//--------------------------------------------------------------------------- #include #include #pragma hdrstop #include "Unit1.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GLS.BaseClasses" #pragma link "GLS.Coordinates" #pragma link "GLS.GeomObjects" #pragma link "GLS.Graph" #pragma link "GLS.Objects" #pragma link "GLS.Scene" #pragma link "GLS.SceneViewer" #pragma link "GLS.BaseClasses" #pragma resource "*.dfm" TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { } //--------------------------------------------------------------------------- void __fastcall TForm1::FormCreate(TObject *Sender) { int i; // generate a bunch of random points for (i=1; i < 1000; i++) GLPoints->Positions->Add((float)(Random()-0.5)*5, (float)(Random()-0.5)*5, (float)(Random()-0.5)*5); } //--------------------------------------------------------------------------- void __fastcall TForm1::DirectOpenGLRender(TObject *Sender, TGLRenderContextInfo &rci) { int i; Gls::Vectorgeometry::TGLMatrix mat; TGLVector p, pProj; TGLVector planePoint, planeNormal; THmgPlane plane; // Here we recover our plane point and normal... planePoint = GLPlane->Position->AsVector; planeNormal = GLPlane->Direction->AsVector; // ...which we use to create a plane (equation) plane = PlaneMake(planePoint, planeNormal); // from that plane equation and our pojection direction // (which is here the plane normal) mat = MakeParallelProjectionMatrix(plane, planeNormal); // save state, turn off lighting and specify the lines color rci.GLStates->Disable(stLighting); glColor3f(1, 1, 0); // we'll be drawing a bunch of lines, to specify a line in OpenGL, // you only need to specify the line start and end vertices glBegin(GL_LINES); for (i=0; i < GLPoints->Positions->Count-1; i++) { // read the point coordinates, directly from the TGLPoints list MakePoint(p, GLPoints->Positions->Items[i]); // project this point on the plane with the matrix pProj = VectorTransform(p, mat); // specify the two vertices glVertex3fv(p.V); glVertex3fv(pProj.V); } glEnd(); } //--------------------------------------------------------------------------- void __fastcall TForm1::SceneViewerMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y) { mx = X; my = Y; } //--------------------------------------------------------------------------- void __fastcall TForm1::SceneViewerMouseMove(TObject *Sender, TShiftState Shift, int X, int Y) { if (Shift.Contains(ssLeft)) GLCamera->MoveAroundTarget(my-Y, mx-X); else if (Shift.Contains(ssRight)) GLCamera->RotateObject(GLPlane, my-Y, mx-X); mx = X; my = Y; } //--------------------------------------------------------------------------- void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled) { GLPlane->Position->Y = GLPlane->Position->Y+WheelDelta*0.001; } //---------------------------------------------------------------------------