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Merge branch 'master' into feat/renderers-cleanup
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@@ -9,7 +9,9 @@ http://mozilla.org/MPL/2.0/.
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#pragma once
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#include <array>
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#include <optional>
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#include <utility>
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#include "utilities/Classes.h"
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#include "rendering/geometrybank.h"
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@@ -103,11 +105,15 @@ class TSegment
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glm::dvec3 Point2;
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float fRoll1 { 0.f };
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float fRoll2 { 0.f }; // przechyłka na końcach
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float m_designrolls[ 2 ] { 0.f, 0.f }; // as entered; the two above can differ at a joint
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bool m_uneven { false }; // see TrackUneven.h
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int m_path { 0 }; // which path of a switch
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// where the path meets the next one: the middle of their ends and their common vector across
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std::optional<std::pair<glm::dvec3, glm::dvec3>> m_joints[ 2 ];
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// how the path sits among the others
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struct setting {
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std::array<float, 2> designrolls { 0.f, 0.f }; // as entered; fRoll1 and fRoll2 can differ at a joint
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bool uneven { false }; // see TrackUneven.h
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int path { 0 }; // which path of a switch
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// where the path meets the next one: the middle of their ends and their common vector across
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std::array<std::optional<std::pair<glm::dvec3, glm::dvec3>>, 2> joints;
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};
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setting m_setting;
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double fLength { -1.0 }; // długość policzona
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std::vector<double> fTsBuffer; // wartości parametru krzywej t dla równych odcinków s
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std::vector<double> fTsSlope; // nachylenie dt/du (= dt/ds * fStep) w tych samych punktach
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@@ -141,9 +147,6 @@ class TSegment
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void settle_vertex( gfx::basic_vertex &Vertex, glm::dvec3 const &Origin, glm::vec3 const &Position, glm::vec3 const &Parallel, double const Distance ) const;
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// displacement of a point by the unevenness, at a distance along the path
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glm::dvec3 stray( glm::dvec3 const &Point, track_uneven::amounts const &Amount, double const Distance ) const;
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// a point of the path at a distance, past its ends straight on: the polynomial would run off on a short curved path
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glm::dvec3 point_extended( double const Distance ) const;
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void design_position( double const fDistance, glm::dvec3 &position, glm::vec3 &rotation ) const;
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public:
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bool bCurve = false;
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@@ -196,17 +199,14 @@ public:
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// call before Init, it sets the density of the geometry
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void
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set_uneven( bool const Uneven, int const Path = 0 ) {
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m_uneven = Uneven;
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m_path = Path; }
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glm::dvec3
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end_point( int const End ) const {
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return End == 0 ? Point1 : Point2; }
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m_setting.uneven = Uneven;
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m_setting.path = Path; }
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float
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design_roll( int const End ) const {
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return m_designrolls[ End ]; }
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return m_setting.designrolls[ End ]; }
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void
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set_joint( int const End, std::optional<std::pair<glm::dvec3, glm::dvec3>> const &Joint, float const Roll ) {
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m_joints[ End ] = Joint;
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m_setting.joints[ End ] = Joint;
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( End == 0 ? fRoll1 : fRoll2 ) = Roll; }
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// second derivative of the displacement along the path; times speed squared: acceleration of an axle
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glm::dvec3
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