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Merge branch 'tmj-dev' into milek-dev
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@@ -372,7 +372,7 @@ Math3D::vector3 TSegment::FastGetPoint(double const t) const
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interpolate( Point1, Point2, t ) );
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}
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bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Origin, const gfx::vertex_array &ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale, int iSkip, int iEnd, std::pair<float, float> fOffsetX, glm::vec3 **p, bool bRender)
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bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Origin, const gfx::vertex_array &ShapePoints, bool const Transition, double fTextureLength, double Texturescale, int iSkip, int iEnd, std::pair<float, float> fOffsetX, glm::vec3 **p, bool bRender)
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{ // generowanie trójkątów dla odcinka trajektorii ruchu
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// standardowo tworzy triangle_strip dla prostego albo ich zestaw dla łuku
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// po modyfikacji - dla ujemnego (iNumShapePoints) w dodatkowych polach tabeli podany jest przekrój końcowy
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@@ -382,8 +382,7 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
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glm::vec3 pos1, pos2, dir, parallel1, parallel2, pt, norm;
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float s, step, fOffset, tv1, tv2, t, fEnd;
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bool const trapez = iNumShapePoints < 0; // sygnalizacja trapezowatości
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iNumShapePoints = std::abs( iNumShapePoints );
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auto const iNumShapePoints = Transition ? ShapePoints.size() / 2 : ShapePoints.size();
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float const texturelength = fTextureLength * Texturescale;
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float const texturescale = Texturescale;
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@@ -448,7 +447,7 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
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parallel2 = glm::normalize( parallel2 );
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// TODO: refactor the loop, there's no need to calculate starting points for each segment when we can copy the end points of the previous one
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if( trapez ) {
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if( Transition ) {
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for( int j = 0; j < iNumShapePoints; ++j ) {
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pt = parallel1 * ( jmm1 * ( ShapePoints[ j ].position.x - fOffsetX.first ) + m1 * ( ShapePoints[ j + iNumShapePoints ].position.x - fOffsetX.second ) ) + pos1;
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pt.y += jmm1 * ShapePoints[ j ].position.y + m1 * ShapePoints[ j + iNumShapePoints ].position.y;
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