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feat(editor): context editor for geometry, paths behind switches, switch textures
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@@ -1234,8 +1234,10 @@ TTrack *editor_track::create_switch(switch_template const &Template, std::vector
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std::ostringstream text;
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text.precision(std::numeric_limits<double>::digits10);
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text << "switch " << Template.length << ' ' << Style.fTrackWidth << ' ' << Style.fFriction << ' ' << 10.0 << ' ' << Style.iQualityFlag << ' ' << 0 << ' ' << environment << ' ';
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auto const rails{Style.m_material1};
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auto const trackbed{Style.eType == tt_Switch ? (Style.SwitchExtension ? Style.SwitchExtension->m_material3 : null_handle) : Style.m_material2};
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if (Style.m_visible)
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text << "vis " << material_name(Style.m_material1) << ' ' << Style.fTexLength << ' ' << material_name(Style.m_material2) << ' ' << texture_height(Style) << ' ' << Style.fTexWidth << ' ' << Style.fTexSlope << ' ';
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text << "vis " << material_name(rails) << ' ' << Style.fTexLength << ' ' << material_name(rails) << ' ' << texture_height(Style) << ' ' << Style.fTexWidth << ' ' << Style.fTexSlope << ' ';
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else
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text << "unvis ";
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for (int i = 0; i < 2; ++i)
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@@ -1247,6 +1249,10 @@ TTrack *editor_track::create_switch(switch_template const &Template, std::vector
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auto const &end{path.points[segment_data::point::end]};
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text << start.x << ' ' << start.y << ' ' << start.z << ' ' << path.rolls[0] << ' ' << control1.x << ' ' << control1.y << ' ' << control1.z << ' ' << control2.x << ' ' << control2.y << ' ' << control2.z << ' ' << end.x << ' ' << end.y << ' ' << end.z << ' ' << path.rolls[1] << ' ' << path.radius << ' ';
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}
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if (trackbed != null_handle)
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text << "trackbed " << material_name(trackbed) << ' ';
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if ((Style.iCategoryFlag & 15) == 1 && false == Style.m_profile1.first.empty())
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text << "railprofile " << Style.m_profile1.first << ' ';
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text << "endtrack\n";
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track = load_path(text.str(), Style);
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}
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@@ -1480,8 +1486,9 @@ TTrack *editor_track::create_path(TTrack const &Style, segment_data const &Path)
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std::ostringstream text;
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text.precision(std::numeric_limits<double>::digits10);
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text << (category == 2 ? "road " : category == 4 ? "river " : "normal ") << glm::distance(Path.points[segment_data::point::start], Path.points[segment_data::point::end]) << ' ' << Style.fTrackWidth << ' ' << Style.fFriction << ' ' << Style.fSoundDistance << ' ' << Style.iQualityFlag << ' ' << 0 << ' ' << environment << ' ';
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auto const ballast{Style.eType == tt_Switch ? (Style.SwitchExtension ? Style.SwitchExtension->m_material3 : null_handle) : Style.m_material2};
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if (Style.m_visible)
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text << "vis " << material_name(Style.m_material1) << ' ' << Style.fTexLength << ' ' << material_name(Style.m_material2) << ' ' << texture_height(Style) << ' ' << Style.fTexWidth << ' ' << Style.fTexSlope << ' ';
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text << "vis " << material_name(Style.m_material1) << ' ' << Style.fTexLength << ' ' << material_name(ballast) << ' ' << texture_height(Style) << ' ' << Style.fTexWidth << ' ' << Style.fTexSlope << ' ';
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else
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text << "unvis ";
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auto const &start{Path.points[segment_data::point::start]};
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