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Unit1.cpp 10 KB

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  1. //---------------------------------------------------------------------------
  2. #include <vcl.h>
  3. #include <tchar.h>
  4. #pragma hdrstop
  5. #include "Unit1.h"
  6. //---------------------------------------------------------------------------
  7. #pragma package(smart_init)
  8. #pragma link "GLBaseClasses"
  9. #pragma link "GLCadencer"
  10. #pragma link "GLCameraController"
  11. #pragma link "GLCoordinates"
  12. #pragma link "GLCrossPlatform"
  13. #pragma link "GLGeomObjects"
  14. #pragma link "GLGraph"
  15. #pragma link "GLMaterial"
  16. #pragma link "GLNavigator"
  17. #pragma link "GLObjects"
  18. #pragma link "GLScene"
  19. #pragma link "GLSmoothNavigator"
  20. #pragma link "GLWin32Viewer"
  21. #pragma resource "*.dfm"
  22. TForm1 *Form1;
  23. //---------------------------------------------------------------------------
  24. __fastcall TForm1::TForm1(TComponent* Owner)
  25. : TForm(Owner)
  26. {
  27. }
  28. //---------------------------------------------------------------------------
  29. void __fastcall TForm1::GetInput(TButton *Sender)
  30. {
  31. FCameraSmoothAnimator_AbsPos->Enabled = false;
  32. FCameraSmoothAnimator_RelPos->Enabled = false;
  33. if ((Sender == btnMoveToPos) ||
  34. (Sender == btnOrbitToPos) ||
  35. (Sender == btnOrbitToPosAdv) ||
  36. (Sender == btnSafeOrbitAndZoomToPos) ||
  37. (Sender == btSmoothOrbit) ||
  38. (Sender == btSmoothOrbitAndZoom) ||
  39. (Sender == btSmoothOrbitToPosAdv))
  40. {
  41. DextX = StrToFloatDef(eDestX->Text);
  42. DextY = StrToFloatDef(eDestY->Text);
  43. DextZ = StrToFloatDef(eDestZ->Text);
  44. }
  45. if ((Sender == btnMoveToPos) ||
  46. (Sender->Name == "btnZoomToDistance") ||
  47. (Sender->Name == "btnOrbitToPosAdv") ||
  48. (Sender->Name == "btnOrbitToPos"))
  49. Time = StrToFloat(eTime->Text);
  50. if (Sender->Name=="btnZoomToDistance")
  51. ZoomDistance = StrToFloat(eDistance->Text);
  52. if (Sender->Name=="btnSafeOrbitAndZoomToPos")
  53. {
  54. FGLCameraController->soSafeDistance = StrToFloat(eSafeDistance->Text);
  55. FGLCameraController->soTimeToSafePlacement = StrToFloat(eTimeToSafePlacement->Text);
  56. FGLCameraController->soTimeToOrbit = StrToFloat(eTimeToOrbit->Text);
  57. FGLCameraController->soTimeToZoomBackIn = StrToFloat(eTimeToZoomBackIn->Text);
  58. }
  59. }
  60. //---------------------------------------------------------------------------
  61. Glvectorgeometry::TVector __fastcall TForm1::OnGetCameraPosition(
  62. TGLNavigatorSmoothChangeVector* const ASender)
  63. {
  64. if (ASender == FCameraSmoothAnimator_AbsPos)
  65. return GLCamera->AbsolutePosition;
  66. else
  67. return GLCamera->Position->DirectVector;
  68. }
  69. //---------------------------------------------------------------------------
  70. void __fastcall TForm1::OnSetCameraPosition(TGLNavigatorSmoothChangeVector* const ASender,
  71. const Glvectortypes::TVector4f &AValue)
  72. {
  73. if (ASender == FCameraSmoothAnimator_AbsPos)
  74. GLCamera->AbsolutePosition = AValue;
  75. else
  76. GLCamera->Position->AsVector = AValue;
  77. }
  78. //---------------------------------------------------------------------------
  79. void __fastcall TForm1::FormCreate(TObject *Sender)
  80. {
  81. FGLCameraController = GLCameraController1;
  82. FCameraSmoothAnimator_AbsPos =
  83. new (TGLNavigatorSmoothChangeVector)(GLSmoothNavigator->CustomAnimatedItems);
  84. FCameraSmoothAnimator_AbsPos->Enabled = false;
  85. FCameraSmoothAnimator_AbsPos->Inertia = 0.6;
  86. FCameraSmoothAnimator_AbsPos->Speed = 1;
  87. FCameraSmoothAnimator_AbsPos->SpeedLimit = 5000;
  88. FCameraSmoothAnimator_AbsPos->Cutoff = 0.0001;
  89. FCameraSmoothAnimator_AbsPos->OnGetCurrentValue = OnGetCameraPosition;
