Esempio n. 1
0
            private static void InternalSetup(int pin, PinModeEnum mode, PullUpModeEnum?pullUpMode)
            {
                if (mode == PinModeEnum.Input && !pullUpMode.HasValue)
                {
                    throw new Exception("Input must have pull-up configured.");
                }

                if (mode != PinModeEnum.Input && pullUpMode.HasValue)
                {
                    throw new Exception("Only input can have pull-up configured.");
                }

                Unmanaged.Pins.Mode(pin, (int)mode);

                if (pullUpMode.HasValue)
                {
                    Unmanaged.Pins.PullUpSetup(pin, (int)pullUpMode.Value);
                }
            }
Esempio n. 2
0
        /// <summary>
        /// Create a verlet cloth.
        /// </summary>
        /// <param name="world">Verlet world</param>
        /// <param name="topLeftPosition">Top-left position</param>
        /// <param name="pointCount">X/Y point count</param>
        /// <param name="separation">Separation</param>
        /// <param name="pinMode">Pin mode</param>
        /// <param name="tearSensitivityFactor">Distance factor required to break the cloth. Use `-1` to create an unbreakable cloth.</param>
        /// <param name="stiffness">Stiffness of the cloth</param>
        /// <param name="drawPoints">Draw verlet points</param>
        /// <param name="pointRadius">Verlet point radius</param>
        public VerletCloth(VerletWorld world, Vector2 topLeftPosition, Vector2 pointCount, float separation, PinModeEnum pinMode = PinModeEnum.TopCorners, float tearSensitivityFactor = 2, float stiffness = 1, bool drawPoints = false, float pointRadius = 10f)
        {
            points = new List <VerletPoint>();

            for (int j = 0; j < pointCount.y; ++j)
            {
                for (int i = 0; i < pointCount.x; ++i)
                {
                    var position = topLeftPosition + new Vector2(separation * i, separation * j);
                    var point    = world.CreatePoint();
                    point.Radius  = pointRadius;
                    point.Visible = drawPoints;
                    point.MoveToPosition(position);

                    if (pinMode == PinModeEnum.AllCorners)
                    {
                        if ((j == 0 || j == pointCount.y - 1) && (i == 0 || i == pointCount.x - 1))
                        {
                            point.PinToCurrentPosition();
                        }
                    }
                    else if (pinMode == PinModeEnum.TopCorners)
                    {
                        if (j == 0 && (i == 0 || i == pointCount.x - 1))
                        {
                            point.PinToCurrentPosition();
                        }
                    }
                    else if (pinMode == PinModeEnum.Top)
                    {
                        if (j == 0)
                        {
                            point.PinToCurrentPosition();
                        }
                    }

                    points.Add(point);
                }
            }

            if (points.Count == 0)
            {
                GD.PrintErr("Bad points length for cloth. Need to be > 0");
                return;
            }

            for (int j = 0; j < pointCount.y; ++j)
            {
                for (int i = 0; i < pointCount.x; ++i)
                {
                    if (i > 0)
                    {
                        // Right to left
                        int pAIdx = i - 1 + (j * (int)pointCount.x);
                        int pBIdx = i + (j * (int)pointCount.x);

                        var link = world.CreateLink(points[pAIdx], points[pBIdx]);
                        link.RestingDistance = separation;
                        link.TearSensitivity = separation * tearSensitivityFactor;
                        link.Stiffness       = stiffness;
                    }

                    if (j > 0)
                    {
                        // Bottom to top
                        int pAIdx = i + ((j - 1) * (int)pointCount.x);
                        int pBIdx = i + (j * (int)pointCount.x);

                        var link = world.CreateLink(points[pAIdx], points[pBIdx]);
                        link.RestingDistance = separation;
                        link.TearSensitivity = separation * tearSensitivityFactor;
                        link.Stiffness       = stiffness;
                    }
                }
            }
        }
Esempio n. 3
0
 public static void Setup(BroadcomPinNumberEnum pin, PinModeEnum mode, PullUpModeEnum?pullUpMode = null)
 => InternalSetup((int)pin, mode, pullUpMode);