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interaction [2020/05/26 12:41] – [Interaction] admininteraction [2020/11/06 09:23] – [Input-Controller] admin
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 ===== Gesture Interaction ===== ===== Gesture Interaction =====
  
 +Gesture handling is supported for Gorilla3D viewport. To allow gesture management you will need a TGestureManager component on your form and you have to link it to the TGorillaViewport component.
 +
 +In the example below it is described, how to rotate and zoom a model. Therefor we use the interactive gestures: ZOOM and PAN.
 +In the //OnGesture// event of our GorillaViewport1 we setup a callback procedure to handle gesture input. Simple check for the supplied interactive gesture event: //igiZoom// or //igiPan// and execute the very simple //DoZoom// and //DoRotate// sub-routines.
 +
 +<file pascal>
 +type
 +  TForm1 = class(TForm)
 +    GorillaViewport1: TGorillaViewport;
 +    GestureManager1: TGestureManager;
 +    GorillaModel1: TGorillaModel;
 +    
 +    procedure GorillaViewport1Gesture(Sender: TObject;
 +      const EventInfo: TGestureEventInfo; var Handled: Boolean);
 +      
 +    protected
 +      FLastPos : TPointF;
 +      
 +    [...]
 +  end;
 +  
 +procedure TForm1.FormCreate(Sender : TObject);
 +begin
 +  GorillaViewport1.Touch.GestureManager := GestureManager1;
 +  GorillaViewport1.Touch.InteractiveGestures := [Zoom, Pan];
 +  GorillaViewport1.OnGesture := GorillaViewport1Gesture;
 +  [...]
 +end;
 +
 +procedure TForm1.GorillaViewport1Gesture(Sender: TObject;
 +  const EventInfo: TGestureEventInfo; var Handled: Boolean);
 +
 +  procedure DoZoom();
 +  var LScale : Single;
 +  begin
 +    if not (TInteractiveGestureFlag.gfBegin in EventInfo.Flags)
 +    and not (TInteractiveGestureFlag.gfEnd in EventInfo.Flags) then
 +    begin
 +      LScale := EventInfo.Distance / 100;
 +      GorillaModel1.Scale.Point := Point3D(LScale, LScale, LScale);
 +    end;
 +  end;
 +
 +  procedure DoRotate();
 +  var LDist : Single;
 +      LDiff,
 +      LNew,
 +      LPos  : TPointF;
 +  begin
 +    LNew := EventInfo.Location;
 +
 +    if not Assigned(GorillaModel1) then
 +    begin
 +      FLastPos := LNew;
 +      Exit;
 +    end;
 +
 +    if not (TInteractiveGestureFlag.gfBegin in EventInfo.Flags)
 +    and not (TInteractiveGestureFlag.gfEnd in EventInfo.Flags) then
 +    begin
 +      LPos := EventInfo.Location;
 +      LDiff := FLastPos - LPos;
 +
 +      LDist := LDiff.X / 5;
 +
 +      GorillaModel1.RotationAngle.Y := GorillaModel1.RotationAngle.Y + LDist;
 +    end;
 +
 +    FLastPos := LNew;
 +  end;
 +
 +begin
 +  // just a dirty and quick solution for gesture handling
 +  case EventInfo.GestureID of
 +    igiZoom :
 +      begin
 +        // zoom
 +        DoZoom();
 +        Handled := true;
 +      end;
 +
 +    igiPan :
 +      begin
 +        // rotate model
 +        DoRotate();
 +        Handled := true;
 +      end;
 +
 +    else
 +      begin
 +        Handled := false;
 +      end;
 +  end;
 +end;
 +</file>
 ===== GamePad Interaction ===== ===== GamePad Interaction =====
  
 Interacting with gamepads in Firemonkey is not possible out of the box. But of course you can build your own component. Interacting with gamepads in Firemonkey is not possible out of the box. But of course you can build your own component.
-Gorilla3D already provides support for gamepads in the TGorillaInputController and is very easy to use. Also combination of mouse and keyboard input is managable. 
  
 +But before bothering, have a look at the TGorillaInputController of Gorilla3D, which already provides support for gamepads. It is very easy to use and allows combinations of mouse and keyboard input.
 +
 +Read more: [[inputpolling|Input Polling]]
 ===== Input-Controller ===== ===== Input-Controller =====
-Because most games and applications use hotkeys and sequences to interact with the 3D world+ 
-But handling all keyboard and mouse+Because most games and applications use mouse and keyboard in combination, it can be become complex very fast. It's also a bad idea to handle inputs in mainthread an reduce rendering performance by that
 +Besides that, it's very often a hassle to manage lots of hotkeys or input-sequences. Take a further read on the TGorillaInputController to learn how you could handle those things much easier.
  
 Read more: [[inputpolling|Input Polling]] Read more: [[inputpolling|Input Polling]]
  
-Next step: [[android|Android]]+Next step: [[charactercontrolling|CharacterControlling]]