fclothify.pas

来自「delphi 最好的3D控件GLScene_Demos」· PAS 代码 · 共 606 行 · 第 1/2 页

PAS
606
字号
{: 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;

⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?