Created
November 2, 2023 16:32
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Using TExtrusionNode to generate some pipes
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{ Main view, where most of the application logic takes place. | |
Feel free to use this code as a starting point for your own projects. | |
This template code is in public domain, unlike most other CGE code which | |
is covered by BSD or LGPL (see https://castle-engine.io/license). } | |
unit GameViewMain; | |
interface | |
uses Classes, | |
CastleVectors, CastleComponentSerialize, | |
CastleUIControls, CastleControls, CastleKeysMouse, CastleViewport; | |
type | |
{ Main view, where most of the application logic takes place. } | |
TViewMain = class(TCastleView) | |
published | |
{ Components designed using CGE editor. | |
These fields will be automatically initialized at Start. } | |
LabelFps: TCastleLabel; | |
Viewport1: TCastleViewport; | |
public | |
constructor Create(AOwner: TComponent); override; | |
procedure Start; override; | |
procedure Update(const SecondsPassed: Single; var HandleInput: Boolean); override; | |
function Press(const Event: TInputPressRelease): Boolean; override; | |
end; | |
var | |
ViewMain: TViewMain; | |
implementation | |
uses SysUtils, Math, | |
X3DNodes, CastleUtils, CastleScene; | |
{ TViewMain ----------------------------------------------------------------- } | |
constructor TViewMain.Create(AOwner: TComponent); | |
begin | |
inherited; | |
DesignUrl := 'castle-data:/gameviewmain.castle-user-interface'; | |
end; | |
procedure TViewMain.Start; | |
{ Set the cross-section of Extrusion by calling Extrusion.SetCrossSection | |
to have a circular shape with given Radius. } | |
procedure SetCrossSectionCircle(const Extrusion: TExtrusionNode; const Radius: Single); | |
const | |
CircleSlices = 16; | |
var | |
// We create CircleSlices+1 points, the first and last points are equal to close the circle. | |
Points: array [0..CircleSlices] of TVector2; | |
I: Integer; | |
S, C: Single; | |
begin | |
for I := Low(Points) to High(Points) do | |
begin | |
// Note: we use "2 * Pi - " to invert the order, | |
// to make CCW (counter-clockwise) order. | |
SinCos(2 * Pi - 2 * Pi * I / CircleSlices, S, C); | |
Points[I] := Vector2(C, S) * Radius; | |
end; | |
Extrusion.SetCrossSection(Points); | |
end; | |
{ Add to Viewport1 a scene with extrusion along the given sequence of points | |
with cross-section being a circle with given Radius. | |
The scene is positioned and colored randomly, just for demo. } | |
procedure AddPipe(const Points: array of TVector3; const Radius: Single); | |
var | |
Scene: TCastleScene; | |
RootNode: TX3DRootNode; | |
Extrusion: TExtrusionNode; | |
Shape: TShapeNode; | |
Appearance: TAppearanceNode; | |
Material: TMaterialNode; | |
begin | |
Extrusion := TExtrusionNode.Create; | |
Extrusion.SetSpine(Points); | |
Extrusion.BeginCap := true; | |
Extrusion.EndCap := true; | |
Extrusion.CreaseAngle := 4; // Larger than Pi, so perfectly smooth | |
SetCrossSectionCircle(Extrusion, Radius); | |
Material := TMaterialNode.Create; | |
// randomize color | |
Material.DiffuseColor := Vector3(Random, Random, Random); | |
Appearance := TAppearanceNode.Create; | |
Appearance.Material := Material; | |
Shape := TShapeNode.Create; | |
Shape.Geometry := Extrusion; | |
Shape.Appearance := Appearance; | |
RootNode := TX3DRootNode.Create; | |
RootNode.AddChildren(Shape); | |
Scene := TCastleScene.Create(FreeAtStop); | |
Scene.Load(RootNode, true); | |
// randomize position | |
Scene.Translation := Vector3( | |
RandomFloatRange(-10, 10), | |
0, | |
RandomFloatRange(-10, 10) | |
); | |
Viewport1.Items.Add(Scene); | |
end; | |
var | |
I: Integer; | |
begin | |
inherited; | |
for I := 1 to 10 do | |
AddPipe([ | |
Vector3(0, 0, 0), | |
Vector3(0, 2, 0), | |
// these 3 points are close to eeach other, to allow smooth change in spine | |
Vector3(0, 4.9, 0), | |
Vector3(0, 5, 0), | |
Vector3(0.1, 5, 0), | |
Vector3(2, 5, 0), | |
Vector3(5, 5, 0) | |
], 0.1); | |
end; | |
procedure TViewMain.Update(const SecondsPassed: Single; var HandleInput: Boolean); | |
begin | |
inherited; | |
{ This virtual method is executed every frame (many times per second). } | |
Assert(LabelFps <> nil, 'If you remove LabelFps from the design, remember to remove also the assignment "LabelFps.Caption := ..." from code'); | |
LabelFps.Caption := 'FPS: ' + Container.Fps.ToString; | |
end; | |
function TViewMain.Press(const Event: TInputPressRelease): Boolean; | |
begin | |
Result := inherited; | |
if Result then Exit; // allow the ancestor to handle keys | |
{ This virtual method is executed when user presses | |
a key, a mouse button, or touches a touch-screen. | |
Note that each UI control has also events like OnPress and OnClick. | |
These events can be used to handle the "press", if it should do something | |
specific when used in that UI control. | |
The TViewMain.Press method should be used to handle keys | |
not handled in children controls. | |
} | |
// Use this to handle keys: | |
{ | |
if Event.IsKey(keyXxx) then | |
begin | |
// DoSomething; | |
Exit(true); // key was handled | |
end; | |
} | |
end; | |
end. |
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