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https://github.com/MaSzyna-EU07/maszyna.git
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Change clang format
Add AlignTrailingComments: false Add AllowShortFunctionsOnASingleLine: Empty
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66
Segment.h
66
Segment.h
@@ -77,22 +77,36 @@ class TSegment
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// (0-Bezier,1-prosty,2/3-³uk w lewo/prawo,6/7-przejœciowa w lewo/prawo)
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TSegment(TTrack *owner);
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~TSegment();
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bool Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep,
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double fNewRoll1 = 0, double fNewRoll2 = 0);
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bool Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointIn,
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vector3 &NewPoint2, double fNewStep, double fNewRoll1 = 0,
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double fNewRoll2 = 0, bool bIsCurve = true);
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bool Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep, double fNewRoll1 = 0,
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double fNewRoll2 = 0);
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bool Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointIn, vector3 &NewPoint2,
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double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0, bool bIsCurve = true);
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inline double ComputeLength(); // McZapkie-150503
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inline vector3 GetDirection1() { return bCurve ? CPointOut - Point1 : CPointOut; };
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inline vector3 GetDirection2() { return bCurve ? CPointIn - Point2 : CPointIn; };
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inline vector3 GetDirection1()
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{
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return bCurve ? CPointOut - Point1 : CPointOut;
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};
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inline vector3 GetDirection2()
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{
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return bCurve ? CPointIn - Point2 : CPointIn;
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};
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vector3 GetDirection(double fDistance);
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vector3 GetDirection() { return CPointOut; };
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vector3 GetDirection()
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{
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return CPointOut;
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};
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vector3 FastGetDirection(double fDistance, double fOffset);
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vector3 GetPoint(double fDistance);
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void RaPositionGet(double fDistance, vector3 &p, vector3 &a);
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vector3 FastGetPoint(double t);
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inline vector3 FastGetPoint_0() { return Point1; };
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inline vector3 FastGetPoint_1() { return Point2; };
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inline vector3 FastGetPoint_0()
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{
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return Point1;
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};
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inline vector3 FastGetPoint_1()
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{
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return Point2;
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};
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inline double GetRoll(double s)
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{
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s /= fLength;
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@@ -103,14 +117,16 @@ class TSegment
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r1 = fRoll1;
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r2 = fRoll2;
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}
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void RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
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double fTextureLength, int iSkip = 0, int iQualityFactor = 1,
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vector3 **p = NULL, bool bRender = true);
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void RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, double fTextureLength,
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int iSkip = 0, int iQualityFactor = 1, vector3 **p = NULL, bool bRender = true);
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void RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,
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int iNumShapePoints, double fTextureLength, int iSkip = 0,
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double fOffsetX = 0.0f);
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int iNumShapePoints, double fTextureLength, int iSkip = 0,
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double fOffsetX = 0.0f);
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void Render();
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inline double GetLength() { return fLength; };
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inline double GetLength()
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{
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return fLength;
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};
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void MoveMe(vector3 pPosition)
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{
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Point1 += pPosition;
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@@ -121,14 +137,18 @@ class TSegment
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CPointOut += pPosition;
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}
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}
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int RaSegCount() { return fTsBuffer ? iSegCount : 1; };
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void RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints,
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int iNumShapePoints, double fTextureLength, int iSkip = 0,
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int iEnd = 0, double fOffsetX = 0.0);
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int RaSegCount()
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{
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return fTsBuffer ? iSegCount : 1;
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};
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void RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
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double fTextureLength, int iSkip = 0, int iEnd = 0, double fOffsetX = 0.0);
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void RaAnimate(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
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double fTextureLength, int iSkip = 0, int iEnd = 0,
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double fOffsetX = 0.0);
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void AngleSet(int i, double a) { fAngle[i] = a; };
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double fTextureLength, int iSkip = 0, int iEnd = 0, double fOffsetX = 0.0);
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void AngleSet(int i, double a)
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{
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fAngle[i] = a;
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};
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void Rollment(double w1, double w2); // poprawianie przechy³ki
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};
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