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{
Copyright 2008-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Example how to animate (change, modify) the 3D model (it's VRML/X3D graph)
using ObjectPascal code.
Run this program without any parameters in this directory
(it opens file "data/boxes.x3dv") and watch the trivial animation.
You can rotate/move the scene by dragging with mouse,
see view3dscene docs (we use the same "Examine" camera).
For programmers:
Generally, you just change VRML/X3D graph (rooted in Scene.RootNode)
however you like, whenever you like. TX3DNode class has a lot of methods
to find and change nodes within the graph, you can insert/delete/change
any of their children nodes, fields, and generally do everything.
Remember to call "Changed" on every changed field (or change it only
by Send methods, see more info on
[http://castle-engine.sourceforge.net/vrml_engine_doc/output/xsl/html/section.scene.html#section.scene_caching].)
Of course, in case of trivial animation in this program, we could
also express it directly in VRML/X3D and just load the scene,
setting Scene.ProcessEvents := true. This would make the scene "animate itself",
without the need for any ObjectPascal code to do this. But, for example sake,
we animate it here by our own code.
}
program animate_3d_model_by_code;
uses CastleVectors, X3DNodes, CastleWindow, CastleLog,
CastleUtils, SysUtils, CastleGLUtils, CastleScene, CastleCameras,
CastleFilesUtils, CastleParameters, CastleStringUtils, CastleKeysMouse,
CastleApplicationProperties;
var
Window: TCastleWindow;
Scene: TCastleScene;
var
TransformBox2: TTransformNode;
TransformBox3: TTransformNode;
TransformBox4: TTransformNode;
procedure Update(Container: TUIContainer);
begin
{ We want to keep track of current time here (for calculating rotations
below). It's most natural to just use Scene.Time property for this.
(Scene.Time is already incremented for us by SceneManager.) }
{ change rotation angles (4th component of the vector),
leaving the rotation axis (XYZ components) unchanged. }
TransformBox2.Rotation := Vector4(TransformBox2.Rotation.XYZ, Scene.Time);
TransformBox3.Rotation := Vector4(TransformBox2.Rotation.XYZ, Scene.Time * 2);
TransformBox4.Rotation := Vector4(TransformBox2.Rotation.XYZ, Scene.Time * 4);
end;
begin
Window := TCastleWindow.Create(Application);
Parameters.CheckHigh(0);
ApplicationProperties.OnWarning.Add(@ApplicationProperties.WriteWarningOnConsole);
Scene := TCastleScene.Create(nil);
try
Scene.Load(ApplicationData('boxes.x3dv'));
TransformBox2 := Scene.RootNode.FindNodeByName(TTransformNode,
'Box2Transform', true) as TTransformNode;
TransformBox3 := Scene.RootNode.FindNodeByName(TTransformNode,
'Box3Transform', true) as TTransformNode;
TransformBox4 := Scene.RootNode.FindNodeByName(TTransformNode,
'Box4Transform', true) as TTransformNode;
{ init SceneManager with our Scene }
Window.SceneManager.MainScene := Scene;
Window.SceneManager.Items.Add(Scene);
{ init SceneManager.Camera }
Window.SceneManager.ExamineCamera.Init(Scene.BoundingBox, 0.1);
Window.OnUpdate := @Update;
Window.SetDemoOptions(K_F11, CharEscape, true);
Window.OpenAndRun;
finally Scene.Free end;
end.
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