// --------------------------------------------------------------------------- #include #pragma hdrstop #include "Unit1.h" // --------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GLBaseClasses" #pragma link "GLBitmapFont" #pragma link "GLCadencer" #pragma link "GLCoordinates" #pragma link "GLCrossPlatform" #pragma link "GLGeomObjects" #pragma link "GLHUDObjects" #pragma link "GLObjects" #pragma link "GLODEManager" #pragma link "GLScene" #pragma link "GLWin32Viewer" #pragma link "GLWindowsFont" #pragma resource "*.dfm" TForm1 *Form1; // --------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { TAffineVector av = {-250, 0, 0}; ((TGLODEDynamic*)Pin2->Behaviours->Items[0])->AddForce(av); } // --------------------------------------------------------------------------- void __fastcall TForm1::GLSceneViewer1MouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y) { my = Y; mx = X; } // --------------------------------------------------------------------------- void __fastcall TForm1::GLSceneViewer1MouseMove(TObject *Sender, TShiftState Shift, int X, int Y) { if (Shift.Contains(ssShift)) GLCamera1->MoveAroundTarget(my - Y, mx - X); my = Y; mx = X; } // --------------------------------------------------------------------------- void __fastcall TForm1::GLCadencer1Progress(TObject *Sender, const double deltaTime, const double newTime) { GLODEManager1->Step(deltaTime); /* PdVector3 velWheel = dBodyGetAngularVel(TGLODEDynamic(Wheel->Behaviours)->Body); PdVector3 velPin2 = dBodyGetLinearVel(TGLODEDynamic(Pin2->Behaviours[0])->Body); GLHUDText1->Text = Format( "Wheel Angular Velocity (Y-Axis) = %.1f\r\ Pin2 Linear Velocity (X-Axis) = %.1f", ARRAYOFCONST((velWheel[1], velPin2[0]))); */ } // ---------------------------------------------------------------------------