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{
Copyright 2010-2017 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.
----------------------------------------------------------------------------
}
{ Demo of TCastleScene, scene manager and related functionality.
Follow the relevant tutorial pages
http://castle-engine.sourceforge.net/tutorial_load_3d.php
http://castle-engine.sourceforge.net/tutorial_scene.php
}
program cars_demo;
uses SysUtils, CastleVectors, CastleTransform, CastleUIControls, CastleUtils,
CastleFilesUtils, CastleWindow, CastleSceneCore, CastleScene,
CastleKeysMouse, CastleBoxes, X3DNodes;
var
Window: TCastleWindow;
CarScene, RoadScene: TCastleScene;
CarTransforms: array [1..20] of TCastleTransform;
procedure WindowUpdate(Container: TUIContainer);
procedure UpdateCarTransform(const CarTransform: TCastleTransform);
var
T: TVector3;
begin
T := CarTransform.Translation;
{ Thanks to multiplying by SecondsPassed, it is a time-based operation,
and will always move 40 units / per second along the -Z axis. }
T := T + Vector3(0, 0, -40) * Container.Fps.SecondsPassed;
{ Wrap the Z position, to move in a loop }
if T.Z < -70.0 then
T.Z := 50.0;
CarTransform.Translation := T;
end;
var
I: Integer;
begin
for I := Low(CarTransforms) to High(CarTransforms) do
UpdateCarTransform(CarTransforms[I]);
end;
procedure WindowPress(Container: TUIContainer; const Event: TInputPressRelease);
begin
if Event.IsKey('c') then
CarTransforms[1].Exists := not CarTransforms[1].Exists;
{ capture a screenshot }
if Event.IsKey(K_F5) then
Window.SaveScreen(FileNameAutoInc(ApplicationName + '_screen_%d.png'));
end;
function CreateBoxesScene: TCastleScene;
const
WallHeight = 5;
var
RoadBox: TBox3D;
RootNode: TX3DRootNode;
Appearance: TAppearanceNode;
Material: TMaterialNode;
Shape1, Shape2: TShapeNode;
Box1, Box2: TBoxNode;
Transform1, Transform2: TTransformNode;
begin
{ The created geometry will automatically adjust to the bounding box
of the road 3D model. }
RoadBox := RoadScene.BoundingBox;
if RoadBox.IsEmpty then
raise Exception.Create('Invalid road 3D model: empty bounding box');
Material := TMaterialNode.Create;
{ Yellow (we could have also used YellowRGB constant from CastleColors unit) }
Material.DiffuseColor := Vector3(1, 1, 0);
Material.Transparency := 0.75;
Appearance := TAppearanceNode.Create;
Appearance.Material := Material;
{ Note: you could use TBoxNode.CreateWithTransform shortcut method
to create Box1, Shape1, Transform1 in one instruction.
But we show the longer version below, as it's easier to understand. }
Box1 := TBoxNode.Create('box_1_geometry');
Box1.Size := Vector3(0.5, WallHeight, RoadBox.Size.Z);
Shape1 := TShapeNode.Create('box_1_shape');
Shape1.Appearance := Appearance;
Shape1.Geometry := Box1;
Transform1 := TTransformNode.Create('box_1_transform');
Transform1.Translation := Vector3(RoadBox.Min.X, WallHeight / 2, RoadBox.Center.Z);
Transform1.AddChildren(Shape1);
Box2 := TBoxNode.Create('box_2_geometry');
Box2.Size := Vector3(0.5, WallHeight, RoadBox.Size.Z);
Shape2 := TShapeNode.Create('box_2_shape');
{ Reuse the same Appearance node for another shape.
This is perfectly allowed (the X3D is actually a graph, not a tree). }
Shape2.Appearance := Appearance;
Shape2.Geometry := Box2;
Transform2 := TTransformNode.Create('box_2_transform');
Transform2.Translation := Vector3(RoadBox.Max.X, WallHeight / 2, RoadBox.Center.Z);
Transform2.AddChildren(Shape2);
RootNode := TX3DRootNode.Create;
RootNode.AddChildren(Transform1);
RootNode.AddChildren(Transform2);
Result := TCastleScene.Create(Application);
Result.Load(RootNode, true);
end;
var
I: Integer;
begin
Window := TCastleWindow.Create(Application);
CarScene := TCastleScene.Create(Application);
CarScene.Load(ApplicationData('car.x3d'));
CarScene.Spatial := [ssRendering, ssDynamicCollisions];
CarScene.ProcessEvents := true;
CarScene.PlayAnimation('wheels_turning', paForceLooping);
for I := Low(CarTransforms) to High(CarTransforms) do
begin
CarTransforms[I] := TCastleTransform.Create(Application);
CarTransforms[I].Translation := Vector3(
-6 + Random(4) * 6, 0, RandomFloatRange(-70, 50));
CarTransforms[I].Add(CarScene);
Window.SceneManager.Items.Add(CarTransforms[I]);
end;
RoadScene := TCastleScene.Create(Application);
RoadScene.Load(ApplicationData('road.x3d'));
RoadScene.Spatial := [ssRendering, ssDynamicCollisions];
RoadScene.ProcessEvents := true;
Window.SceneManager.Items.Add(RoadScene);
Window.SceneManager.MainScene := RoadScene;
Window.SceneManager.Items.Add(CreateBoxesScene);
Window.SceneManager.RequiredCamera.SetView(
Vector3(-43.30, 27.23, -80.74),
Vector3( 0.60, -0.36, 0.70),
Vector3( 0.18, 0.92, 0.32)
);
// better camera for only a car:
{Window.SceneManager.RequiredCamera.SetView(
Vector3(-7.83, 6.15, -7.55),
Vector3( 0.47, -0.30, 0.82),
Vector3( 0.16, 0.95, 0.25)
);}
Window.OnUpdate := @WindowUpdate;
Window.OnPress := @WindowPress;
Window.Open;
Application.Run;
end.
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