  90. FCameraSmoothAnimator_AbsPos->OnSetCurrentValue = OnSetCameraPosition;
  91. FCameraSmoothAnimator_RelPos =
  92. new (TGLNavigatorSmoothChangeVector)(GLSmoothNavigator->CustomAnimatedItems);
  93. FCameraSmoothAnimator_RelPos->Assign(FCameraSmoothAnimator_AbsPos);
  94. GLSmoothNavigator->MovingObject = GLCamera;
  95. GLSmoothNavigator->MoveAroundParams->TargetObject = GLCamera->TargetObject;
  96. }
  97. //---------------------------------------------------------------------------
  98. void __fastcall TForm1::btnMoveToPosClick(TObject *Sender)
  99. {
  100. GetInput(btnMoveToPos);
  101. FGLCameraController->MoveToPos(DextX, DextY, DextZ, Time);
  102. }
  103. //---------------------------------------------------------------------------
  104. void __fastcall TForm1::btnZoomToDistanceClick(TObject *Sender)
  105. {
  106. GetInput(btnZoomToDistance);
  107. FGLCameraController->ZoomToDistance(ZoomDistance,Time);
  108. }
  109. //---------------------------------------------------------------------------
  110. void __fastcall TForm1::btnOrbitToPosClick(TObject *Sender)
  111. {
  112. Glvectorgeometry::TVector lTargetPosition;
  113. GetInput(btnOrbitToPos);
  114. lTargetPosition = dcSphere->LocalToAbsolute(PointMake(DextX, DextY, DextZ));
  115. FGLCameraController->OrbitToPos(lTargetPosition.X,
  116. lTargetPosition.Y, lTargetPosition.Z, Time);
  117. }
  118. //---------------------------------------------------------------------------
  119. void __fastcall TForm1::btnSafeOrbitAndZoomToPosClick(TObject *Sender)
  120. {
  121. GetInput(btnSafeOrbitAndZoomToPos);
  122. FGLCameraController->SafeOrbitAndZoomToPos(DextX, DextY, DextZ);
  123. }
  124. //---------------------------------------------------------------------------
  125. void __fastcall TForm1::btSmoothOrbitAndZoomClick(TObject *Sender)
  126. {
  127. btSmoothOrbitClick(btSmoothOrbitAndZoom);
  128. GLSmoothNavigator->AdjustDistanceParams->AddImpulse(Sign(Random() - 0.5) * 10);
  129. }
  130. //---------------------------------------------------------------------------
  131. void __fastcall TForm1::btSmoothOrbitClick(TObject *Sender)
  132. {
  133. float lAngle; // In radians.
  134. float lTime;
  135. bool lNeedToRecalculateZoom;
  136. Glvectorgeometry::TVector lTargetPosition;
  137. GetInput(btSmoothOrbit);
  138. lTargetPosition = dcSphere->LocalToAbsolute(PointMake(DextX, DextY, DextZ));
  139. lAngle = AngleBetweenVectors(GLCamera->AbsolutePosition, lTargetPosition, GLSphere1->AbsolutePosition);
  140. // The final look and feel of smooth animation is affected by
  141. // FCameraSmoothAnimator_AbsPos's propperties and this value.
  142. lTime = lAngle * 2;
  143. FCameraSmoothAnimator_RelPos->ResetTargetValue();
  144. FCameraSmoothAnimator_RelPos->Enabled = True;
  145. if (Sender = btSmoothOrbit)
  146. lNeedToRecalculateZoom = false;
  147. else
  148. if (Sender = btSmoothOrbitAndZoom)
  149. lNeedToRecalculateZoom = true;
  150. else
  151. {
  152. lNeedToRecalculateZoom = false;
  153. /// Assert(false);
  154. }
  155. FGLCameraController->OrbitToPosSmooth(lTargetPosition, lTime,
  156. FCameraSmoothAnimator_RelPos, lNeedToRecalculateZoom, &YHmgVector);
  157. }
  158. //---------------------------------------------------------------------------
  159. void __fastcall TForm1::btSmoothOrbitToPosAdvClick(TObject *Sender)
  160. {
  161. float lAngle; // In radians.
  162. float lTime;
  163. Glvectorgeometry::TVector lTargetPosition;
  164. GetInput(btSmoothOrbitToPosAdv);
  165. lTargetPosition = dcSphere->LocalToAbsolute(PointMake(DextX, DextY, DextZ));
  166. lAngle = AngleBetweenVectors(GLCamera->AbsolutePosition, lTargetPosition, GLSphere1->AbsolutePosition);
  167. lTime = lAngle; // Speed can be controled by applying a multiplier here.
