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feat(track): the blades of a switch whose frog is cut from the rails are made from its geometry: the tip is where the gauge lines of both paths are 3 mm apart, the head reaches its full width where they are a head plus 0.5 mm apart, and the heel is the shortest blade whose open flangeway stays at least 58 mm with a throw of 160 mm bent like a cantilever from the heel, or straight when that does not fit as in slips; the blade is the whole rail profile lofted from the tip to the heel, cut along the head of the stock rail, with the head lowered by the drop of the blade half of the profile file towards the tip and back to the top at a 50 mm head, and thrown with knots every 0.5 m so the vertex count does not change between the positions; the stock rails get stations every 0.5 m along the blades so their curve follows the blade, the fixed rail behind the heel starts at the heel, the old blades take their segment count per path, and the self-test command blade logs the tip, heel, drop, flangeway and the gauge lines against x^2/2R and faults on a short flangeway, a heel past the throat or a change of the vertex count
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@@ -22,6 +22,12 @@ double constexpr rolled_band { wheel_width - ( 1.435 - back_to_back ) / 2.0 };
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double constexpr nose_tip { 0.012 };
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double constexpr middle_angle { 0.35 };
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double constexpr wide_angle { 0.785 };
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double constexpr blade_throw { 0.160 };
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double constexpr blade_clearance { 0.058 };
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double constexpr blade_point { 0.003 };
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double constexpr blade_gap { 0.0005 };
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double constexpr blade_lowered { 0.050 };
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double constexpr blade_spacing { 0.5 };
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void forget();
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// how far a wing rail reaches past the crossing point of the rails
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@@ -29,7 +35,7 @@ double wing_reach( double const Slope );
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double check_length( double const Slope );
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// the rails of the track are cut where they cross other rails: plain tracks, and switches whose frog is made from the rails
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bool cut_rails( TTrack const &Track );
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int blade_steps( TTrack const &Track );
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int blade_steps( TTrack const &Track, int const Path );
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double blade_length( TTrack const &Track, int const Path );
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material_handle cut_material( material_handle const Material );
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float tread_brightness( material_handle const Material, glm::vec2 const &Band );
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