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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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@@ -49,6 +49,7 @@ public:
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private:
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// methods
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bool ComputatePosition(); // przeliczenie pozycji na torze
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int JoinedEnd( int const End ) const;
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// members
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TTrack *pCurrentTrack = nullptr; // na którym torze siê znajduje
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std::shared_ptr<TSegment> pCurrentSegment; // zwrotnice mog¹ mieæ dwa segmenty
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@@ -58,6 +59,9 @@ public:
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int iEventFlag = 0; // McZapkie-020602: informacja o tym czy wyzwalac zdarzenie: 0,1,2,3
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int iEventallFlag = 0;
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int iSegment = 0; // który segment toru jest używany (żeby nie przeskakiwało po przestawieniu zwrotnicy pod taborem)
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int iPath = -1; // the path of the switch the axle runs on
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double fTrailAt = -1.0; // coming from the frog end of a switch: where along the path the wheels push the blades over
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};
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//---------------------------------------------------------------------------
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#endif
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