angle, float a, float b, float c, float W, float w, float RA, float c1, float c3, float c5, float c6)
        {
            float flecha = 0.0f;

            if (x < a)
            {
                flecha = RA * (float)Math.Pow(x, 3) / 6.0f + c1 * x;
                angle = RA * x * x / 2f + c1;
            }
            else if (x >= a && x <= a + b)
            {
                flecha = RA * (float)Math.Pow(x, 3) / 6.0f - w * (float)Math.Pow(x - a, 4) / 24.0f + c3 * x;
                angle = RA * x * x / 2f - w * (float)Math.Pow(x - a, 3) / 6.0f + c3;
            }
            else if (x > a + b)
            {
                flecha = RA * (float)Math.Pow(x, 3) / 6.0f - W * (float)Math.Pow(x - a - b / 2.0f, 3) / 6.0f + c5 * x + c6;
                angle = RA * x * x / 2f - W * (float)Math.Pow(x - a - b / 2.0f, 2) / 2f + c5;
            }

            return flecha;
        }

Same methods

LineDeformationCalculator::addUniformForceDeflection ( LineElement line, float lineLength, DistributedSpanLoad load, float a, float b, float c, float controlPoints, float dirComponent, float scale, float EI ) : void