📄 fclothify.pas
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{: Clothify demo.<p>
Caution: this demo mixes several experimental thingies, and will probably be
cleaned-up/split to be easier to follow, ad interim, you enter
the jungle below at your own risks :)
<b>History : </b><font size=-1><ul>
<li>1/23/03 - MF - Added shadow volumes. Yeah, more code in this allready
too complex demo.
<li>?/?/03 - MF - Created
</ul>
}
unit fClothify;
interface
uses
Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms,
GLObjects, GLScene, GLVectorFileObjects, GLWin32Viewer, GLMisc,
GLFileMS3D, VerletClasses, VectorTypes, VectorLists, VectorGeometry, GLTexture,
OpenGL1x, StdCtrls, GLFileSMD, GLCadencer, ExtCtrls, GLShadowPlane,
GLVerletClothify, ComCtrls, jpeg, GLFile3DS, ODEImport, ODEGL,
GeometryBB, SpatialPartitioning, GLGeomObjects, GLShadowVolume;
type
TfrmClothify = class(TForm)
GLScene1: TGLScene;
GLSceneViewer1: TGLSceneViewer;
GLCamera1: TGLCamera;
GLActor1: TGLActor;
GLDummyCube1: TGLDummyCube;
GLLightSource1: TGLLightSource;
GLMaterialLibrary1: TGLMaterialLibrary;
GLCadencer1: TGLCadencer;
Label1: TLabel;
Timer1: TTimer;
GLSphere1: TGLSphere;
GLCylinder1: TGLCylinder;
GLShadowPlane1: TGLShadowPlane;
GLCube1: TGLCube;
GLCube_Stair1: TGLCube;
GLDummyCube_Stairs: TGLDummyCube;
GLCube_Stair2: TGLCube;
GLCube_Stair3: TGLCube;
GLCube_Stair4: TGLCube;
GLDummyCube2: TGLDummyCube;
GL_Capsule: TGLCylinder;
GLSphere2: TGLSphere;
GLSphere3: TGLSphere;
GLDummyCube_Light: TGLDummyCube;
GLActor2: TGLActor;
GLDirectOpenGL1: TGLDirectOpenGL;
GroupBox_LoadForm: TGroupBox;
Label2: TLabel;
Label4: TLabel;
Label5: TLabel;
ComboBox_MeshName: TComboBox;
ComboBox_ConstraintType: TComboBox;
ComboBox_Collider: TComboBox;
Button_LoadMesh: TButton;
CheckBox_UseOctree: TCheckBox;
CheckBox_SolidEdges: TCheckBox;
CheckBox_Weld: TCheckBox;
Button_OpenLoadForm: TButton;
Button_CancelLoad: TButton;
Label3: TLabel;
Label6: TLabel;
Label7: TLabel;
TrackBar_Slack: TTrackBar;
TrackBar_Iterations: TTrackBar;
TrackBar_Friction: TTrackBar;
CheckBox_ShowOctree: TCheckBox;
ComboBox_Shadow: TComboBox;
Label8: TLabel;
GLShadowVolume1: TGLShadowVolume;
GLPlane1: TGLPlane;
procedure GLSceneViewer1MouseMove(Sender: TObject; Shift: TShiftState;
X, Y: Integer);
procedure GLCadencer1Progress(Sender: TObject; const deltaTime,
newTime: Double);
procedure Timer1Timer(Sender: TObject);
procedure Button_LoadMeshClick(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure TrackBar_SlackChange(Sender: TObject);
function GetSlack : single;
procedure TrackBar_IterationsChange(Sender: TObject);
procedure FormMouseWheel(Sender: TObject; Shift: TShiftState;
WheelDelta: Integer; MousePos: TPoint; var Handled: Boolean);
procedure TrackBar_FrictionChange(Sender: TObject);
procedure GLDirectOpenGL1Render(var rci: TRenderContextInfo);
procedure Button_OpenLoadFormClick(Sender: TObject);
procedure Button_CancelLoadClick(Sender: TObject);
procedure ComboBox_ShadowChange(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
mx, my : integer;
VerletWorld : TVerletWorld;
EdgeDetector : TEdgeDetector;
world : PdxWorld;
space : PdxSpace;
ODESphere: PdxGeom;
body : PdxBody;
contactgroup : TdJointGroupID;
VCSphere : TVCSphere;
end;
procedure RecalcMeshNormals(BaseMesh : TGLBaseMesh);
procedure PrepareMeshForNormalsRecalc(BaseMesh : TGLBaseMesh);
var
frmClothify: TfrmClothify;
implementation
{$R *.dfm}
procedure TfrmClothify.FormCreate(Sender: TObject);
begin
SetCurrentDir('..\..\Media\');
ComboBox_MeshName.ItemIndex:=0;
ComboBox_ConstraintType.ItemIndex:=0;
ComboBox_Collider.ItemIndex:=3;
ComboBox_ShadowChange(nil);
Button_LoadMesh.Click;
TrackBar_IterationsChange(nil);
GLShadowVolume1.Occluders.AddCaster(GLActor1);
end;
procedure PrepareMeshForNormalsRecalc(BaseMesh: TGLBaseMesh);
var
i, j, k : Integer;
mo : TMeshObject;
fg : TFGVertexNormalTexIndexList;
begin
// update normals
// (not very efficient, could use some work...)
