📄 oxnewtonfpscharacter.pas
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// This unit is experimental and unfinished.
// On this unit you can find later 3 or 4 characters type.
// Other characters control is already in construction on my version test.
// This one is only to show how you can use oxNewton object to create custom object.
unit oxNewtonFPSCharacter;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
{===============================================================================
Version: MPL 1.1
The contents of this file are subject to the Mozilla Public License Version
1.1 (the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis,
WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
for the specific language governing rights and limitations under the
License.
The Original Code is "oxNewton opengl-Dynamics-delphi-component".
The Initial Developer of the Original Code is
Dave Gravel, OrionX3D Opengl & Delphi Programming, dave.gravel@cgocable.ca.
http://www.Dave.ServeUsers.com
http://www.k00m.sexidude.com
Portions created by Dave Gravel are Copyright (C) 2004 - 2006.
Dave Gravel. All Rights Reserved.
Contributor(s): GLScene (http://www.glscene.org) -
Julio Jerez and Alain Suero (http://www.newtondynamics.com) -
Sascha Willems (www.delphigl.de)
================================================================================
oxNewton v1.55 by Dave Gravel.
PS: I request only one thing from the users of my oxNewton Component,
it is to put on your about or your help a comment saying you using the
oxNewton Component with my name Dave Gravel and my
e-mail: dave.gravel@cgocable.ca
Don't modify or remove any comment or information on my file
if you do some modification on my code please contact me.
Read the Newton license too, it is realy important.
================================================================================}
interface
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
uses
// Windows
Forms, Windows, Classes, Messages, SysUtils, Graphics, Controls, ExtCtrls,
Dialogs, StdCtrls,
// GLScene
GLScene, GLMisc, GLObjects, VectorGeometry, GLVectorFileObjects, VectorLists,
OpenGL1x, GLTexture, GLMesh, MeshUtils, GLState, XCollection,
GLGeomObjects, GLVerletClothify, XOpenGL, GLTerrainRenderer, VectorTypes,
TGA, GLFileSMD, JPEG,
// Newton
oxNewtonImport, oxNewtonUtils, oxNewtonManager, oxNewtonJoint,
oxNewtonDynamicObjects, oxNewtonCustomJoints, oxNewtondll;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
type
TOXCharacterController = class;
TOXCharacterBody = class;
//
TOXCharacterBody = class( TOXNewtonDynSphere )
private
FCharacter: TOXCharacterController;
public
property Character: TOXCharacterController read FCharacter write FCharacter;
end;
//
TOXCharacterController = class( TOXNewtonDynSphere )
private
FOrionX3D: byte;
FJumping: boolean;
FPushDown: Float;
FSpeed: Float;
FVSpeed: TOXVector3;
FStraf: Float;
FVDir: TOXVector3;
FVForca: TOXVector3;
FVDir2: TOXVector3;
FVForca2: TOXVector3;
FVPos: TOXVector3;
FDummy: TOXNewtonDummy;
FSphere1: TOXCharacterBody;
FSphere2: TOXCharacterBody;
FUpVectorJoint: TOXCUpVectorJoint;
FSlideControl: TOXCCorkScrewJoint;
FJambeCorpControl: TOXCUniversalControlJoint;
FTopCorpControl: TOXCUniversalControlJoint;
FActor: TGLActor;
procedure InputCommand;
public
constructor Create( aOwner: TComponent ); override;
destructor Destroy; override;
//
procedure InitNewton; override;
procedure Progression( const deltaTime, newTime: Double );
procedure ForceAndTorque( cBody: PNewtonBody );
//
property CPart1: TOXCharacterBody read FSphere1 write FSphere1;
property CPart2: TOXCharacterBody read FSphere2 write FSphere2;
