コード例 #1
0
ファイル: SphericalSpread.cs プロジェクト: vnmone/vvvv-sdk
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs
            if (
                FInput.PinIsChanged ||
                FRadius.PinIsChanged ||
                FFactor.PinIsChanged ||
                FSpreadCount.PinIsChanged
                )
            {
                List <Vector3D> outVec = new List <Vector3D>();
                double          curXSlice, curYSlice, curZSlice, xPos, yPos, zPos;
                double          tmpSize, currentRadius, currentFactor;
                int             currentBinSize = 0, myIncrement = 0;

                double dlong, l, dz, z, r;                  //part of the formula

                dlong = Math.PI * (3 - Math.Sqrt(5.0));     //part of the formula


                FOutput.SliceCount = 0;

                //loop for maximal spread count
                for (int i = 0; i < SpreadMax; i++)
                {
                    FInput.GetValue3D(i, out curXSlice, out curYSlice, out curZSlice);
                    FRadius.GetValue(i, out currentRadius);
                    FFactor.GetValue(i, out currentFactor);
                    FSpreadCount.GetValue(i, out tmpSize);

                    currentBinSize = (int)Math.Round(tmpSize);                  //use spreadcount as an integer

                    dz = (currentFactor * 2.0) / currentBinSize;                //part of the formula
                    z  = 1.0 - dz / 2.0;                                        //part of the formula
                    l  = 0.0;                                                   //part of the formula

                    //loop for each bin size
                    for (int j = 0; j < currentBinSize; j++)
                    {
                        r    = Math.Sqrt(1.0 - z * z);
                        xPos = Math.Cos(l) * r * currentRadius;
                        yPos = Math.Sin(l) * r * currentRadius;
                        zPos = z * currentRadius;

                        z = z - dz;
                        l = l + dlong;

                        //set output
                        outVec.Add(new Vector3D(xPos + curXSlice, yPos + curYSlice, zPos + curZSlice));
                    }
                    myIncrement += currentBinSize;
                }
                FOutput.SliceCount = outVec.Count;
                for (int i = 0; i < outVec.Count; i++)
                {
                    FOutput.SetValue3D(i, outVec[i].x, outVec[i].y, outVec[i].z);
                }
            }
        }
コード例 #2
0
ファイル: ConnectAll.cs プロジェクト: vnmone/vvvv-sdk
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            /* originally it was
             * int sliceCount = VMath.Binomial(FMyValueInput.SliceCount, 2)*2;
             * but this algorithm is better
             */
            int sliceCount = 0;

            for (int i = 1; i < FMyValueInput.SliceCount; i++)
            {
                sliceCount += i;
            }
            sliceCount *= 2;
            //FHost.Log(TLogType.Debug, "sliceCount = " + sliceCount);

            //if any of the inputs has changed
            //recompute the outputs
            if (FMyValueInput.PinIsChanged)
            {
                FMyValueOutput.SliceCount = sliceCount;

                double x1, y1, z1, x2, y2, z2;
                int    counter = 0;

                //loop for all slices
                for (int i = 0; i < FMyValueInput.SliceCount; i++)
                {
                    //read data from inputs
                    FMyValueInput.GetValue3D(i, out x1, out y1, out z1);

                    for (int j = i + 1; j < FMyValueInput.SliceCount; j++)
                    {
                        FMyValueOutput.SetValue3D(counter, x1, y1, z1);
                        counter++;

                        FMyValueInput.GetValue3D(j, out x2, out y2, out z2);

                        FMyValueOutput.SetValue3D(counter, x2, y2, z2);
                        counter++;
                    }
                }
            }
        }
コード例 #3
0
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs
            if (FPinInVertices.PinIsChanged || FPinInCenter.PinIsChanged || FPinInRadius.PinIsChanged)
            {
                /*
                 * FHost.Log(TLogType.Debug, "FPinInVertices.SliceCount " + FPinInVertices.SliceCount);
                 * FHost.Log(TLogType.Debug, "FPinInCenter.SliceCount " + FPinInCenter.SliceCount);
                 * FHost.Log(TLogType.Debug, "FPinInRadius.SliceCount " + FPinInRadius.SliceCount);
                 */
                FPinOutVertices.SliceCount = FPinInVertices.SliceCount * FPinInCenter.SliceCount * FPinInRadius.SliceCount;
                int    index = 0;
                double pointX, pointY, pointZ;
                double radius;
                double centerX, centerY, centerZ;
                double inversionFactor;