  168. FCameraSmoothAnimator_AbsPos->TargetValue->DirectVector = GLCamera->AbsolutePosition;
  169. FCameraSmoothAnimator_AbsPos->Enabled = true;
  170. FGLCameraController->OrbitToPosAdvancedSmooth(
  171. lTargetPosition.X, lTargetPosition.Y, lTargetPosition.Z,
  172. lTime, FCameraSmoothAnimator_AbsPos);
  173. }
  174. //---------------------------------------------------------------------------
  175. void __fastcall TForm1::btnOrbitToPosAdvClick(TObject *Sender)
  176. {
  177. Glvectorgeometry::TVector lTargetPosition;
  178. GetInput(btnOrbitToPosAdv);
  179. lTargetPosition = dcSphere->LocalToAbsolute(PointMake(DextX, DextY, DextZ));
  180. FGLCameraController->OrbitToPosAdvanced(lTargetPosition.X, lTargetPosition.Y,
  181. lTargetPosition.Z, Time, UpAxis->Checked);
  182. }
  183. //---------------------------------------------------------------------------
  184. void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta,
  185. TPoint &MousePos, bool &Handled)
  186. {
  187. FCameraSmoothAnimator_AbsPos->Enabled = false;
  188. FCameraSmoothAnimator_RelPos->Enabled = false;
  189. GLCamera->AdjustDistanceToTarget(Power(1.1, WheelDelta/120));
  190. }
  191. //---------------------------------------------------------------------------
  192. void __fastcall TForm1::GLCadencer1Progress(TObject *Sender, const double deltaTime,
  193. const double newTime)
  194. {
  195. if (cbMoveParent->Checked)
  196. dcMovingParent->Position->X = Sin(newTime * 1.5) * 8;
  197. // For btSmoothOrbitAndZoomClick Order of these commands is important.
  198. GLSmoothNavigator->AdjustDistanceToTarget(0, deltaTime);
  199. FGLCameraController->Step(deltaTime, newTime);
  200. // This component requires FixedDeltaTime higher than FMaxExpectedDeltatime.
  201. GLSmoothNavigator->AnimateCustomItems(deltaTime);
  202. }
  203. //---------------------------------------------------------------------------
  204. void __fastcall TForm1::GLSceneViewer1MouseDown(TObject *Sender, TMouseButton Button,
  205. TShiftState Shift, int X, int Y)
  206. {
  207. FCameraSmoothAnimator_AbsPos->Enabled = false;
  208. FCameraSmoothAnimator_RelPos->Enabled = false;
  209. FGLCameraController->StopMovement();
  210. if (Shift.Contains(ssLeft))
  211. {
  212. mx = X; my = Y;
  213. }
  214. }
  215. //---------------------------------------------------------------------------
  216. void __fastcall TForm1::GLSceneViewer1MouseMove(TObject *Sender, TShiftState Shift,
  217. int X, int Y)
  218. {
  219. if (Shift.Contains(ssLeft))
  220. {
  221. GLCamera->MoveAroundTarget(my-Y, mx-X);
  222. mx = X; my = Y;
  223. Caption = "Camera Controller - camera position = " +
  224. FormatFloat("0",GLCamera->Position->X)+"/"+
  225. FormatFloat("0",GLCamera->Position->Y)+"/"+
  226. FormatFloat("0",GLCamera->Position->Z);
  227. }
  228. }
  229. //---------------------------------------------------------------------------
  230. void __fastcall TForm1::GLSceneViewer1MouseUp(TObject *Sender, TMouseButton Button,
  231. TShiftState Shift, int X, int Y)
  232. {
  233. Caption = "Camera Controller";
  234. }
  235. //---------------------------------------------------------------------------
  236. void __fastcall TForm1::Timer1Timer(TObject *Sender)
  237. {
  238. FormatFloat(camDirX->Text, GLCamera->Direction->X);
  239. FormatFloat(camDirY->Text, GLCamera->Direction->Y);
  240. FormatFloat(camDirZ->Text, GLCamera->Direction->Z);
  241. FormatFloat(camUpX->Text, GLCamera->Up->X);
  242. FormatFloat(camUpY->Text, GLCamera->Up->Y);
  243. FormatFloat(camUpZ->Text, GLCamera->Up->Z);
  244. }
  245. //---------------------------------------------------------------------------
  246. void __fastcall TForm1::FormClose(TObject *Sender, TCloseAction &Action)
  247. {
  248. GLCadencer1->Enabled = false;
  249. }
  250. //---------------------------------------------------------------------------