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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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@@ -138,6 +138,8 @@ public:
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auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &;
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// provides direct access to vertex user data of specfied chunk
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auto userdata( gfx::geometry_handle const &Geometry ) const -> gfx::userdata_array const &;
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// kind of geometry of specified chunk, GL_TRIANGLES, GL_TRIANGLE_STRIP...
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auto primitive( gfx::geometry_handle const &Geometry ) const -> unsigned int;
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protected:
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// types:
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@@ -238,6 +240,8 @@ public:
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auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &;
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// provides direct access to vertex data of specfied chunk
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auto userdata( gfx::geometry_handle const &Geometry ) const -> gfx::userdata_array const &;
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// kind of geometry of specified chunk
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auto primitive( gfx::geometry_handle const &Geometry ) const -> unsigned int;
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// sets target texture unit for the texture data stream
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auto units() -> gfx::stream_units & { return m_units; }
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// provides access to primitives count
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