The rules stay in TrackUneven.h with no dependence on the engine, as they can
be tested. Their use on the tracks moves out of Track.cpp to TrackUneven.cpp,
split into steps: the group of switches, the values of its paths, the meeting
of two ends. One set of helpers for the paths of a track takes the place of
the same conditions written out in several places, and the value at the ends
of a switch is worked out in one place. The clatter of an axle leaves the long
Update of a vehicle. The fields in the editor say themselves when they show.
No change in behaviour.
- A path of no length gave a joint with a vector across of NaN to the path
joined to it, on any scenery, with unevenness or not. It now has no
vector across, and so makes no joint.
- Axles no longer stray along the track. It moved vehicles against each
other, changing the distance their couplers go by.
- The bend under an axle goes straight on past the ends of a path: the
polynomial ran off on a short curved one, with a kick in the cab shake.
- A track left out of its rail run, where tracks are joined one way only,
no longer walks the whole run again on every call.
- The clatter of an axle goes by the outer axle on its side of the vehicle,
and not always by the same one, as the two can be on different tracks.
- A vertex works out the amounts once, and the foot of the ballast not at all.
Its numbers go by position, and the positions differ between a plain track
and a switch. A switch made in the style of a plain track wrote them in the
layout of the plain one, so they were read back as other values: the up and
down part as the value of the path p3-p4, and so on.
The values are now one struct with pure functions to read, write and resolve
them, which replaces eight fields and which the unit tests can reach.
Usage, before endtrack, in mm, 0-100, separated by semicolons with no
spaces:
a plain track: uneven value;up;side;cross;dip
a switch: uneven p1-p2;p3-p4;up p1-p2;side p1-p2;up p3-p4;side p3-p4
uneven 18 the value alone
uneven 18;;;25;6 with its own cross level and dip at the joints
uneven 0;;30 sideways alone
uneven 14;35 a switch, 14 on the straight path, 35 on the diverging
What's left out takes the first number, the dip goes by the up and down
one, and a path p3-p4 with no numbers of its own takes those of p1-p2.
This replaces unevenup, unevenside, unevencross and jointdip. The fields
in the editor stay, track panel, section Ride and sound.
At the end they share, the paths of a switch keep to the lower value, and
each comes to its own value along the way. Joined switches take the lowest
of the same path, a path joined to another path the lower of the two, and
a plain track comes to the value of the path it meets. See
track_uneven_doc.md.
Ends less than 20 cm apart meet in the middle with a common vector
across, which closes the cracks from coordinates that don't match in the
data, on tracks with no unevenness as well. At such a joint a switch takes
the cant of the plain track, and alike ones meet halfway: the slips on
Baltyk had steps of 0.2 degrees. The physics goes by the same cant.
Usage, optional attributes of a track entry, before endtrack:
uneven <mm> peak deviation of a rail on a 10 m chord, 0-100; normal and switch
unevenup <mm> up and down alone, instead of uneven; normal and switch
unevenside <mm> sideways alone, instead of uneven; normal and switch
unevencross <mm> cross level alone, instead of uneven; normal only
jointdip <mm> depth of the dip at rail joints, every sound distance; normal only,
default 0.4 of the up and down component
Values of uneven follow PLK Id-14 appendix 1: 6 mm is the limit at 160 km/h, 10 at 120,
18 at 80, 35 at 40; half of it for a track in a good state. Example:
uneven 18
unevencross 25
jointdip 6
endtrack
The same fields are in the editor, track panel, section Ride and sound. See
track_uneven_doc.md.
The unevenness is a displacement field over the plan of the scenery, with no random
numbers: one place strays the same every time, and joined tracks, the paths of a switch,
sleepermodel and axles at one place move together. Tracks meet at a joint at the lower of
their values. Joined switches take the lowest of theirs, the tracks joined to them come to
it, and a track with none of a component keeps the switch to its design in it. The clatter
comes from the dipping joints. Curve radius and grade for the physics stay as designed.
Tracks with it get geometry every 2 m on straights: 4x the vertices on Baltyk with all
tracks flagged, 0.2 ms more per frame on td.scn.
