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feat(roads): right of way and lane turns at junctions, road weights, kerbs, medians and forking roads, banks to the ground, roundabouts, pedestrian crossings, spawn sets by count; fix(editor): model skin export, placement on the ground under the orthophoto
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@@ -30,7 +30,10 @@ class editor_road
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bool atend{false}; // of a road: the end of its axis rather than the start
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glm::dvec3 position{0.0};
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glm::dvec3 outwards{0.0}; // direction a road would continue in
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// of a junction arm: lanes of a road leading away from it
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// of a road which keeps its two directions apart: the roadway of one of them, 1 for the lanes going along the axis, -1 for the ones going against it.
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// 0: the end of the whole road
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int half{0};
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// of a junction arm, or of a single roadway: lanes of a road leading away from it
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int forward{0};
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int backward{0};
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float width{0.f};
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@@ -164,6 +167,10 @@ class editor_road
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static double planar_length(segment_data const &Path);
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// slope of the path at its end, in the direction it's laid out
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static double end_grade(segment_data const &Path);
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// lays out the pieces of a roundabout: a one-way road going around specified point, to the left of the traffic.
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// Radius: of the axis of that road; Layout: what the road is like. the lanes it has along its axis are the ones the roundabout gets.
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// Island: what the middle is covered with, "none" to leave the ground showing
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static std::vector<road_node::state> roundabout(glm::dvec3 const &Centre, double const Radius, road_node::state const &Layout, std::string const &Island);
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// names of materials and images present in the texture folder, to pick from
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static std::vector<std::string> const &materials();
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