                //loop for all slices
                for (int i = 0; i < FPinInVertices.SliceCount; i++)
                {
                    FPinInVertices.GetValue3D(i, out pointX, out pointY, out pointZ);
                    for (int j = 0; j < FPinInCenter.SliceCount; j++)
                    {
                        FPinInCenter.GetValue3D(j, out centerX, out centerY, out centerZ);
                        pointX -= centerX;
                        pointY -= centerY;
                        pointZ -= centerZ;

                        for (int k = 0; k < FPinInRadius.SliceCount; k++)
                        {
                            FPinInRadius.GetValue(k, out radius);
                            inversionFactor = radius * radius / (pointX * pointX + pointY * pointY + pointZ * pointZ);
                            pointX         *= inversionFactor;
                            pointY         *= inversionFactor;
                            pointZ         *= inversionFactor;

                            pointX += centerX;
                            pointY += centerY;
                            pointZ += centerZ;

                            FPinOutVertices.SetValue3D(index, pointX, pointY, pointZ);
                            index++;
                        }
                    }
                }
            }
        }
コード例 #4
0
ファイル: SpaceMouse.cs プロジェクト: vnmone/vvvv-sdk
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            FPositionPin.SetValue3D(0, FSensor.Translation.X, FSensor.Translation.Y, FSensor.Translation.Z);
            FRotationPin.SetValue3D(0, FSensor.Rotation.X, FSensor.Rotation.Y, FSensor.Rotation.Z);
            FAnglePin.SetValue(0, FSensor.Rotation.Angle);

            for (int i = 0; i < FKeyboard.Keys; i++)
            {
                if (FKeyboard.IsKeyDown(i + 1))
                {
                    FKeyboardPin.SetValue(i, 1);
                }
                else
                {
                    FKeyboardPin.SetValue(i, 0);
                }
            }

            FDeviceTypePin.SetValue(0, FDeviceType);
        }
コード例 #5
0
ファイル: WiiMotePlugin.cs プロジェクト: vnmone/vvvv-sdk
        private void Nunchuk()
        {
            FPinOutputExtButtons.SliceCount = 1;
            FPinOutputExtButtons.SetValue(0, FRemote.WiimoteState.NunchukState.C?1d:0d);
            FPinOutputExtButtons.SetValue(1, FRemote.WiimoteState.NunchukState.Z?1d:0d);

            FPinOutputExtTilt.SliceCount = 1;
            FPinOutputExtTilt.SetValue3D(0, FRemote.WiimoteState.NunchukState.AccelState.Values.X, FRemote.WiimoteState.NunchukState.AccelState.Values.Y, FRemote.WiimoteState.NunchukState.AccelState.Values.Z);

            double[] normalizedA = new double[3];
            normalizedA[0] = (double)((FRemote.WiimoteState.NunchukState.AccelState.RawValues.X - 128)) / 128d;
            normalizedA[1] = (double)((FRemote.WiimoteState.NunchukState.AccelState.RawValues.Y - 128)) / 128d;
            normalizedA[2] = (double)((FRemote.WiimoteState.NunchukState.AccelState.RawValues.Z - 128)) / 128d;
            FPinOutputExtAccelleration.SliceCount = 1;
            FPinOutputExtAccelleration.SetValue3D(0, normalizedA[0], normalizedA[1], normalizedA[2]);

            FPinOutputExtJoystickLeft.SliceCount = 1;
            FPinOutputExtJoystickLeft.SetValue(0, FRemote.WiimoteState.NunchukState.Joystick.X * 2);
            FPinOutputExtJoystickLeft.SetValue(1, FRemote.WiimoteState.NunchukState.Joystick.Y * 2);
        }
コード例 #6
0
        public void Evaluate(int SpreadMax)
        {
            //calc input spreadcount
            int inputSpreadCount = SpreadMax;

