Add initial prototype.
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304
4-high/gel/applet/demo/full/launch_full_demo.adb
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304
4-high/gel/applet/demo/full/launch_full_demo.adb
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with
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gel.Window.setup,
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gel.Applet.gui_and_sim_world,
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gel.Forge,
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gel.Sprite,
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physics.Model,
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openGL.Model.box .colored,
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openGL.Model.sphere .textured,
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openGL.Model.capsule.textured,
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openGL.Model.any,
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openGL.Model.terrain,
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openGL.IO,
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openGL.Light,
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openGL.Palette;
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pragma unreferenced (gel.Window.setup);
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procedure launch_full_Demo
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--
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-- Drops a variety of shapes onto a terrain.
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--
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is
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use gel.Math,
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openGL,
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openGL.Model.box,
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opengl.Palette;
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the_Applet : constant gel.Applet.gui_and_sim_world.view := gel.Forge.new_gui_and_sim_Applet ("mixed Shapes", 1536, 864);
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text_line_Site : gel.Math.Vector_3 := (-10.0, 50.0, -60.0);
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procedure put_Line (Message : in String)
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is
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Text : constant gel.Sprite.view := gel.Forge.new_text_Sprite (the_Applet.gui_World,
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text_line_Site,
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Message,
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the_Applet.Font,
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White);
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begin
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the_Applet.gui_World.add (Text);
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text_line_Site (2) := text_line_Site (2) - 2.0;
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end put_Line;
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x : math.Real := 0.0;
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y : math.Real := 10.0;
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-----------
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-- Terrain
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--
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-- Heightfield
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--
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function to_Heightfield (From : in openGL.height_Map) return physics.Heightfield
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is
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Result : physics.Heightfield (1 .. Integer (From'Last (1)),
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1 .. Integer (From'Last (2)));
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Last_i : constant Index_t := From'Last (1);
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begin
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for i in Result'Range (1)
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loop
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for j in Result'Range (1)
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loop
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Result (i, j) := math.Real (From (Last_i - Index_t (i) + 1,
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Index_t (j)));
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end loop;
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end loop;
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return Result;
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end to_Heightfield;
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terrain_Heights : constant openGL.asset_Name := to_Asset ("assets/gel/kidwelly-terrain.png");
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terrain_Texture : constant openGL.asset_Name := to_Asset ("assets/gel/kidwelly-terrain-texture.png");
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hs : constant := 1.0;
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gl_Heights : constant openGL.IO.height_Map_view := openGL.IO.to_height_Map (image_Filename => terrain_Heights,
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Scale => 10.0);
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the_terrain_Model : constant openGL.Model.terrain.view
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:= openGL.Model.terrain.new_Terrain (heights_Asset => terrain_Heights,
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Row => 1,
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Col => 1,
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Heights => openGL.Model.terrain.height_Map_view (gl_Heights),
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color_Map => terrain_Texture,
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Tiling => (s => (0.0, 1.0),
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t => (0.0, 1.0)));
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the_terrain_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.heightfield,
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Heights => new physics.Heightfield' (to_Heightfield (gl_Heights.all)),
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height_Range => (0.0, 200.0)),
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Scale => (hs, 1.0, hs));
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the_Terrain : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Terrain",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_terrain_Model,
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the_terrain_physics_Model);
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begin
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-- Setup the applet.
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--
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the_Applet.gui_Camera.Site_is ((0.0, 4.0, 30.0)); -- Position the camera.
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the_Applet.sim_Camera.Site_is ((0.0, 4.0, 30.0)); -- Position the camera.
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the_Applet.enable_simple_Dolly (in_World => the_Applet.sim_World.Id); -- Enable user camera control via keyboard.
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the_Applet.Dolly.Speed_is (0.1);
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the_Applet.Renderer.Background_is (sky_Blue);
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the_Applet.sim_World.Gravity_is ((0.0, -9.8, 0.0));
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-- Camera controls text.
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--
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put_Line ("Camera Controls: - Use arrow and PgUp/PgDn keys to move.");
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put_Line (" - Use Shift key to move faster.");
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put_Line (" - Use Ctrl key to rotate instead of move.");
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put_Line (" - Use Alt key to orbit instead of move.");
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-- Set the lights position.
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--
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declare
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use openGL.Light;
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Light : openGL.Light.item := the_Applet.Renderer.new_Light;
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begin
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Light.Kind_is (Diffuse);
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Light.Site_is ((0.0, 100.0, 100.0));
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Light.ambient_Coefficient_is (0.2);
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the_Applet.Renderer.set (Light);
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end;
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-- Terrain.
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--
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the_Applet.sim_World.add (the_Terrain); -- Add the terrain.
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-- Add several sprites of each shape.
