Trigger Points

TriggerPoints are 3D positions in your 3D world space. Those can be static or dynamic (moving). For example you have another character you want to talk to. You can set up a dynamic trigger point for the model and the system will automatically check when it's getting close enough. In a triggerpoint specific event you can react on that feedback and start the conversation (Dialogues).

procedure TGameWindow.DoOnWheelTriggered(ASender : TGorillaTriggerPointManager;
  const APos, AViewDir : TPoint3D; const APoint : TGorillaTriggerPoint;
  const ADistance : Single);
begin
  FMX.Types.Log.D('wheel triggered');
end;
 
procedure TGameWindow.DoOnWheelUnTriggered(ASender : TGorillaTriggerPointManager;
  const APos, AViewDir : TPoint3D; const APoint : TGorillaTriggerPoint;
  const ADistance : Single);
begin
  FMX.Types.Log.D('wheel untriggered');
end;
 
  [...]
 
 
FTriggerPoints := TGorillaTriggerPointManager.Create(Self);
// we don't want to check against camera, but againts the character model
FTriggerPoints.RelatedControl := FCharacter;
FTriggerPoints.Enabled := true;
 
// creata a single trigger point at runtime
LTP := FTriggerPoints.AddTriggerPoint('Wheel1', Point3D(-10, 0, 10), 0.25, 30);
LTP.LookInDirection := false; // trigger only if character is nearby
LTP.Kind := TGorillaTriggerPointKind.StaticTriggerPoint;
LTP.Data := TValue.From<String>('Press [E] to rotate wheel #1');
LTP.Tag  := 1;
LTP.OnTriggered := DoOnWheelTriggered;
LTP.OnUnTriggered := DoOnWheelUnTriggered;