📄 ffurball.dfm
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object frmFurBall: TfrmFurBall
Left = 192
Top = 114
Width = 640
Height = 437
Caption = 'Fur Ball'
Color = clBtnFace
Font.Charset = DEFAULT_CHARSET
Font.Color = clWindowText
Font.Height = -11
Font.Name = 'MS Sans Serif'
Font.Style = []
OldCreateOrder = False
OnClose = FormClose
OnCreate = FormCreate
OnMouseWheel = FormMouseWheel
DesignSize = (
632
408)
PixelsPerInch = 96
TextHeight = 13
object Label1: TLabel
Left = 327
Top = 2
Width = 160
Height = 13
Caption = '(Steer with A/D W/S UP/DOWN)'
end
object Label_FPS: TLabel
Left = 607
Top = 2
Width = 20
Height = 13
Alignment = taRightJustify
Anchors = [akLeft, akTop, akRight]
Caption = 'FPS'
end
object GLSceneViewer1: TGLSceneViewer
Left = 8
Top = 40
Width = 617
Height = 359
Camera = GLCamera1
Buffer.BackgroundColor = clSilver
Buffer.ContextOptions = [roDoubleBuffer, roStencilBuffer, roRenderToWindow]
Buffer.AntiAliasing = aa4xHQ
Anchors = [akLeft, akTop, akRight, akBottom]
OnMouseMove = GLSceneViewer1MouseMove
end
object CheckBox_LockBall: TCheckBox
Left = 8
Top = 0
Width = 65
Height = 17
Caption = '&Lock Ball'
TabOrder = 1
end
object CheckBox_FurGravity: TCheckBox
Left = 80
Top = 0
Width = 81
Height = 17
Caption = 'Fur &Gravity'
Checked = True
State = cbChecked
TabOrder = 2
OnClick = CheckBox_FurGravityClick
end
object CheckBox_WindResistence: TCheckBox
Left = 160
Top = 0
Width = 105
Height = 17
Caption = '&Wind Resistence'
Checked = True
State = cbChecked
TabOrder = 3
OnClick = CheckBox_WindResistenceClick
end
object CheckBox_Bald: TCheckBox
Left = 272
Top = 0
Width = 49
Height = 17
Caption = '&Bald'
TabOrder = 4
OnClick = CheckBox_BaldClick
end
object CheckBox_Shadows: TCheckBox
Left = 496
Top = 0
Width = 65
Height = 17
Caption = '&Shadows'
TabOrder = 5
OnClick = CheckBox_ShadowsClick
end
object CheckBox_Inertia: TCheckBox
Left = 8
Top = 16
Width = 65
Height = 17
Caption = 'Fur &Inertia'
Checked = True
State = cbChecked
TabOrder = 6
OnClick = CheckBox_InertiaClick
end
object TrackBar_WindForce: TTrackBar
Left = 160
Top = 16
Width = 105
Height = 17
Max = 100
Position = 50
TabOrder = 7
ThumbLength = 10
TickStyle = tsNone
OnChange = TrackBar_WindForceChange
end
object GLCadencer1: TGLCadencer
Scene = GLScene1
MaxDeltaTime = 0.050000000000000000
OnProgress = GLCadencer1Progress
Left = 48
Top = 104
end
object GLScene1: TGLScene
Left = 48
Top = 48
object DC_LightHolder: TGLDummyCube
Up.Coordinates = {000000000000803F0000008000000000}
OnProgress = DC_LightHolderProgress
CubeSize = 1.000000000000000000
object GLLightSource1: TGLLightSource
ConstAttenuation = 1.000000000000000000
Position.Coordinates = {00000000000000000000A0400000803F}
SpotCutOff = 180.000000000000000000
object Sphere1: TGLSphere
Material.BackProperties.Diffuse.Color = {0000803F0000803F0000803F0000803F}
Material.BackProperties.Emission.Color = {0000803F0000803F0000803F0000803F}
Material.FrontProperties.Diffuse.Color = {0000803F0000803F0000803F0000803F}
Material.FrontProperties.Emission.Color = {0000803F0000803F0000803F0000803F}
Radius = 0.100000001490116100
end
end
end
object DCShadowCaster: TGLDummyCube
CubeSize = 1.000000000000000000
object FurBall: TGLSphere
Material.FrontProperties.Ambient.Color = {0000000000000000000000000000803F}
Material.FrontProperties.Diffuse.Color = {CDCC4C3ECDCC4C3ECDCC4C3E0000803F}
