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feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped; clusters worked out in a background thread while driving, on demand in the editor - the ballast can be left out under the beams (sleepers3dbed no) - blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches run on into the track linking them to the next switch - rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve) - tint of the rail treads applied to the colour only, without the matte band at the frog - a switch trailed through with a movable nose set the other way derails the vehicle - self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
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@@ -313,7 +313,7 @@ void editor_mode::insert_connection()
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auto second{glm::normalize(plan_of(plan.ends[3] - plan.ends[2]))};
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if (glm::dot(first, second) < 0.0)
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second = -second;
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auto const parts{build_double_slip(plan.ends[0], plan.ends[1], plan.ends[2], plan.ends[3], plan_of(plan.centre), plan.centre.y, first, second, plan.angle, 0.0, *style, "Skrz")};
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auto const parts{build_double_slip(plan.ends[0], plan.ends[1], plan.ends[2], plan.ends[3], plan_of(plan.centre), plan.centre.y, first, second, plan.angle, editor_track::slip_curve{}, *style, "Skrz")};
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editor_track::commit(parts);
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created.insert(created.end(), parts.begin(), parts.end());
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}
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