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daria_bel
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VRLabs
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master
Lab1_BaseObjects/fcCubeFmx.cpp
55 строк
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glscene
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18 ноя 2025, 15:25
18 ноя 2025, 15:25
6207ee2
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//--------------------------------------------------------------------------- #include <fmx.h> #pragma hdrstop #include "fcCubeFmx.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GBE.CubeExtend" #pragma link "GBE.Viewport3D" #pragma resource "*.fmx" TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox1Change(TObject *Sender) { GBECubeExtend1->FaceFrontVisible = CheckBox1->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox2Change(TObject *Sender) { GBECubeExtend1->FaceRightVisible = CheckBox2->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox3Change(TObject *Sender) { GBECubeExtend1->FaceBackVisible = CheckBox3->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox4Change(TObject *Sender) { GBECubeExtend1->FaceLeftVisible = CheckBox4->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox5Change(TObject *Sender) { GBECubeExtend1->FaceTopVisible = CheckBox5->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::CheckBox6Change(TObject *Sender) { GBECubeExtend1->FaceBottomVisible = CheckBox6->IsChecked; } //--------------------------------------------------------------------------- void __fastcall TForm1::FloatAnimation1Process(TObject *Sender) { GBECubeExtend1->RotationAngle->X = GBECubeExtend1->RotationAngle->X + 1; GBECubeExtend1->RotationAngle->Z = GBECubeExtend1->RotationAngle->Z + 1; } //---------------------------------------------------------------------------