protected
published
property Actor: TGLActor read FActor write FActor;
end;
implementation
uses GLKeyboard;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
constructor TOXCharacterController.Create( aOwner: TComponent );
begin
inherited Create( aOwner );
FOrionX3D:= 100;
FJumping:= False;
AutoFreeze:= False;
Radius:= 0.3;
FrictionMotion1:= True;
FrictionMotion2:= False;
SetMaterialSurface( True, 0.05, 0.1, 1.0, 1.0 );
ApplyForceAndTorque:= ForceAndTorque;
end;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
procedure TOXCharacterController.InitNewton;
const
UpDir: TOXVector3 = ( 0, 0, 1 );
begin
if Actived then exit;
Inherited;
FDummy:= TOXNewtonDummy( Scene.Objects.AddNewChild( TOXNewtonDummy ) );
//
FJambeCorpControl:= TOXCUniversalControlJoint( FDummy.AddNewChild( TOXCUniversalControlJoint ) );
FSphere1:= TOXCharacterBody( FDummy.AddNewChild( TOXCharacterBody ) );
FSphere1.ExtentScale:= True;
FSphere1.FCharacter:= self;
FSphere1.AutoFreeze:= AutoFreeze;
FSphere1.Mass:= 0.5;
FSphere1.Position.SetPoint( AbsoluteMatrix[3][0], AbsoluteMatrix[3][1], AbsoluteMatrix[3][2] + ( 0.5 ) );
FJambeCorpControl.Position.SetPoint( AbsoluteMatrix[3][0], AbsoluteMatrix[3][1], AbsoluteMatrix[3][2] + ( 0.025 ) );
FSphere1.Scale.SetVector( 0.6, 0.6, 0.85 );
FSphere1.InitNewton;
FJambeCorpControl.JointMinPinLength:= 15;
FJambeCorpControl.JointCollisionState:= 0;
FJambeCorpControl.JointStiffness:= 1;
FJambeCorpControl.BendX:= 0;
FJambeCorpControl.BendY:= 0;
FJambeCorpControl.Visible:= False;
FJambeCorpControl.LocalUse:= False;
FJambeCorpControl.JointChildPin.SetVector( 0, 0, 1 );
FJambeCorpControl.JointParentPin.SetVector( 0, 1, 0 );
FJambeCorpControl.InitJoint( Body, FSphere1.Body );
//
FTopCorpControl:= TOXCUniversalControlJoint( FDummy.AddNewChild( TOXCUniversalControlJoint ) );
FSphere2:= TOXCharacterBody( FDummy.AddNewChild( TOXCharacterBody ) );
FSphere2.ExtentScale:= True;
FSphere2.FCharacter:= self;
FSphere2.AutoFreeze:= AutoFreeze;
FSphere2.Mass:= 0.5;
FSphere2.Position.SetPoint( AbsoluteMatrix[3][0], AbsoluteMatrix[3][1], AbsoluteMatrix[3][2] + ( 1.1 ) );
FSphere2.Scale.SetVector( 0.4, 0.4, 0.5 );
FSphere2.InitNewton;
FTopCorpControl.Position.SetPoint( AbsoluteMatrix[3][0], AbsoluteMatrix[3][1], AbsoluteMatrix[3][2] + ( 0.6 ) );
FTopCorpControl.JointCollisionState:= 0;
FTopCorpControl.Visible:= False;
FTopCorpControl.LocalUse:= False;
FTopCorpControl.JointChildPin.SetVector( 0, 0, 1 );
FTopCorpControl.JointParentPin.SetVector( 0, 1, 0 );
FTopCorpControl.InitJoint( FSphere1.Body, FSphere2.Body );
//
FSlideControl:= TOXCCorkScrewJoint( FDummy.AddNewChild( TOXCCorkScrewJoint ) );
FSlideControl.Position.SetPoint( AbsoluteMatrix[3][0], AbsoluteMatrix[3][1], AbsoluteMatrix[3][2] + ( 0.5 ) );
//FJambeCorpControl.OnCallBack:= nil;
FSlideControl.JointCollisionState:= 0;
FSlideControl.Visible:= False;
FSlideControl.LocalUse:= False;
FSlideControl.JointLimitsOn:= True;
FSlideControl.JointMinDist:= 0.25;
FSlideControl.JointMaxDist:= 0.25;
FSlideControl.JointChildPin.SetVector( 0, 0, 1 );
FSlideControl.JointParentPin.SetVector( 0, 1, 0 );
FSlideControl.InitJoint( Body, FSphere1.Body );
FSlideControl.OnCallBack:= nil;
//}
FUpVectorJoint:= TOXCUpVectorJoint( AddNewChild( TOXCUpVectorJoint ) );
FUpVectorJoint.JointCollisionState:= 0;
FUpVectorJoint.Visible:= False;
FUpVectorJoint.LocalUse:= False;
FUpVectorJoint.JointChildPin.SetVector( 0, 0, 1 );
FUpVectorJoint.InitJoint( Body, nil );
FUpVectorJoint.UpdatePinDir;
//
end;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
// Normaly the keyboard control is place on the form application it is only to test.
