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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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@@ -65,6 +65,8 @@ public:
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virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0;
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// provides direct access to vertex user data of specfied chunk
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virtual auto UserData( gfx::geometry_handle const &Geometry ) const ->gfx::userdata_array const & = 0;
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// kind of geometry of specified chunk, -1 when the renderer doesn't tell
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virtual auto Primitive( gfx::geometry_handle const &Geometry ) const -> int { return -1; }
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// material methods
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virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0;
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virtual void Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) = 0;
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