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0.8.4:cameras [2022/07/20 12:36] – [TGorillaSmoothCameraController] admin | 0.8.4:cameras [2022/07/20 16:01] – [Target] admin | ||
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===== Target ===== | ===== Target ===== | ||
- | A very useful property of Firemonkey' | + | A very useful property of Firemonkey' |
You can use this property for easy camera navigation in 3D space. Combine a camera component with a non-visual TDummy instance to navigate. | You can use this property for easy camera navigation in 3D space. Combine a camera component with a non-visual TDummy instance to navigate. | ||
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end; | end; | ||
</ | </ | ||
- | ===== TGorillaSmoothCameraController | + | |
+ | ===== Frustum Culling ===== | ||
+ | |||
+ | The viewing frustum is a geometric representation of the volume visible to the virtual camera. Naturally, objects outside this volume will not be visible in the final image, so they are discarded. | ||
+ | |||
+ | Read more about here: [[viewport# | ||
+ | |||
+ | ===== Smooth Camera Controller | ||
Since version 0.8.4.2341 a TGorillaViewport component provides an embedded // | Since version 0.8.4.2341 a TGorillaViewport component provides an embedded // | ||
This enables an easy-to-use mouse navigation for your 3D scene without any effort. | This enables an easy-to-use mouse navigation for your 3D scene without any effort. | ||
- | The component | + | The smooth camera controller supports the following control: |
+ | * Rotation around Y-axis | ||
+ | * Rotation around X-axis (moving up / down) | ||
+ | * Zooming in / out | ||
+ | * Shifting / Translating on X-, Y- and Z-axis | ||
+ | |||
+ | It is called " | ||
+ | |||
+ | Nevertheless you're able to control this smoothness and the controller | ||
^Property ^ Description^ | ^Property ^ Description^ | ||
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|OnAfterModify|A callback event after a specific type of control (rotate, up/down, zoom, ...) was modified.| | |OnAfterModify|A callback event after a specific type of control (rotate, up/down, zoom, ...) was modified.| | ||
- | To retrieve the embedded camera and camera controller from a viewport you can use the following public functions of a TGorillaViewport instance. | + | To retrieve |
^Function^ | ^Function^ | ||
- | |function GetDesignCamera() : TCamera; virtual;| | + | |function GetDesignCamera() : TCamera;| |
- | |function GetDesignCameraController() : TGorillaSmoothCameraController; | + | |function GetDesignCameraController() : TGorillaSmoothCameraController; |
+ | |||
+ | ==== Creating a Smooth Controller at Runtime ==== | ||
+ | |||
+ | Besides the embedded camera controller in the viewport, you can of course create your own at runtime or designtime. | ||
+ | |||
+ | If you link the controller to a viewport component, it will automatically setup the necessary mouse events for you. | ||
+ | But you are also allowed to control it yourself, f.e. by Gamepad or Keyboard events. For manual controlling please leave the viewport property empty. | ||
+ | |||
+ | |||
+ | In the following code snippet we modify rotation manually in user-specific mouse events. | ||
+ | We're also blocking shifting, because we only want to rotate the camera. | ||
+ | |||
+ | <file pascal> | ||
+ | uses | ||
+ | Gorilla.Camera; | ||
+ | |||
+ | [...] | ||
+ | |||
+ | type | ||
+ | TForm1 = class(TForm) | ||
+ | GorillaViewport1: | ||
+ | FCameraCtrl : TGorillaSmoothCameraController; | ||
+ | FMyCamera : TGorillaCamera; | ||
+ | |||
+ | private | ||
+ | FIsMoving : Boolean; | ||
