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95
Segment.cpp
95
Segment.cpp
@@ -21,6 +21,11 @@ http://mozilla.org/MPL/2.0/.
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// 101206 Ra: trapezoidalne drogi
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// 110806 Ra: odwrócone mapowanie wzdłuż - Point1 == 1.0
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float Interpolate( float const First, float const Second, float const Factor ) {
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return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
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}
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std::string Where(vector3 p)
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{ // zamiana współrzędnych na tekst, używana w błędach
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return std::to_string(p.x) + " " + std::to_string(p.y) + " " + std::to_string(p.z);
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@@ -116,7 +121,11 @@ bool TSegment::Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointI
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fStoop = atan2((Point2.y - Point1.y),
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fLength); // pochylenie toru prostego, żeby nie liczyć wielokrotnie
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SafeDeleteArray(fTsBuffer);
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/*
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if ((bCurve) && (fStep > 0))
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*/
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// we're enforcing sub-division of even straight track, to have dense enough mesh for the spotlight to work with
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if( fStep > 0 )
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{ // Ra: prosty dostanie podział, jak ma różną przechyłkę na końcach
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double s = 0;
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int i = 0;
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@@ -454,6 +463,7 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
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}
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}
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else
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#ifdef EU07_USE_OLD_LIGHTING_MODEL
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{ // gdy prosty, nie modyfikujemy wektora kierunkowego i poprzecznego
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pos1 = FastGetPoint((fStep * iSkip) / fLength);
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pos2 = FastGetPoint_1();
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@@ -498,6 +508,91 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
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}
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glEnd();
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}
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#else
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{
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Math3D::vector3 const pos0 = FastGetPoint( ( fStep * iSkip ) / fLength );
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Math3D::vector3 const pos1 = FastGetPoint_1();
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dir = GetDirection();
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Math3D::vector3 const parallel = Normalize( vector3( -dir.z, 0.0, dir.x ) ); // wektor poprzeczny
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Math3D::vector3 startnormal0, startnormal1, endnormal0, endnormal1;
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Math3D::vector3 startvertex0, startvertex1, endvertex0, endvertex1;
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float startuv0, startuv1, enduv0, enduv1;
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for( j = 0; j < iNumShapePoints - 1; ++j ) {
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startnormal0 = ShapePoints[ j ].n.x * parallel;
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startnormal0.y += ShapePoints[ j ].n.y;
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startvertex0 = parallel * ShapePoints[ j ].x + pos0;
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startvertex0.y += ShapePoints[ j ].y;
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startuv0 = ShapePoints[ j ].z;
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startnormal1 = ShapePoints[ j + 1 ].n.x * parallel;
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startnormal1.y += ShapePoints[ j + 1 ].n.y;
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startvertex1 = parallel * ShapePoints[ j + 1 ].x + pos0;
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startvertex1.y += ShapePoints[ j + 1 ].y;
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startuv1 = ShapePoints[ j + 1 ].z;
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if( trapez == false ) {
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// single profile throughout
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endnormal0 = startnormal0;
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endvertex0 = startvertex0 + ( pos1 - pos0 );
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enduv0 = startuv0;
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endnormal1 = startnormal1;
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endvertex1 = startvertex1 + ( pos1 - pos0 );
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enduv1 = startuv1;
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}
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else {
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// end profile is different
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endnormal0 = ShapePoints[ j + iNumShapePoints ].n.x * parallel;
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endnormal0.y += ShapePoints[ j + iNumShapePoints ].n.y;
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endvertex0 = parallel * ShapePoints[ j + iNumShapePoints ].x + pos1; // odsunięcie
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endvertex0.y += ShapePoints[ j + iNumShapePoints ].y; // wysokość
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enduv0 = ShapePoints[ j + iNumShapePoints ].z;
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endnormal1 = ShapePoints[ j + iNumShapePoints + 1 ].n.x * parallel;
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endnormal1.y += ShapePoints[ j + iNumShapePoints + 1 ].n.y;
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endvertex1 = parallel * ShapePoints[ j + iNumShapePoints + 1 ].x + pos1; // odsunięcie
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endvertex1.y += ShapePoints[ j + iNumShapePoints + 1 ].y; // wysokość
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enduv1 = ShapePoints[ j + iNumShapePoints + 1 ].z;
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}
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// now build strips, lerping from start to endpoint
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step = 10.0; // arbitrary segment size for straights
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float s = 0.0,
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t = 0.0,
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uv = 0.0;
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glBegin( GL_TRIANGLE_STRIP );
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while( s < fLength ) {
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t = s / fLength;
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uv = s / fTextureLength;
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auto const normal1lerp = Interpolate( startnormal1, endnormal1, t );
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glNormal3dv( &normal1lerp.x );
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auto const uv1lerp = Interpolate( startuv1, enduv1, t );
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glTexCoord2f( uv1lerp, uv );
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auto const vertex1lerp = Interpolate( startvertex1, endvertex1, t );
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glVertex3dv( &vertex1lerp.x );
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auto const normal0lerp = Interpolate( startnormal0, endnormal0, t );
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glNormal3dv( &normal0lerp.x );
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auto const uv0lerp = Interpolate( startuv0, enduv0, t );
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glTexCoord2f( uv0lerp, uv );
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auto const vertex0lerp = Interpolate( startvertex0, endvertex0, t );
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glVertex3dv( &vertex0lerp.x );
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s += step;
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}
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// add ending vertex pair if needed
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glNormal3dv( &endnormal1.x );
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glTexCoord2f( enduv1, fLength / fTextureLength );
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glVertex3dv( &endvertex1.x );
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glNormal3dv( &endnormal0.x );
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glTexCoord2f( enduv0, fLength / fTextureLength );
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glVertex3dv( &endvertex0.x );
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glEnd();
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}
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}
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#endif
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};
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void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,
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