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fix(editor): the track shown while it's laid over the ground no longer holds up the frames: its grade line is fitted on a thread of its own, the line fitted a moment ago stretched over the track meanwhile, and the click takes the line fitted for the same ground instead of fitting it again; the terrain follows the tracks once the laying ends, not after each click of a chain
Fitting the grade line took 3 ms for 250 m of track, 30 ms for 1 km, 65 ms for 2 km and 200 ms for 4 km, and the preview of the lay tool and of the drag from a free end fitted it every frame, twice for the drag; on the terrain model the preview of some 800 m took 10 to 17 ms a frame, the cursor standing or not. Now the frame waits under 1.5 ms for 4 km. The formations of the tracks led into the terrain went through every chunk under them 0.3 s after each click, some 50 ms, while the cursor went on to the next point; they wait for the laying to end. The tracks laid and the terrain are the same as before. Selftests: perf logs the longest frame and those over 33 ms, fittime the time of the fit by length, terrainhash a hash of the chunks in memory.
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@@ -101,7 +101,9 @@ void editor_mode::update_build_tools()
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if (plan_distance(lay.mouse, points.back()) > 1.0)
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points.push_back(lay.mouse);
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}
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m_follow_preview = true;
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lay.preview = lay_pieces(points, end, lay.preview_length, lay.preview_error);
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m_follow_preview = false;
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}
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bool editor_mode::free_end(TTrack &Track, int const Path, bool const Atend, extend_tool &Tool)
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@@ -490,6 +492,14 @@ std::vector<segment_data> editor_mode::extend_pieces() const
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return pieces;
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}
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std::vector<segment_data> editor_mode::extend_preview() const
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{
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m_follow_preview = true;
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auto pieces{extend_pieces()};
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m_follow_preview = false;
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return pieces;
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}
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TTrack const *editor_mode::speed_track(TTrack const *From, TTrack const *To) const
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{
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if (m_lay.own_speed && m_lay.style.velocity > 0.0)
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