for i:=0 to BaseMesh.MeshObjects.Count-1 do begin
mo:=BaseMesh.MeshObjects[i];
for j:=0 to mo.FaceGroups.Count-1 do begin
if mo.FaceGroups[j] is TFGVertexNormalTexIndexList then begin
fg:=TFGVertexNormalTexIndexList(mo.FaceGroups[j]);
for k := 0 to fg.VertexIndices.Count-1 do begin
fg.NormalIndices.List[k] := fg.VertexIndices.List[k];
end;
end;
end;
end;
BaseMesh.StructureChanged;
end;
procedure RecalcMeshNormals(BaseMesh: TGLBaseMesh);
var
i, j, k : Integer;
mo : TMeshObject;
fg : TFGVertexIndexList;
n : TAffineVector;
begin
// update normals
// (not very efficient, could use some work...)
for i:=0 to BaseMesh.MeshObjects.Count-1 do begin
mo:=BaseMesh.MeshObjects[i];
FillChar(mo.Normals.List[0], SizeOf(TAffineVector)*mo.Normals.Count, 0);
for j:=0 to mo.FaceGroups.Count-1 do begin
if mo.FaceGroups[j] is TFGVertexIndexList then begin
fg:=TFGVertexIndexList(mo.FaceGroups[j]);
k:=0; while k<=fg.VertexIndices.Count-3 do begin
n:=CalcPlaneNormal(mo.Vertices.List[fg.VertexIndices.List[k]],
mo.Vertices.List[fg.VertexIndices.List[k+1]],
mo.Vertices.List[fg.VertexIndices.List[k+2]]);
mo.Normals.TranslateItem(fg.VertexIndices.List[k], n);
mo.Normals.TranslateItem(fg.VertexIndices.List[k+1], n);
mo.Normals.TranslateItem(fg.VertexIndices.List[k+2], n);//}
Inc(k, 3);
end;
end;
end;
mo.Normals.Normalize;
end;
BaseMesh.StructureChanged;
end;
procedure TfrmClothify.Button_LoadMeshClick(Sender: TObject);
var
Floor : TVCFloor;
Capsule : TVCCapsule;
Sides : TAffineVector;
Cube : TVCCube;
ColliderGravy : single;
s : string;
f : single;
p : Integer;
procedure CreateCubeFromGLCube(GLCube : TGLCube);
begin
Cube := TVCCube.Create(VerletWorld);
Cube.Location := AffineVectorMake(GLCube.AbsolutePosition);
Cube.FrictionRatio := 0.1;
Sides[0] := GLCube.CubeWidth * 1.1;
Sides[1] := GLCube.CubeHeight * 1.1;
Sides[2] := GLCube.CubeDepth * 1.1;
Cube.Sides := Sides;//}
end;
procedure CreateODEWorld;
var
m : TdMass;
begin
GLSphere1.Visible := true;
world := dWorldCreate;
dWorldSetGravity (world,0,-9.81,0);
contactgroup := dJointGroupCreate (0);
space := dHashSpaceCreate(nil);
body := dBodyCreate(world);
dMassSetSphere (m,0.1,GLSphere1.Radius);
dCreatePlane (space,0,1,0,GLShadowPlane1.Position.Y);
ODESphere := dCreateSphere (space, GLSphere1.Radius);
dGeomSetBody (ODESphere, body);
dBodySetMass (body,m);
ODESphere.data := GLSphere1;
PositionSceneObjectForGeom(ODESphere);
end;
begin
randomize;
if world<>nil then
begin
dWorldDestroy(world);
world := nil;
GLSphere1.Position.AsAffineVector := NullVector;
end;
FreeAndNil(VerletWorld);
FreeAndNil(EdgeDetector);
s := ComboBox_MeshName.Items[MaxInteger(ComboBox_MeshName.ItemIndex, 0)];
DecimalSeparator := '.';
p:=Pos(',', s);
if p>0 then begin
f := StrToFloatDef(Trim(Copy(s, p+1, MaxInt)), 1);
GLActor1.Scale.AsVector := VectorMake(f,f,f,0)
end else GLActor1.Scale.AsVector := XYZHmgVector;
GLActor1.AutoCentering := [macUseBarycenter];
GLActor1.LoadFromFile(Trim(Copy(s, 1, p-1)));
PrepareMeshForNormalsRecalc(GLActor1);
GLActor1.Reference := aarNone;
// This is what allows for FAST shadow volumes when using actors. Without
// this line, it'll be _very_ slow.
GLActor1.BuildSilhouetteConnectivityData;
GLActor1.Roll(random*360);
GLActor1.Turn(random*360);//}
GLSphere1.Visible := false;
GLCylinder1.Visible := false;
GLCube1.Visible := false;
GLDummyCube_Stairs.Visible := False;
GL_Capsule.Visible := False;
case ComboBox_Collider.ItemIndex of
0,-1 : GLSphere1.Visible := true;
1 : GLCylinder1.Visible := true;
2 : GLCube1.Visible := true;
3 : GLDummyCube_Stairs.Visible := true;
4 : GL_Capsule.Visible := true;
5 : CreateODEWorld;
end;
EdgeDetector := TEdgeDetector.Create(GLActor1);
if not CheckBox_Weld.Checked then
EdgeDetector.WeldDistance := -1;
EdgeDetector.ProcessMesh;
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