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fix(editor): ground lookups sorted once instead of walking every terrain model, orthophoto kept under the roads; feat(roads): junction sides, stop lines and junction options
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@@ -210,6 +210,8 @@ class road_node : public scene::basic_node
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// gets a legacy crossroads path, which is what the vehicles and their drivers already know how to pick a way through.
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// scenery entry:
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// node <max> <min> <name> junction <centre> arm <position> <direction x z> <lanes in> <lanes out> <lane width> ... [<property> <values>]... endjunction
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// properties: surface <material>, texlength <m>, markings <white|orange|none>, side <none|shoulder|sidewalk> <width> <material>, kerb <height>,
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// slope <width> <drop>, stopline <number of an arm, counted from 1>, velocity <km/h>, friction <value>, environment <name>
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// the arms don't have to be level with each other: the surface is spanned between their ends and the centre
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class junction_node : public scene::basic_node
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{
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@@ -223,6 +225,7 @@ class junction_node : public scene::basic_node
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int incoming{1}; // lanes leading into the junction
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int outgoing{1}; // lanes leading out of it
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float width{3.5f}; // width of a lane
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bool stopline{false}; // a line is painted across the lanes leading into the junction
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};
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struct state
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{
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@@ -231,6 +234,9 @@ class junction_node : public scene::basic_node
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std::string surface{"asphaltdark1"};
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float texturelength{4.f};
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road_node::marking_colour markings{road_node::marking_colour::white};
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road_node::side_data side; // what the corners between the roads are lined with, the way the sides of a road are
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float kerbheight{0.12f};
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glm::vec2 slope{1.f, 0.4f}; // width and drop of the bank which closes a shoulder
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float velocity{30.f}; // speed limit on the way through
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float friction{0.85f};
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float sounddistance{25.f};
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