            //create or delete systems
            int diff = inputSpreadCount - FParticleSystemsList.Count;

            if (diff > 0)
            {
                for (int i = 0; i < diff; i++)
                {
                    FParticleSystemsList.Add(new ParticleSystem());
                }
            }
            else if (diff < 0)
            {
                for (int i = 0; i < -diff; i++)
                {
                    FParticleSystemsList.RemoveAt(FParticleSystemsList.Count - 1 - i);
                }
            }

            //update 3D parameters
            int slice;

            if (FInitPositionsIn.PinIsChanged ||
                FVelDirectionIn.PinIsChanged ||
                FVelDeviationIn.PinIsChanged ||
                FAccDirectionIn.PinIsChanged ||
                FAccDeviationIn.PinIsChanged)
            {
                for (slice = 0; slice < inputSpreadCount; slice++)
                {
                    ParticleSystem ps = (ParticleSystem)FParticleSystemsList[slice];

                    double x, y, z;

                    //update origins
                    FInitPositionsIn.GetValue3D(slice, out x, out y, out z);
                    ps.origin = new Vector3D(x, y, z);

                    //update directions
                    FVelDirectionIn.GetValue3D(slice, out x, out y, out z);
                    ps.direction = new Vector3D(x, y, z);

                    //update deviation
                    FVelDeviationIn.GetValue3D(slice, out x, out y, out z);
                    ps.deviation = new Vector3D(x, y, z);

                    //update acceleration deviation
                    FAccDirectionIn.GetValue3D(slice, out x, out y, out z);
                    ps.accDirection = new Vector3D(x, y, z);

                    //update acceleration deviation
                    FAccDeviationIn.GetValue3D(slice, out x, out y, out z);
                    ps.accDeviation = new Vector3D(x, y, z);
                }
            }

            //update single parameters
            if (FMassIn.PinIsChanged ||
                FMassDeviationIn.PinIsChanged ||
                FLifetimeIn.PinIsChanged ||
                FLifetimeDeviationIn.PinIsChanged ||
                FIsInfluencedIn.PinIsChanged ||
                FInfluenceIn.PinIsChanged ||
                FInfluenceAmountIn.PinIsChanged ||
                FdtIn.PinIsChanged)
            {
                for (slice = 0; slice < inputSpreadCount; slice++)
                {
                    ParticleSystem ps = (ParticleSystem)FParticleSystemsList[slice];

                    double mass, massDeviation;
                    double lifetimeIn, lifetimeDeviation;
                    double isInfluenced, influenceAmount, influences;
                    double dt;

                    FMassIn.GetValue(slice, out mass);
                    FMassDeviationIn.GetValue(slice, out massDeviation);
                    FLifetimeIn.GetValue(slice, out lifetimeIn);
                    FLifetimeDeviationIn.GetValue(slice, out lifetimeDeviation);
                    FIsInfluencedIn.GetValue(slice, out isInfluenced);
                    FInfluenceAmountIn.GetValue(slice, out influenceAmount);
                    FInfluenceIn.GetValue(slice, out influences);
                    FdtIn.GetValue(slice, out dt);

                    ps.mass              = mass;
                    ps.massDeviation     = massDeviation;
                    ps.lifetime          = lifetimeIn;
                    ps.lifetimeDeviation = lifetimeDeviation;
                    ps.influences        = (influences >= 0.5);
                    ps.isInfluenced      = (isInfluenced >= 0.5);
                    ps.influenceAmount   = influenceAmount;
                    ps.dt = dt;
                }
            }

            //force calculation
            UpdateForce();


            // Cycle through all particle systems, run them and get particle counts
            FSpreadCountsOut.SliceCount = FParticleSystemsList.Count;
            int outcount = 0;

            slice = 0;
            for (slice = 0; slice < inputSpreadCount; slice++)
            {
                ParticleSystem ps = (ParticleSystem)FParticleSystemsList[slice];

                //add new particle ?
                double emit;
                FEmitIn.GetValue(slice, out emit);

                if (emit >= 0.5)
                {
                    ps.addParticle();
                }

                //update system
                double time;
                FHost.GetCurrentTime(out time);
                ps.run(0.1);
                FLastTime = time;

                //check particle count
                outcount += ps.particles.Count;
                FSpreadCountsOut.SetValue(slice, ps.particles.Count);
            }