+ | FLastPoint : TPointF; | ||
+ | |||
+ | procedure DoOnViewportMouseUp(ASender : TObject; AButton : TMouseButton; | ||
+ | AShift : TShiftState; | ||
+ | procedure DoOnViewportMouseDown(ASender : TObject; AButton : TMouseButton; | ||
+ | AShift : TShiftState; | ||
+ | procedure DoOnViewportMouseMove(ASender : TObject; AShiftState : TShiftState; | ||
+ | X, Y : Single); | ||
+ | end; | ||
+ | |||
+ | [...] | ||
+ | |||
+ | procedure TForm1.FormCreate(Sender: | ||
+ | begin | ||
+ | GorillaViewport1.OnMouseUp | ||
+ | GorillaViewport1.OnMouseDown := DoOnViewportMouseDown; | ||
+ | GorillaViewport1.OnMouseMove := DoOnViewportMouseMove; | ||
+ | |||
+ | /// Create a smooth camera controller | ||
+ | FCameraCtrl := TGorillaSmoothCameraController.Create(GorillaViewport1); | ||
+ | FCameraCtrl.Parent := GorillaViewport; | ||
+ | |||
+ | /// NOTICE: Enable only rotation. Disable zooming and shifting | ||
+ | FCameraCtrl.Types := [TGorillaSmoothCameraControlType.scctRotateY, | ||
+ | |||
+ | /// Create our own camera for this controller | ||
+ | FMyCamera := TGorillaCamera.Create(FCameraCtrl); | ||
+ | FMyCamera.Parent := FCameraCtrl; | ||
+ | |||
+ | /// Link the camera to the controller | ||
+ | FCameraCtrl.Camera := FMyCamera; | ||
+ | |||
+ | /// Activate the camera for rendering | ||
+ | GorillaViewport1.Camera := FMyCamera; | ||
+ | GorillaViewport1.UsingDesignCamera := FALSE; | ||
+ | |||
+ | [...] | ||
+ | end; | ||
+ | |||
+ | procedure TForm1.DoOnViewportMouseUp(ASender : TObject; AButton : TMouseButton; | ||
+ | AShift : TShiftState; | ||
+ | begin | ||
+ | FIsMoving := false; | ||
+ | end; | ||
+ | |||
+ | procedure TForm1.DoOnViewportMouseDown(ASender : TObject; AButton : TMouseButton; | ||
+ | AShift : TShiftState; | ||
+ | begin | ||
+ | FIsMoving | ||
+ | FLastPoint := PointF(X, Y); | ||
+ | end; | ||
+ | |||
+ | procedure TForm1.DoOnViewportMouseMove(ASender : TObject; AShiftState : TShiftState; | ||
+ | X, Y : Single); | ||
+ | var LDiff : TPointF; | ||
+ | begin | ||
+ | if FIsMoving then | ||
+ | begin | ||
+ | if (ssLeft in AShiftState) then | ||
+ | begin | ||
+ | LDiff := PointF(X, Y) - FLastPoint; | ||
+ | |||
+ | /// Rotate around y-axis + Move up and down | ||
+ | FCameraCtrl.AddImpulse(LDiff); | ||
+ | end; | ||
+ | |||
+ | /// finally store the last mouse position | ||
+ | FLastPoint := PointF(X, Y); | ||
+ | end; | ||
+ | end; | ||
+ | </ | ||
+ | |||
+ | The smooth camera controller provides a number of helpful functions to modify it from external. | ||
+ | |||
+ | ^Function^Description^ | ||
+ | |procedure AddImpulse(AOfs : TPointF); | ||
+ | |procedure AddXImpulse(AAngle : Single); | ||
+ | |procedure AddYImpulse(AAngle : Single); |Call this procedure to move camera up and down.| | ||
+ | |procedure Zoom(AStrength : Single = 1);|Call this procedure if you want to zoom in or out. The strength parameter defines the intensity of zooming.| | ||
+ | |procedure Shift(AOfs : TPoint3D); | ||
+ | |||
+ | |||
+ | You can manipulate impulse values for rotation, zooming and shifting directly by the following properties. | ||
+ | |||
+ | ^Property^Description^ | ||
+ | |Impulse.X|Get or set the current impulse for rotation around Y-axis (X value).| | ||
+ | |Impulse.Y|Get or set the current impulse for moving up and down (Y value)| | ||
+ | |Impulse.Z|Get or set the current impulse for zooming in/out (Z value)| | ||
+ | |ShiftImpulse.X|Get or set the current impulse for shifting on X axis.| | ||
+ | |ShiftImpulse.Y|Get or set the current impulse for shifting on Y axis.| | ||
+ | |ShiftImpulse.Z|Get or set the current impulse for shifting on Z axis.| |