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- (* This is a basic use for TGLBInertia behaviour.
- There are three objects, which we assign three different dampings, and we
- apply a torque to the object under the mouse pointer, other are left along
- with their inertia (and damping makes them progressively reduce their speed).
- There is also a checkbox to double the objects mass.
- Notice how the constant damping stops abruptly the dodecahedron, while the
- the octahedron, once spinned, is slowing down but never really stops.
- However, don't show this sample to your science teacher, since our "torque"
- is actually an angular acceleration in degrees that gets affected by the
- object's mass... Anyway, it looks like a real torque is applied.
- Note that the inertia behaviour could have been accessed directly with a
- TGLBInertia(Behaviours[0]) for all objects in this sample, but using the
- helper function GetOrCreateInertia is a more convenient (and resilient) way,
- since it will automatically add an inertia behaviour to our object if it
- doesn't have one.
- *)
- program TorqueD;
- uses
- Forms,
- fTorqueD in 'fTorqueD.pas' {FormTorque};
- {$R *.RES}
- begin
- Application.Initialize;
- Application.CreateForm(TFormTorque, FormTorque);
- Application.Run;
- end.
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