            //write output to pins
            FPosOut.SliceCount     = outcount;
            FAgeOut.SliceCount     = outcount;
            FHeadingOut.SliceCount = outcount;

            slice = 0;
            for (int i = 0; i < inputSpreadCount; i++)
            {
                ParticleSystem ps     = (ParticleSystem)FParticleSystemsList[i];
                int            pcount = ps.particles.Count;

                for (int j = 0; j < pcount; j++)
                {
                    Particle p = (Particle)ps.particles[j];

                    FPosOut.SetValue3D(slice, p.loc.x, p.loc.y, p.loc.z);
                    FHeadingOut.SetValue3D(slice, p.vel.x, p.vel.y, p.vel.z);
                    FAgeOut.SetValue(slice, 1 - p.age());
                    slice++;
                }
            }
        }
コード例 #7
0
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs

            FP1.SliceCount            = SpreadMax;
            FP2.SliceCount            = SpreadMax;
            FIntersections.SliceCount = SpreadMax;

            for (int i = 0; i < SpreadMax; i++)
            {
                double Ax, Ay, Az;
                double Bx, By, Bz;
                double Cx, Cy, Cz;

                FA.GetValue3D(0, out Ax, out Ay, out Az);
                FB.GetValue3D(0, out Bx, out By, out Bz);
                FC.GetValue3D(0, out Cx, out Cy, out Cz);

                double r_a, r_b, r_c;

                FRA.GetValue(i, out r_a);
                FRB.GetValue(i, out r_b);
                FRC.GetValue(i, out r_c);

                double P1x = 0, P1y = 0, P1z = 0;
                double P2x = 0, P2y = 0, P2z = 0;

                double Asquare = Math.Pow(Ax, 2) + Math.Pow(Ay, 2) + Math.Pow(Az, 2);
                double Bsquare = Math.Pow(Bx, 2) + Math.Pow(By, 2) + Math.Pow(Bz, 2);
                double Csquare = Math.Pow(Cx, 2) + Math.Pow(Cy, 2) + Math.Pow(Cz, 2);

                double ABx = Bx - Ax;
                double ABy = By - Ay;
                double ABz = Bz - Az;

                double ACx = Cx - Ax;
                double ACy = Cy - Ay;
                double ACz = Cz - Az;

                double m = (Math.Pow(r_a, 2) - Math.Pow(r_b, 2) - Asquare + Bsquare) * ACz;
                double n = (Math.Pow(r_a, 2) - Math.Pow(r_c, 2) - Asquare + Csquare) * ABz;
                double o = ABy * ACz - ACy * ABz;
                double q = ACx * ABz - ABx * ACz;

                double v = (Math.Pow(r_a, 2) - Math.Pow(r_b, 2) - Asquare + Bsquare) / (2 * ABz) - Az;
                double w = (1 + Math.Pow(ABy, 2) / Math.Pow(ABz, 2));

                double r = ABx / ABz;
                double s = ABy / ABz;

                double t = Math.Pow(Ax, 2) + Math.Pow(Ay, 2) + Math.Pow(v, 2) - Math.Pow(r_a, 2);
                double a = (m - n) / (2 * o);
                double b = q / o;

                //(1+r^2+b^2*w+2brs)P.x^2 + (2abw+2ars-2A.x-2rv-2b(A.y + sv))P.x + w*a^2 - 2a(A.y + sv) + t = 0

                int solutions;
                QuadraticEquation(1 + Math.Pow(r, 2) + Math.Pow(b, 2) * w + 2 * b * r * s,
                                  2 * a * b * w + 2 * a * r * s - 2 * Ax - 2 * r * v - 2 * b * (Ay + s * v),
                                  w * Math.Pow(a, 2) - 2 * a * (Ay + s * v) + t,
                                  out P1x, out P2x, out solutions);

                FIntersections.SetValue(i, solutions);

                P1y = P1x * b + a;
                //P.z = (r_a^2 - r_b^2 - 2*P.x*AB.x - 2*P.y*AB.y - |A|^2 + |B|^2) / (2*AB.z)
                P1z = (Math.Pow(r_a, 2) - Math.Pow(r_b, 2) - 2 * P1x * ABx - 2 * P1y * ABy - Asquare + Bsquare) / (2 * ABz);

