Added oscillators (a signal component that sends out a periodic pulse, sine wave or a square wave)
This commit is contained in:
@@ -0,0 +1,93 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class OscillatorComponent : ItemComponent
|
||||
{
|
||||
public enum WaveType
|
||||
{
|
||||
Pulse,
|
||||
Sine,
|
||||
Square,
|
||||
}
|
||||
|
||||
private float frequency;
|
||||
|
||||
private float phase;
|
||||
|
||||
[InGameEditable, HasDefaultValue(WaveType.Pulse, true)]
|
||||
public WaveType OutputType
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue(1.0f, true)]
|
||||
public float Frequency
|
||||
{
|
||||
get { return frequency; }
|
||||
set { frequency = Math.Max(0.0f, value); }
|
||||
}
|
||||
|
||||
public OscillatorComponent(Item item, XElement element) :
|
||||
base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
switch (OutputType)
|
||||
{
|
||||
case WaveType.Pulse:
|
||||
if (frequency <= 0.0f) return;
|
||||
|
||||
phase += deltaTime;
|
||||
float pulseInterval = 1.0f / frequency;
|
||||
while (phase >= pulseInterval)
|
||||
{
|
||||
item.SendSignal(0, "1", "signal_out", null);
|
||||
phase -= pulseInterval;
|
||||
}
|
||||
break;
|
||||
case WaveType.Square:
|
||||
phase = (phase + deltaTime * frequency) % 1.0f;
|
||||
item.SendSignal(0, phase < 0.5f ? "0" : "1", "signal_out", null);
|
||||
break;
|
||||
case WaveType.Sine:
|
||||
phase = (phase + deltaTime * frequency) % 1.0f;
|
||||
item.SendSignal(0, Math.Sin(phase * MathHelper.TwoPi).ToString(CultureInfo.InvariantCulture), "signal_out", null);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "set_frequency":
|
||||
case "frequency_in":
|
||||
float newFrequency;
|
||||
if (float.TryParse(signal, out newFrequency))
|
||||
{
|
||||
Frequency = newFrequency;
|
||||
}
|
||||
IsActive = true;
|
||||
break;
|
||||
case "set_outputtype":
|
||||
case "set_wavetype":
|
||||
WaveType newOutputType;
|
||||
if (Enum.TryParse(signal, out newOutputType))
|
||||
{
|
||||
OutputType = newOutputType;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user