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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
480 lines
23 KiB
C++
480 lines
23 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <string>
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#include <vector>
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#include <deque>
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#include <array>
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#include <glm/glm.hpp>
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#include <glm/mat4x4.hpp>
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#include "utilities/Classes.h"
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#include "world/Segment.h"
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#include "world/RailLayout.h"
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#include "world/TrackSleepers.h"
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#include "model/material.h"
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#include "scene/scenenode.h"
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#include "utilities/Names.h"
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namespace scene {
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class basic_cell;
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}
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enum TTrackType {
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tt_Unknown,
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tt_Normal,
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tt_Switch,
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tt_Table,
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tt_Cross,
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tt_Tributary
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};
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// McZapkie-100502
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enum TEnvironmentType {
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e_unknown = -1,
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e_flat = 0,
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e_mountains,
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e_canyon,
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e_tunnel,
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e_bridge,
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e_bank
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};
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// Ra: opracować alternatywny system cieni/świateł z definiowaniem koloru oświetlenia w halach
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class basic_event;
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class TTrack;
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class TGroundNode;
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class TSubRect;
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class TTraction;
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// a chunk of the geometry of a track kept to be laid again in, for the rails changing with the state of a switch
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struct pooled_chunk {
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int type { 0 };
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gfx::geometry_handle handle;
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bool used { false };
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};
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using chunk_pool = std::vector<pooled_chunk>;
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class TSwitchExtension
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{ // dodatkowe dane do toru, który jest zwrotnicą
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public:
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TSwitchExtension(TTrack *owner, int const what);
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~TSwitchExtension();
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std::shared_ptr<TSegment> Segments[6]; // dwa tory od punktu 1, pozosta³e dwa od 2? Ra 140101: 6 po³¹czeñ dla skrzy¿owañ
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TTrack *pNexts[2]; // tory do³¹czone do punktów 2 i 4
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TTrack *pPrevs[2]; // tory do³¹czone do punktów 1 i 3
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int iNextDirection[2]; // to te¿ z [2]+[2] przerobiæ na [4]
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int iPrevDirection[2];
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int CurrentIndex = 0; // dla zwrotnicy
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float
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fOffset{ 0.f },
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fDesiredOffset{ 0.f }; // aktualne i docelowe położenie napędu iglic
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float fOffsetSpeed = 0.1f; // prędkość liniowa ruchu iglic
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float fOffsetDelay = 0.05f; // opóźnienie ruchu drugiej iglicy względem pierwszej // dodatkowy ruch drugiej iglicy po zablokowaniu pierwszej na opornicy
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union
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{
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struct
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{ // zmienne potrzebne tylko dla zwrotnicy
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float fOffset1,
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fOffset2; // przesunięcia iglic - 0=na wprost
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bool RightSwitch; // czy zwrotnica w prawo
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};
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struct
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{ // zmienne potrzebne tylko dla obrotnicy/przesuwnicy
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// TAnimContainer *pAnim; //animator modelu dla obrotnicy
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TAnimModel *pModel; // na razie model
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};
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struct
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{ // zmienne dla skrzyżowania
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int iRoads; // ile dróg się spotyka?
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glm::vec3 *vPoints; // tablica wierzchołków nawierzchni, generowana przez pobocze
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bool bPoints; // czy utworzone?