                P2y = P2x * b + a;
                P2z = (Math.Pow(r_a, 2) - Math.Pow(r_b, 2) - 2 * P2x * ABx - 2 * P2y * ABy - Asquare + Bsquare) / (2 * ABz);

                FP1.SetValue3D(i, P1x, P1y, P1z);
                FP2.SetValue3D(i, P2x, P2y, P2z);
            }
        }
コード例 #8
0
ファイル: WiiMotePlugin.cs プロジェクト: vnmone/vvvv-sdk
        //here we go, thats the method called by vvvv each frame
        //all data handling should be in here

        // WiiMote is not spreadable (mostly due to the IR thingy and by now also because of the extension architecture
        public void Evaluate(int SpreadMax)
        {
            //if any of the inputs has changed
            //recompute the outputs
            if (FPinInputEnable.PinIsChanged || FPinInputID.PinIsChanged)
            {
                Enable();
                FInvalidate = true;
            }

            if (FWorking && (FPinInputMode.PinIsChanged || FPinInputEnable.PinIsChanged))
            {
                FPinInputMode.GetOrd(0, out FIRMode);
                if (FIRMode == 0)
                {
                    FIRMode = 1;
                }

                switch (FIRMode)
                {
                case 3: FRemote.WiimoteState.IRState.Mode = IRMode.Off;
                    break;

                case 2: FRemote.WiimoteState.IRState.Mode = IRMode.Basic;
                    break;

                case 1: FRemote.WiimoteState.IRState.Mode = IRMode.Extended;
                    break;

                case 0: FRemote.WiimoteState.IRState.Mode = IRMode.Full;
                    break;
                }
                FRemote.GetStatus();
                FInvalidate = true;
            }

            FPinOutputWorking.SetString(0, FWorking?"OK: " + FRemote.WiimoteState.IRState.Mode.ToString():FMessage);

            if (!FWorking)
            {
                return;
            }


            if (FPinForceReset.PinIsChanged)
            {
                double reset;
                FPinForceReset.GetValue(0, out reset);

                if (reset == 1d)
                {
                    if (FRemote.WiimoteState.Extension)
                    {
                        FRemote.SetReportType(InputReport.IRExtensionAccel, true);
                    }
                    else
                    {
                        FRemote.SetReportType(InputReport.IRAccel, true);
                    }
                }
            }

            if (FPinInputRumble.PinIsChanged || FPinInputEnable.PinIsChanged)
            {
                double rumble;
                FPinInputRumble.GetValue(0, out rumble);
                FRemote.SetRumble(rumble == 1d?true:false);
            }

            if (FPinInputLED.PinIsChanged || FPinInputEnable.PinIsChanged)
            {
                double[] dLed = new double[4];
                bool[]   led  = new bool[4];
                for (int i = 0; i < 4; i++)
                {
                    FPinInputLED.GetValue(i, out dLed[i]);
                    led[i] = (dLed[i] == 1d)?true:false;
                }
                FRemote.SetLEDs(led[0], led[1], led[2], led[3]);
            }


//			careful with this... it will permanently override all factory calibration of your wiimote.
            if ((FPinInputEnable.PinIsChanged || FPinInputCalibrate.PinIsChanged) && (FPinInputCalibrate.PinIsChanged))
            {
                byte[,] data = new byte[3, 2];
                double output;

                for (int i = 0; i < 3; i++)
                {
                    FPinInputCalibrationOneG.GetValue(i, out output);
                    data[i, 0] = (byte)(output);
                    FPinInputCalibrationZeroG.GetValue(i, out output);
                    data[i, 1] = (byte)(output);
                }

                double calibrate;
                FPinInputCalibrate.GetValue(0, out calibrate);

                if (calibrate == 1d)
                {
                    FRemote.WiimoteState.AccelCalibrationInfo.X0 = data[0, 0];
                    FRemote.WiimoteState.AccelCalibrationInfo.Y0 = data[1, 0];
                    FRemote.WiimoteState.AccelCalibrationInfo.Z0 = data[2, 0];
                    FRemote.WiimoteState.AccelCalibrationInfo.XG = data[0, 1];
                    FRemote.WiimoteState.AccelCalibrationInfo.YG = data[1, 1];
                    FRemote.WiimoteState.AccelCalibrationInfo.ZG = data[2, 1];
                }
                FInvalidate = true;
            }

            if (FInvalidate)
            {
                FPinOutputCursor.SliceCount = 1;
                FPinOutputCursor.SetValue(0, FRemote.WiimoteState.ButtonState.Up?1d:0d);
                FPinOutputCursor.SetValue(1, FRemote.WiimoteState.ButtonState.Down?1d:0d);
                FPinOutputCursor.SetValue(2, FRemote.WiimoteState.ButtonState.Left?1d:0d);
                FPinOutputCursor.SetValue(3, FRemote.WiimoteState.ButtonState.Right?1d:0d);