Material.Texture.ImageClassName = 'TGLBlankImage'
Material.Texture.TextureMode = tmModulate
Position.Coordinates = {000000000000C0BF000040400000803F}
Radius = 0.250000000000000000
end
end
object GLShadowPlane_Floor: TGLShadowPlane
Material.BackProperties.Diffuse.Color = {1283003F1283003F000000000000803F}
Material.FrontProperties.Diffuse.Color = {1283003F1283003F000000000000803F}
Direction.Coordinates = {00000000B6C8CB3DC2BA7E3F00000000}
Up.Coordinates = {00000000C2BA7E3FB6C8CBBD00000000}
Height = 8.000000000000000000
Width = 8.000000000000000000
XTiles = 10
YTiles = 10
Style = [psTileTexture]
NoZWrite = False
ShadowingObject = DCShadowCaster
ShadowOptions = [spoUseStencil]
end
object GLShadowPlane_Wall: TGLShadowPlane
Material.BackProperties.Diffuse.Color = {000000000000803F000000000000803F}
Material.FrontProperties.Diffuse.Color = {0000803F0000803F000000000000803F}
Direction.Coordinates = {0000803F000000000000000000000000}
Position.Coordinates = {000080C0000080400000803F0000803F}
Up.Coordinates = {0000000000000000FFFF7FBF00000000}
Height = 4.000000000000000000
Width = 16.000000000000000000
XTiles = 10
YTiles = 10
Style = [psTileTexture]
NoZWrite = False
ShadowingObject = DCShadowCaster
ShadowOptions = [spoUseStencil]
end
object GLShadowPlane_Floor2: TGLShadowPlane
Material.BackProperties.Diffuse.Color = {1283003F1283003F000000000000803F}
Material.FrontProperties.Diffuse.Color = {1283003F1283003F000000000000803F}
Direction.Coordinates = {00000000B6C8CBBDC2BA7E3F00000000}
Position.Coordinates = {000000000000F040000000000000803F}
Up.Coordinates = {00000000C2BA7E3FB5C8CB3D00000000}
Height = 10.000000000000000000
Width = 8.000000000000000000
XTiles = 10
YTiles = 10
Style = [psTileTexture]
NoZWrite = False
ShadowingObject = DCShadowCaster
ShadowOptions = [spoUseStencil]
end
object GLLines1: TGLLines
Nodes = <>
Options = []
end
object GLShadowPlane_Wall2: TGLShadowPlane
Material.BackProperties.Diffuse.Color = {000000000000803F000000000000803F}
Material.FrontProperties.Diffuse.Color = {0000803F0000803F000000000000803F}
Direction.Coordinates = {000000000000803F0000000000000000}
Position.Coordinates = {00000000000080C00000803F0000803F}
Up.Coordinates = {0000000000000000000080BF00000000}
Height = 4.000000000000000000
Width = 8.000000000000000000
XTiles = 10
YTiles = 10
Style = [psTileTexture]
NoZWrite = False
ShadowingObject = DCShadowCaster
ShadowOptions = [spoUseStencil]
end
object GLShadowPlane_Wall3: TGLShadowPlane
Material.BackProperties.Diffuse.Color = {000000000000803F000000000000803F}
Material.FrontProperties.Diffuse.Color = {0000803F0000803F000000000000803F}
Direction.Coordinates = {00000000000080BF0000000000000000}
Position.Coordinates = {00000000000040410000803F0000803F}
Up.Coordinates = {0000000000000000000080BF00000000}
Height = 4.000000000000000000
Width = 8.000000000000000000
XTiles = 10
YTiles = 10
Style = [psTileTexture]
NoZWrite = False
ShadowingObject = DCShadowCaster
ShadowOptions = [spoUseStencil]
end
object GLCamera1: TGLCamera
DepthOfView = 100.000000000000000000
FocalLength = 70.000000000000000000
TargetObject = FurBall
Position.Coordinates = {0000004100004040000040400000803F}
Direction.Coordinates = {000000000000803F0000008000000000}
Up.Coordinates = {00000000000000000000803F00000000}
end
end
object Timer1: TTimer
OnTimer = Timer1Timer
Left = 136
Top = 80
end
end
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