Author
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Matrix Ltd
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Version
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1.1
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Category
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Light
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Beam Breaker component
Automatically sets and resets a pin depending on whether a panel object breaks the 'light beam'. Can also send simulation notification events.
Component Source Code
Please click here to view the component source code (Beta): FC_Comp_Source_Beam_breaker.fcfx
Detailed description
No detailed description exists yet for this component
Examples
No additional examples
Macro reference
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ReadState
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Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state.
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- BYTE
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Return
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SetTarget
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Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!!
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- HANDLE
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Target
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The object to test for collision with.
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- VOID
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Return
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WaitUntilHigh
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Pause the program until the detector goes high. 'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!!
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- VOID
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Return
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WaitUntilLow
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Pause the program until the detector goes low. 'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!!
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- VOID
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Return
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Property reference
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Properties
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Connections
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Pin
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Chip pin that the beam breaker is connected to,.
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Polarity
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Active High = Pin is on when beam is broken, off when beam is intact. Active Low = Pin is off when beam is broken, on when beam is intact.
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Simulation
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Target
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Choose a specific object to test for breaking the beam. If none is chosen, will check against any other object with 'Solid' status - note, checking all objects increases the CPU load!!
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Range
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Set the distance between the transmitter and receiver
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Show Beam
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Shows the 'light beam' on screen - arrow points from transmitter to receiver.
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Timer Interval (ms)
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Time in milliseconds between collision scans. Small time = Greater CPU load Large time = More like to miss brief collisions.
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Notification
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Notify
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Whether or not to notify the component parent of any changes. Data will be zero or one (the current pin value).
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==Macro reference==
|
ReadState
|
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state.
|
- BYTE
|
Return
|
|
SetTarget
|
Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!!
|
- HANDLE
|
Target
|
The object to test for collision with.
|
- VOID
|
Return
|
|
WaitUntilHigh
|
Pause the program until the detector goes high. 'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!!
|
- VOID
|
Return
|
|
WaitUntilLow
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Pause the program until the detector goes low. 'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!!
|
- VOID
|
Return
|
Property reference
|
Properties
|
|
Connections
|
|
Pin
|
Chip pin that the beam breaker is connected to,.
|
|
Polarity
|
Active High = Pin is on when beam is broken, off when beam is intact. Active Low = Pin is off when beam is broken, on when beam is intact.
|
|
Simulation
|
|
Target
|
Choose a specific object to test for breaking the beam. If none is chosen, will check against any other object with 'Solid' status - note, checking all objects increases the CPU load!!
|
|
Range
|
Set the distance between the transmitter and receiver
|
|
Show Beam
|
Shows the 'light beam' on screen - arrow points from transmitter to receiver.
|
|
Timer Interval (ms)
|
Time in milliseconds between collision scans. Small time = Greater CPU load Large time = More like to miss brief collisions.
|
|
Notification
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Notify
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Whether or not to notify the component parent of any changes. Data will be zero or one (the current pin value).
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