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https://github.com/MaSzyna-EU07/maszyna.git
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chore(editor): cleanup comments
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@@ -687,7 +687,6 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin)
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// to a stale origin and the renderer would draw sleepers in the wrong place).
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}
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// calculates path location from the current segment
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void TTrack::update_location() {
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location( (
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@@ -697,19 +696,14 @@ void TTrack::update_location() {
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/ 3.0 );
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}
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// (re)creates path segments from the source path data in m_paths
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// Initial: true when called during deserialization; the editor passes false to keep the current switch state
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void TTrack::init_segments( bool const Initial ) {
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glm::dvec3 p1, p2, cp1, cp2, p3, p4, cp3, cp4; // dodatkowe punkty potrzebne do skrzyżowań
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double r1, r2, r3, r4;
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double segsize = 5.0; // długość odcinka segmentowania
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// TSegment::Init() raises the trackbed for the roll fix through MovedUp1(); drop the previous adjustment
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// so repeated initialization doesn't accumulate it
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fTexHeight1 -= fTexHeightOffset;
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fTexHeightOffset = 0.f;
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// the roll flag is re-evaluated below, the transition flag is set again when the path gets connected
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iTrapezoid = 0;
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switch (eType) {
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@@ -1355,9 +1349,6 @@ glm::vec3 TTrack::get_nearest_point(const glm::dvec3 &point) const
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}
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// wypełnianie tablic VBO
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// discards references to current render geometry and generates it anew in specified bank
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// NOTE: geometry banks can't release chunks, so the old data stays in the bank, unused
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// with null bank the geometry is only discarded, to be created later along with the rest of the owning section
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void TTrack::rebuild_geometry( gfx::geometrybank_handle const &Bank ) {
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Geometry1.clear();
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@@ -2358,7 +2349,6 @@ TTrack::export_as_text_( std::ostream &Output ) const {
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<< fTexSlope << ' ';
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}
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// path data
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// NOTE: default stream precision would round coordinates to centimetres or worse, breaking path connections
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auto const precision { Output.precision( std::numeric_limits<double>::digits10 ) };
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for( auto const &path : m_paths ) {
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Output
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@@ -185,7 +185,7 @@ public:
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geometryhandle_sequence Geometry2; // geometry chunks textured with texture 2
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std::vector<segment_data> m_paths; // source data for owned paths
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bool m_editorremoved { false }; // taken out of the scene by the editor, kept alive for its undo history
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bool m_editorremoved { false };
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int iterate_stamp = 0;
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// sleepermodel optional parameter -------------------------------------------------
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@@ -280,9 +280,7 @@ public:
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RouteCount() const {
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return SwitchExtension != nullptr ? SwitchExtension->iRoads - 1 : 1; }
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void Load(cParser *parser, glm::dvec3 const &pOrigin);
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// (re)creates path segments from the source path data in m_paths
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void init_segments( bool const Initial );
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// calculates path location from the current segment
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void update_location();
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bool AssignEvents();
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bool AssignForcedEvents(basic_event *NewEventPlus, basic_event *NewEventMinus);
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@@ -306,7 +304,6 @@ public:
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double ActiveLength();
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void create_geometry( gfx::geometrybank_handle const &Bank ); // wypełnianie VBO
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// discards current render geometry and generates it anew in specified bank
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void rebuild_geometry( gfx::geometrybank_handle const &Bank );
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void create_map_geometry(std::vector<gfx::basic_vertex> &Bank, const gfx::geometrybank_handle Extra);
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void get_map_active_paths(map_colored_paths &handles);
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