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--
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for i in 1 .. 5
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loop
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declare
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-- Box
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--
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the_box_Model : constant openGL.Model.box.colored.view
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:= openGL.Model.box.colored.new_Box (Size => (1.0, 1.0, 1.0),
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Faces => (Front => (Colors => (others => (Red, Opaque))),
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Rear => (Colors => (others => (Green, Opaque))),
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Upper => (Colors => (others => (Violet, Opaque))),
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Lower => (Colors => (others => (Yellow, Opaque))),
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Left => (Colors => (others => (Cyan, Opaque))),
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Right => (Colors => (others => (Magenta, Opaque)))));
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the_box_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
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half_Extents => the_box_Model.Size / 2.0),
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Mass => 1.0);
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the_Box : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Box",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_box_Model.all'Access,
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the_box_physics_Model);
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-- Ball
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--
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the_ball_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.a_sphere,
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sphere_Radius => 0.5),
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Mass => 1.0);
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the_ball_Model : constant openGL.Model.sphere.textured.view
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:= openGL.Model.sphere.textured.new_Sphere (Radius => 0.5,
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Image => openGL.to_Asset ("assets/gel/texture/earth_map.bmp"));
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the_Ball : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Ball",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_ball_Model,
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the_ball_physics_Model);
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-- Cone
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--
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the_cone_Model : constant openGL.Model.any.view
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:= openGL.Model.any.new_Model (Model => openGL.to_Asset ("assets/gel/model/unit_cone.obj"),
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Texture => openGL.to_Asset ("assets/gel/Face1.bmp"),
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Texture_is_lucid => False);
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the_cone_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.cone),
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Mass => 1.0);
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the_Cone : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Cone",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_cone_Model.all'Access,
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the_cone_physics_Model);
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-- Capsule
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--
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the_capsule_Model : constant openGL.Model.capsule.textured.view
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:= openGL.Model.capsule.textured.new_Capsule (Radius => 0.5,
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Height => 1.0,
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Image => openGL.to_Asset ("assets/gel/Face1.bmp"));
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the_capsule_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.a_Capsule,
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lower_Radius => 0.5,
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upper_Radius => 0.5,
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Height => 1.0),
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Mass => 1.0);
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the_Capsule : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Capsule",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_capsule_Model.all'Access,
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the_capsule_physics_Model);
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-- multi_Sphere
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--
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the_multi_Sphere_Model : constant openGL.Model.capsule.textured.view
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:= openGL.Model.capsule.textured.new_Capsule (Radius => 0.5,
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Height => 0.0,
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Image => openGL.to_Asset ("assets/gel/golf_green-16x16.tga"));
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the_multi_Sphere_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.multi_Sphere,
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Sites => new physics.Vector_3_array' ((-0.5, 0.0, 0.0),
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( 0.5, 0.0, 0.0)),
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Radii => new gel.math.Vector' (1 => 0.5,
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2 => 0.5)),
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Mass => 1.0);
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the_multi_Sphere : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.multi_Sphere",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_multi_Sphere_Model.all'Access,
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the_multi_Sphere_physics_Model);
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-- Hull
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--
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s : constant := 0.5;
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the_hull_Model : constant openGL.Model.box.colored.view
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:= openGL.Model.box.colored.new_Box (Size => (s * 2.0, s * 2.0, s * 2.0),
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Faces => (others => (others => (others => (Palette.random_Color, Opaque)))));
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the_hull_physics_Model : constant physics.Model.view
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:= physics.Model.forge.new_physics_Model (shape_Info => (Kind => physics.Model.hull,
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Points => new physics.Vector_3_array' ((-s, -s, s),
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( s, -s, s),
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( s, s, s),
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(-s, s, s),
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(-s, -s, -s),
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( s, -s, -s),
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( s, s, -s),
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(-s, s, -s))),
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Mass => 1.0);
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the_Hull : constant gel.Sprite.view
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:= gel.Sprite.forge.new_Sprite ("demo.Hull",
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the_Applet.gui_World.all'Access,
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Origin_3D,
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the_hull_Model.all'Access,
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the_hull_physics_Model);
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begin
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the_Applet.sim_World.add (the_Ball);
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the_Applet.sim_World.add (the_Box);
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the_Applet.sim_World.add (the_Cone);
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the_Applet.sim_World.add (the_Capsule);
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the_Applet.sim_World.add (the_multi_Sphere);
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the_Applet.sim_World.add (the_Hull);
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the_Ball .Site_is (( x, y, 0.0));
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the_Box .Site_is (( 0.0, y, -2.5));
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the_Cone .Site_is (( 0.0, y, 0.0));
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the_Capsule .Site_is (( 0.0 + X, y, 0.0 + x));
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the_multi_Sphere.Site_is ((-4.0, y, 4.4));
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the_Hull .Site_is (( 4.0, y, 4.4));
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x := x + 2.0;
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y := y + 2.0;
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end;
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end loop;
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-- Main loop.
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--
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while the_Applet.is_open
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loop
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the_Applet.freshen; -- Handle any new events, evolve physics and update the screen.
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end loop;
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the_Applet.destroy;
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end launch_full_Demo;
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