procedure TOXCharacterController.InputCommand;
procedure SurfaceMode(cMode: boolean);
begin
if cMode then begin
FrictionMotion1:= True;
FrictionMotion2:= True;
SetMaterialSurface( True, 0.05, 0.1, 0.0, 0.0 );
end else begin
FrictionMotion1:= True;
FrictionMotion2:= True;
SetMaterialSurface( True, 0.05, 0.1, 0.75, 0.5 );
end;
end;
begin
if Collide then FJumping:= false;
FSpeed:= 0;
FStraf:= 0;
SurfaceMode(false);
if IsKeyDown( 'w' ) then begin
SurfaceMode(true);
FSpeed:= -500;
end else
if IsKeyDown( 's' ) then begin
SurfaceMode(true);
FSpeed:= 500;
end;
if IsKeyDown( 'a' ) then begin
SurfaceMode(true);
FStraf:= 500;
end else
if IsKeyDown( 'd' ) then begin
SurfaceMode(true);
FStraf:= -500;
end;
FVDir:= oxV3Make( Children[0].AbsoluteUp[0], Children[0].AbsoluteUp[1], Children[0].AbsoluteUp[2] );
FVForca:= oxVScale( oxVNegate( FVDir ), FSpeed );
FVDir2:= oxV3Make( Children[0].AbsoluteRight[0], Children[0].AbsoluteRight[1], Children[0].AbsoluteRight[2] );
FVForca2:= oxVScale( oxVNegate( FVDir2 ), FStraf );
end;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
procedure TOXCharacterController.Progression( const deltaTime, newTime: Double );
const
emptvec: TOXVector3 = ( 0, 0, 0 );
var
vtmpforce: TOXVector3;
begin
vtmpforce:= oxV3Make( 0, 0, 0 );
FVDir:= oxV3Make( 0, 0, 0 );
FVForca:= oxV3Make( 0, 0, 0 );
FVDir2:= oxV3Make( 0, 0, 0 );
FVForca2:= oxV3Make( 0, 0, 0 );
FVPos:= oxV3Make( 0, 0, 0 );
InputCommand;
end;
procedure TOXCharacterController.ForceAndTorque( cBody: PNewtonBody );
const
emptvec: TOXVector3 = ( 0, 0, 0 );
var
vtmpforce: TOXVector3;
begin
//FDistance:= 5.0;
vtmpforce:= oxV3Make( 0, 0, 0 );
NewtonBodySetOmega( cBody, @emptvec[0] );
NewtonBodySetTorque( cBody, @emptvec[0] );
NewtonBodySetOmega( FSphere1.Body, @emptvec[0] );
NewtonBodySetTorque( FSphere1.Body, @emptvec[0] );
NewtonBodySetOmega( FSphere2.Body, @emptvec[0] );
NewtonBodySetTorque( FSphere2.Body, @emptvec[0] );
NewtonBodyGetVelocity( cBody, @FVSpeed[0] );
{if ( FReadData = 9 ) then FPushDown:= 500 else}
FPushDown:= 20;
FVForca:= oxV3Make( FVForca[0], FVForca[1], 0 -FPushDown );
NewtonBodyAddForce( Body, @FVForca[0] );
FVForca2:= oxV3Make( FVForca2[0], FVForca2[1], 0 -FPushDown );
NewtonBodyAddForce( Body, @FVForca2[0] );
vtmpforce[0]:= FVSpeed[0] / 2;
vtmpforce[1]:= FVSpeed[1] / 2;
vtmpforce[2]:= FVSpeed[2];
NewtonBodySetVelocity( cBody, @vtmpforce[0] );
end;
{******************************************************************************}
// [15-9-2007]: oxNewtonFPSCharacter last change by Dave Gravel. //
{******************************************************************************}
destructor TOXCharacterController.Destroy;
begin
FDummy.DeleteChildren;
FDummy.Free;
inherited Destroy;
end;
{******************************************************************************}
{$D '[15-9-2007]: TOXNewtonManager v1.55 by Dave Gravel under MPL-1.1 license.'}
{******************************************************************************}
initialization
RegisterClasses( [ TOXCharacterController ] );
end.
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