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#include "Load.h"
Load::Load() : Shunt() {}
Load::Load(wxString name) : Shunt() { m_electricalData.name = name; }
Load::~Load() {}
bool Load::AddParent(Element* parent, wxPoint2DDouble position)
{
if(parent) {
m_parentList.push_back(parent);
wxPoint2DDouble parentPt =
parent->RotateAtPosition(position, -parent->GetAngle()); // Rotate click to horizontal position.
parentPt.m_y = parent->GetPosition().m_y; // Centralize on bus.
parentPt = parent->RotateAtPosition(parentPt, parent->GetAngle()); // Rotate back.
m_position = parentPt + wxPoint2DDouble(0.0, 100.0); // Shifts the position to the down of the bus.
m_width = m_height = 20.0;
m_rect = wxRect2DDouble(m_position.m_x - 10.0, m_position.m_y - 10.0, m_width, m_height);
m_pointList.push_back(parentPt);
m_pointList.push_back(GetSwitchPoint(parent, parentPt, m_position));
m_pointList.push_back(m_position + wxPoint2DDouble(0.0, -20.0));
m_pointList.push_back(m_position + wxPoint2DDouble(0.0, -10.0));
m_triangPts.push_back(wxPoint2DDouble(-m_width / 2.0, -m_height / 2.0));
m_triangPts.push_back(wxPoint2DDouble(m_width / 2.0, -m_height / 2.0));
m_triangPts.push_back(wxPoint2DDouble(0.0, m_height / 2.0));
m_inserted = true;
wxRect2DDouble genRect(0, 0, 0, 0);
m_switchRect.push_back(genRect); // Push a general rectangle.
UpdateSwitches();
m_pfDirection = PF_TO_ELEMENT;
UpdatePowerFlowArrowsPosition();
return true;
}
return false;
}
void Load::Draw(wxPoint2DDouble translation, double scale) const
{
if(m_inserted) {
// Draw Selection (layer 1).
if(m_selected) {
glLineWidth(1.5 + m_borderSize * 2.0);
glColor4d(0.0, 0.5, 1.0, 0.5);
std::vector<wxPoint2DDouble> selTriangPts;
selTriangPts.push_back(m_triangPts[0] + m_position +
wxPoint2DDouble(-m_borderSize / scale, -m_borderSize / scale));
selTriangPts.push_back(m_triangPts[1] + m_position +
wxPoint2DDouble(m_borderSize / scale, -m_borderSize / scale));
selTriangPts.push_back(m_triangPts[2] + m_position + wxPoint2DDouble(0.0, m_borderSize / scale));
glPushMatrix();
glTranslated(m_position.m_x, m_position.m_y, 0.0);
glRotated(m_angle, 0.0, 0.0, 1.0);
glTranslated(-m_position.m_x, -m_position.m_y, 0.0);
DrawTriangle(selTriangPts);
glPopMatrix();
DrawLine(m_pointList);
// Draw node selection.
DrawCircle(m_pointList[0], 5.0 + m_borderSize / scale, 10, GL_POLYGON);
}
// Draw Load (layer 2).
glLineWidth(1.5);
// Draw node.
glColor4d(0.2, 0.2, 0.2, 1.0);
DrawCircle(m_pointList[0], 5.0, 10, GL_POLYGON);
DrawLine(m_pointList);
DrawSwitches();
DrawPowerFlowPts();
std::vector<wxPoint2DDouble> triangPts;
for(int i = 0; i < 3; i++) {
triangPts.push_back(m_triangPts[i] + m_position);
}
glPushMatrix();
glTranslated(m_position.m_x, m_position.m_y, 0.0);
glRotated(m_angle, 0.0, 0.0, 1.0);
glTranslated(-m_position.m_x, -m_position.m_y, 0.0);
glColor4d(0.2, 0.2, 0.2, 1.0);
DrawTriangle(triangPts);
glPopMatrix();
}
}
void Load::Rotate(bool clockwise)
{
double rotAngle = m_rotationAngle;
if(!clockwise) rotAngle = -m_rotationAngle;
m_angle += rotAngle;
if(m_angle >= 360 || m_angle <= -360) m_angle = 0.0;
m_pointList[2] = RotateAtPosition(m_pointList[2], rotAngle);
m_pointList[3] = RotateAtPosition(m_pointList[3], rotAngle);
UpdateSwitchesPosition();
UpdatePowerFlowArrowsPosition();
}
bool Load::GetContextMenu(wxMenu& menu)
{
menu.Append(ID_EDIT_LOAD, _("Edit Load"));
GeneralMenuItens(menu);
return true;
}
bool Load::ShowForm(wxWindow* parent, Element* element)
{
LoadForm* loadForm = new LoadForm(parent, this);
if(loadForm->ShowModal() == wxID_OK) {
loadForm->Destroy();
return true;
}
loadForm->Destroy();
return false;
}
LoadElectricalData Load::GetPUElectricalData(double systemPowerBase)
{
LoadElectricalData data = m_electricalData;
switch(data.activePowerUnit) {
case UNIT_W: {
data.activePower = data.activePower / systemPowerBase;
data.activePowerUnit = UNIT_PU;
} break;
case UNIT_kW: {
data.activePower = (data.activePower * 1e3) / systemPowerBase;
data.activePowerUnit = UNIT_PU;
} break;
case UNIT_MW: {
data.activePower = (data.activePower * 1e6) / systemPowerBase;
data.activePowerUnit = UNIT_PU;
} break;
default:
break;
}
switch(data.reactivePowerUnit) {
case UNIT_VAr: {
data.reactivePower = data.reactivePower / systemPowerBase;
data.reactivePowerUnit = UNIT_PU;
} break;
case UNIT_kVAr: {
data.reactivePower = (data.reactivePower * 1e3) / systemPowerBase;
data.reactivePowerUnit = UNIT_PU;
} break;
case UNIT_MVAr: {
data.reactivePower = (data.reactivePower * 1e6) / systemPowerBase;
data.reactivePowerUnit = UNIT_PU;
} break;
default:
break;
}
return data;
}
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