Found with an address and undefined behaviour sanitizer build, random
monkey sessions on the test sceneries and broken inputs:
- A deleted model left its pointer in the pick list of the renderer, the
bound node of the panels, the bindings of the infrastructure and the
selection: the next pick or panel frame read freed memory. The renderer
forgets it, and one erase_model does the cleaning for all the places
which deleted a model by hand.
- The plan band of a route read the vertex before the first one in the
frame a drag was let go.
- A scenery which can't be opened goes back to the launcher with the
reason in the log, a track of an unknown type or a tributary loads as
a normal track or a river with a message, and a spline with no finite
length or step gets a sane number of segments.
- Typed numbers which aren't (NaN, inf, ends 0 m or 1000 km apart, a
vector of 1e30, a diverging track part of 5 km, a curve threshold of 0,
a zero history size, radius norms below zero) are refused or clamped,
where they made the geometry run away or divide by zero.
- Folders which can't be read and file names which aren't valid in the
locale no longer throw out of the scans of sceneries, textures, sweeps,
roads and signal plates; the scans skip them.
- The launcher: Ctrl+Del with no trainset selected, a dropped vehicle
whose skin is gone and a text with a percent sign.
- A terrain mesh made for another resolution of its chunk isn't put into
the chunk, and a slot is reused only for a mesh of the same size.
- Vehicles on a track changed by the editor are moved over a copy of the
list they leave.
- The table of the keyboard shortcuts gives its stretched column a
weight, else ImGui divides 0 by 0 in the first frame of the window.
The geometry of a track made anew, ten times a second while it's
dragged, only forgot the chunks it had: the bank kept them all, so the
buffer of the section grew by the whole track and its neighbours each
time and was sent to the gpu in full again. Ten rebuilds of a test
scenery took the bank from 2 to 29 MB; a long session would run the
card out of memory. The old chunks are erased from the bank now, but
for those of a moving nose, laid again in place, and a moved traction
wire drops its old one too.
A chunk swapped for one without the extra vertex data kept the flag of
having it and the upload read from an empty array; the buffer is made
again when that changes.
The export took the category of the track from the whole flag word, so a portal track, whose flag word carries 0x100 next to the category, was written as "track none". The loader then fails on that track with no segment. The category is now taken from the low four bits.
Labels:
- every button, field, tooltip and message of the editor reread for a beginner: short nouns for the fields with the
sentence in the tooltip, the less used options under More settings, one glossary (field of work, template, track,
grade), sides told from directions, degrees and per mille as signs, messages built from one format string
- plural forms through STR_P; the last entry of a po file is read too, and the Polish plural rule is in the header
- lang/editor_pl.po: the code pass entries merged, 391 entries no code uses and 3 duplicates dropped
- roads: the notes and errors naming a road translated; the build options and the layout fold the texture length,
kerb sizes, traffic share, roundabout part, height over the ground and junction speed limit under More settings, the
lanes start folded
Grade lines fitted to the terrain model (NMT), a line or the whole scenery at once:
- fit_ground: a robust fit on nodes 5 m apart; the ground parting from the line (a bridge, a viaduct, a wall) is gone
past rather than followed, the bends keep off the switches as far as their curves reach, a run of bends the same way
is one point of intersection, a curve with no room is as sharp as the room lets it be
- the ends of the line and the other paths of its switches leading into lines fitted already bound the line by what
the tracks between can climb; ends meeting in the plan, laid apart in height by hand, are joined before the run
- apply_profile: the paths are split where split_path takes the parameter (a straight was cut in the wrong place, into
pieces of a few centimetres the game takes for zero length), no piece shorter than the margin; the paths off the
ends of the route are brought to its height
- Bytom: 1600 lines, grade breaks at the joints 89 -> 20; Tarnowskie Gory: 848 lines, 223 -> 3; no step over 2 cm
- 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
The frogs, crossings and check rails of feat/rail-crossings next to the track editor and the switch paths made of pieces of feat/track-join-ux. The self-test commands of the crossings (frog, geomhash, frogkey, guards, railtime, crossings and switches 0|1, now called throw 0|1 because the editor already has switches) go into their own group selftest_rails.