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};
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};
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bool bMovement = false; // czy w trakcie animacji
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scene::basic_cell *pOwner = nullptr; // TODO: convert this to observer pattern
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TTrack *pNextAnim = nullptr; // następny tor do animowania
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basic_event *evPlus = nullptr,
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*evMinus = nullptr; // zdarzenia sygnalizacji rozprucia
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float fVelocity = -1.0; // maksymalne ograniczenie prędkości (ustawianej eventem)
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glm::dvec3 vTrans; // docelowa translacja przesuwnicy
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material_handle m_material3 = 0; // texture of auto generated switch trackbed
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gfx::geometry_handle Geometry3; // geometry of auto generated switch trackbed
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bool m_frogs { false }; // the frog and check rails are made from the rails, for switches with no model of them in their includes
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bool m_movablenose { false }; // the nose of the frog moves over to the rail of the track set, closing its flangeway; no check rails
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double m_bladeheel { 0.0 }; // where the moving blades end along the paths, as the template of the switch gives it; 0: as long as the flangeway needs
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double m_bladethrow { 0.0 }; // how far the tips of the blades move over; 0: the usual throw
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double m_nosethrow { -1.0 }; // how far over to the second path the movable nose was laid, -1: no geometry yet
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chunk_pool m_nosechunks; // the geometry of the switch, laid again in the same chunks as the nose moves over
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gfx::geometrybank_handle map_geometry[6]; // geometry for map visualisation
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};
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class TIsolated
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{ // obiekt zbierający zajętości z kilku odcinków
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public:
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// constructors
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TIsolated(const std::string &n, TIsolated *i);
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// methods
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static void DeleteAll();
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static TIsolated * Find(const std::string &n); // znalezienie obiektu albo utworzenie nowego
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void AssignEvents();
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void Modify(int i, TDynamicObject *o); // dodanie lub odjęcie osi
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inline
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bool
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Busy() {
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return iAxles > 0; };
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inline
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static TIsolated *
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Root() {
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return pRoot; };
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inline
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TIsolated *
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Next() {
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return pNext; };
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inline
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void
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parent( TIsolated *Parent ) {
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pParent = Parent; }
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inline
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TIsolated *
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parent() const {
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return pParent; }
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// members
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std::string asName; // nazwa obiektu, baza do nazw eventów
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basic_event *evBusy { nullptr }; // zdarzenie wyzwalane po zajęciu grupy
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basic_event *evFree { nullptr }; // zdarzenie wyzwalane po całkowitym zwolnieniu zajętości grupy
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basic_event *evInc { nullptr }; // wyzwalane po wjeździe na grupę
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basic_event *evDec { nullptr }; // wyzwalane po zjazdu z grupy
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TMemCell *pMemCell { nullptr }; // automatyczna komórka pamięci, która współpracuje z odcinkiem izolowanym
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private:
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// members
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int iAxles { 0 }; // ilość osi na odcinkach obsługiwanych przez obiekt
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TIsolated *pNext { nullptr }; // odcinki izolowane są trzymane w postaci listy jednikierunkowej
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TIsolated *pParent { nullptr }; // optional parent piece, receiving data from its children
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static TIsolated *pRoot; // początek listy
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};
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// trajektoria ruchu - opakowanie
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class TTrack : public scene::basic_node
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{
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friend opengl_renderer;
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friend opengl33_renderer;
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// NOTE: temporary arrangement
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friend itemproperties_panel;
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friend class editor_track;
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public:
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std::vector<TIsolated*> Isolated; // obwód izolowany obsługujący zajęcia/zwolnienia grupy torów
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std::shared_ptr<TSwitchExtension> SwitchExtension; // dodatkowe dane do toru, który jest zwrotnicą
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std::shared_ptr<TSegment> Segment;
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TTrack * trNext = nullptr; // odcinek od strony punktu 2 - to powinno być w segmencie
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TTrack * trPrev = nullptr; // odcinek od strony punktu 1
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// McZapkie-070402: dodalem zmienne opisujace rozmiary tekstur
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int iTrapezoid = 0; // 0-standard, 1-przechyłka, 2-trapez, 3-oba
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double fRadiusTable[ 2 ] = { 0.0, 0.0 }; // dwa promienie, drugi dla zwrotnicy
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float fVerticalRadius { 0.f }; // y-axis track radius (currently not supported)
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float fTexLength = 4.0f; // długość powtarzania tekstury w metrach
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float fTexRatio1 = 1.0f; // proporcja boków tekstury nawierzchni (żeby zaoszczędzić na rozmiarach tekstur...)
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float fTexRatio2 = 1.0f; // proporcja boków tekstury chodnika (żeby zaoszczędzić na rozmiarach tekstur...)
