LCD Screens in python

Merge with python branch
This commit is contained in:
Firleju
2015-04-29 13:17:44 +02:00
parent ef4e168c68
commit 06652e579c
167 changed files with 15534 additions and 1120 deletions

View File

@@ -41,10 +41,13 @@ TSegment::TSegment(TTrack *owner)
pOwner = owner;
};
TSegment::~TSegment() { SafeDeleteArray(fTsBuffer); };
TSegment::~TSegment()
{
SafeDeleteArray(fTsBuffer);
};
bool TSegment::Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep,
double fNewRoll1, double fNewRoll2)
bool TSegment::Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep, double fNewRoll1,
double fNewRoll2)
{ // wersja dla prostego - wyliczanie punktów kontrolnych
vector3 dir;
if (fNewRoll1 == fNewRoll2)
@@ -62,8 +65,8 @@ bool TSegment::Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep,
};
bool TSegment::Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointIn,
vector3 &NewPoint2, double fNewStep, double fNewRoll1,
double fNewRoll2, bool bIsCurve)
vector3 &NewPoint2, double fNewStep, double fNewRoll1, double fNewRoll2,
bool bIsCurve)
{ // wersja uniwersalna (dla krzywej i prostego)
Point1 = NewPoint1;
CPointOut = NewCPointOut;
@@ -329,9 +332,8 @@ vector3 TSegment::FastGetPoint(double t)
return (bCurve ? RaInterpolate(t) : ((1.0 - t) * Point1 + (t)*Point2));
}
void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
double fTextureLength, int iSkip, int iQualityFactor,
vector3 **p, bool bRender)
void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, double fTextureLength,
int iSkip, int iQualityFactor, vector3 **p, bool bRender)
{ // generowanie trójkątów dla odcinka trajektorii ruchu
// standardowo tworzy triangle_strip dla prostego albo ich zestaw dla łuku
// po modyfikacji - dla ujemnego (iNumShapePoints) w dodatkowych polach tabeli
@@ -401,7 +403,7 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
pt.y += jmm1 * ShapePoints[j].y + m1 * ShapePoints[j + iNumShapePoints].y;
if (bRender)
{ // skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale
// potrzebować punktów
// potrzebować punktów
glNormal3f(norm.x, norm.y, norm.z);
glTexCoord2f(
jmm1 * ShapePoints[j].z + m1 * ShapePoints[j + iNumShapePoints].z, tv1);
@@ -424,7 +426,7 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
pt.y += jmm2 * ShapePoints[j].y + m2 * ShapePoints[j + iNumShapePoints].y;
if (bRender)
{ // skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale
// potrzebować punktów
// potrzebować punktów
glNormal3f(norm.x, norm.y, norm.z);
glTexCoord2f(
jmm2 * ShapePoints[j].z + m2 * ShapePoints[j + iNumShapePoints].z, tv2);
@@ -511,8 +513,8 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
};
void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,
int iNumShapePoints, double fTextureLength, int iSkip,
double fOffsetX)
int iNumShapePoints, double fTextureLength, int iSkip,
double fOffsetX)
{ // tworzenie siatki trójkątów dla iglicy
vector3 pos1, pos2, dir, parallel1, parallel2, pt;
double a1, a2, s, step, offset, tv1, tv2, t, t2, t2step, oldt2, sp, oldsp;
@@ -696,9 +698,8 @@ void TSegment::Render()
}
}
void TSegment::RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints,
int iNumShapePoints, double fTextureLength, int iSkip,
int iEnd, double fOffsetX)
void TSegment::RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
double fTextureLength, int iSkip, int iEnd, double fOffsetX)
{ // generowanie trójkątów dla odcinka trajektorii ruchu
// standardowo tworzy triangle_strip dla prostego albo ich zestaw dla łuku
// po modyfikacji - dla ujemnego (iNumShapePoints) w dodatkowych polach tabeli
@@ -896,9 +897,8 @@ void TSegment::RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints,
}
};
void TSegment::RaAnimate(CVertNormTex *&Vert, const vector6 *ShapePoints,
int iNumShapePoints, double fTextureLength, int iSkip, int iEnd,
double fOffsetX)
void TSegment::RaAnimate(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
double fTextureLength, int iSkip, int iEnd, double fOffsetX)
{ // jak wyżej, tylko z pominięciem mapowania i braku trapezowania
vector3 pos1, pos2, dir, parallel1, parallel2, pt;
double s, step, fOffset, t, fEnd;