                FPinOutputControls.SliceCount = 1;
                FPinOutputControls.SetValue(0, FRemote.WiimoteState.ButtonState.Plus?1d:0d);
                FPinOutputControls.SetValue(1, FRemote.WiimoteState.ButtonState.Minus?1d:0d);
                FPinOutputControls.SetValue(2, FRemote.WiimoteState.ButtonState.Home?1d:0d);

                FPinOutputButtons.SliceCount = 1;
                FPinOutputButtons.SetValue(0, FRemote.WiimoteState.ButtonState.A?1d:0d);
                FPinOutputButtons.SetValue(1, FRemote.WiimoteState.ButtonState.B?1d:0d);
                FPinOutputButtons.SetValue(2, FRemote.WiimoteState.ButtonState.One?1d:0d);
                FPinOutputButtons.SetValue(3, FRemote.WiimoteState.ButtonState.Two?1d:0d);

                FPinOutputTilt.SliceCount = 1;
                FPinOutputTilt.SetValue3D(0, FRemote.WiimoteState.AccelState.Values.X, FRemote.WiimoteState.AccelState.Values.Y, FRemote.WiimoteState.AccelState.Values.Z);

                double[] normalizedA = new double[3];
                normalizedA[0] = (double)((FRemote.WiimoteState.AccelState.RawValues.X - 128)) / 128d;
                normalizedA[1] = (double)((FRemote.WiimoteState.AccelState.RawValues.Y - 128)) / 128d;
                normalizedA[2] = (double)((FRemote.WiimoteState.AccelState.RawValues.Z - 128)) / 128d;
                FPinOutputAccelleration.SliceCount = 1;
                FPinOutputAccelleration.SetValue3D(0, normalizedA[0], normalizedA[1], normalizedA[2]);

                FPinOutputBattery.SetValue(0, (double)FRemote.WiimoteState.Battery / 0xFF);

                int irCount = 0;
                if (FIRMode == 0)
                {
                    irCount = 4;                               // Full
                }
                if (FIRMode == 1)
                {
                    irCount = 4;                               // Extended
                }
                if (FIRMode == 2)
                {
                    irCount = 2;                               // Basic
                }
                if (FIRMode == 3)
                {
                    irCount = 0;                               // Of
                }
                FPinOutputInfraredBlobs.SliceCount = irCount;

                for (int i = 0; i < irCount; i++)
                {
                    FPinOutputInfraredBlobs.SetValue3D(i, FRemote.WiimoteState.IRState.IRSensors[i].RawPosition.X, FRemote.WiimoteState.IRState.IRSensors[i].RawPosition.Y, FRemote.WiimoteState.IRState.IRSensors[i].Size);
                }

//			MotionPlus
                if (FUseMotionPlus)
                {
//					MotionPlus();
                }


                FInvalidate = false;

                ExtensionType ext        = FRemote.WiimoteState.ExtensionType;
                string        enabledExt = FRemote.WiimoteState.Extension?" disabled":"";
                if (ext == ExtensionType.Nunchuk && FExtension == 1)
                {
                    Nunchuk();
                    enabledExt = " enabled";
                }

                if (ext == ExtensionType.ClassicController && FExtension == 2)
                {
                    Classic();
                    enabledExt = " enabled";
                }

                if (ext == ExtensionType.BalanceBoard && FExtension == 3)
                {
                    BalanceBoard();
                    enabledExt = " enabled";
                }

                if (ext == ExtensionType.Guitar && FExtension == 4)
                {
                    Guitar();
                    enabledExt = " enabled";
                }
                FPinOutputExtensionFound.SetString(0, ext.ToString() + enabledExt);
            }
        }