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float fTexHeight1 = 0.6f; // wysokość brzegu względem trajektorii
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float fTexHeightOffset = 0.f; // potential adjustment to account for the path roll
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float fTexWidth = 0.9f; // szerokość boku
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float fTexSlope = 0.9f;
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glm::dvec3 m_origin;
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// TODO: store material names as strings, for lossless serialization and export
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material_handle m_material1 = 0; // tekstura szyn albo nawierzchni
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material_handle m_material2 = 0; // tekstura automatycznej podsypki albo pobocza
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std::pair<std::string, int> m_profile1 {}; // profile of geometry chunks textured with texture 1
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// sets the rail profile by its name, as railprofile does; empty: none, the default shape
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void rail_profile( std::string const &Name );
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using geometryhandle_sequence = std::vector<gfx::geometry_handle>;
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geometryhandle_sequence Geometry1; // geometry chunks textured with texture 1
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geometryhandle_sequence Geometry2; // geometry chunks textured with texture 2
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material_handle m_materialcut1 = 0; // matte variant of texture 1, for the cut faces of rails
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material_handle m_materialcut2 = 0; // matte variant of texture 2, for the cut faces of rails of the other switch path
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geometryhandle_sequence GeometryCut1; // cut faces of rails textured with texture 1, the blade tip first for a switch
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geometryhandle_sequence GeometryCut2; // cut faces of rails textured with texture 2, the blade tip first
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struct tread_geometry {
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material_handle material { 0 };
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material_handle matte { 0 };
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geometryhandle_sequence geometry;
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geometryhandle_sequence cuts;
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};
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std::vector<tread_geometry> GeometryTreads;
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std::vector<segment_data> m_paths; // source data for owned paths
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bool m_editorremoved { false };
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std::vector<TTrack *> m_crossings; // tracks whose rails cross the rails of this one, found when its geometry was made
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scene::basic_node *m_road { nullptr }; // road or road junction which generated this path. such path is one-way, and isn't saved nor edited on its own
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std::array<float, 3> m_routeweights { 0.f, 0.f, 0.f }; // odds of each route through a crossroads being picked by a driver, by the number of the route. all zero: even odds
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int iterate_stamp = 0;
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// sleepermodel optional parameter -------------------------------------------------
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// Repeats a model along the path at fixed intervals (typically rail sleepers).
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// Defined in scenery file as:
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// sleepermodel <frequency> <model> <skin> <offsetX> <offsetY> <offsetZ> <ballastZ>
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// The renderer draws the model instances via GPU instancing and skips them entirely
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// once the camera-to-track distance exceeds Global.SleeperDistance.
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bool m_sleeper_enabled { false };
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float m_sleeper_frequency { 0.6f }; // spacing along the path, in meters
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std::string m_sleeper_model_name; // path to the e3d sleeper model (as written in the .scn)
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std::string m_sleeper_skin_name; // replacable skin path, or "none" for default
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glm::vec3 m_sleeper_offset { 0.f, 0.f, 0.f }; // local offset from track centerline (x: left/right, y: forward/back, z: up/down)
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float m_sleeper_ballast_z { 0.f }; // vertical offset applied to the trackbed (ballast) profile
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// timbermodel optional parameter: the model of the timbers laid under the track where it's part of a switch or a crossing,
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// in place of the one set with sleepers3d in eu07.ini. Defined in scenery file as:
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// timbermodel <model> <skin>
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std::string m_timber_model_name;
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std::string m_timber_skin_name; // replacable skin, empty for the textures of the model
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TModel3d *m_sleeper_model { nullptr }; // resolved on init; nullptr means no model / failed to load
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material_handle m_sleeper_skin { 0 }; // resolved replacable skin handle, 0 = use model defaults
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// precomputed local-space transforms (relative to m_origin) for every sleeper instance along the path.
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// Each matrix is translate(world_pos - m_origin) * rotate(direction, roll) * translate(local_offset).
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// The renderer composes this with (view * translate(m_origin - camera_pos)) per draw.
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std::vector<glm::mat4> m_sleeper_local_transforms;
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// sleepers and switch timbers made of the model set with sleepers3d in eu07.ini, laid where the simulator makes the ballast
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track_sleepers::laid m_sleepers3d;
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public:
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using dynamics_sequence = std::deque<TDynamicObject *>;
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using event_sequence = std::vector<std::pair<std::string, basic_event *> >;
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dynamics_sequence Dynamics;
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event_sequence
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m_events0all,
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m_events1all,
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m_events2all,
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m_events0,
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m_events1,
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m_events2;
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bool m_events { false }; // Ra: flaga informująca o obecności eventów
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std::pair<std::string, TMemCell *> m_friction { "", nullptr };
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int iNextDirection = 0; // 0:Point1, 1:Point2, 3:do odchylonego na zwrotnicy
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int iPrevDirection = 0; // domyślnie wirtualne odcinki dołączamy stroną od Point1
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TTrackType eType = tt_Normal; // domyślnie zwykły
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int iCategoryFlag = 1; // 0x100 - usuwanie pojazów // 1-tor, 2-droga, 4-rzeka, 8-samolot?
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float fTrackWidth = 1.435f; // szerokość w punkcie 1 // rozstaw toru, szerokość nawierzchni
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float fTrackWidth2 = 0.0f; // szerokość w punkcie 2 (głównie drogi i rzeki)
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float fFriction = 0.15f; // współczynnik tarcia
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float fSoundDistance = -1.0f;
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int iQualityFlag = 20;
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int iDamageFlag = 0;
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TEnvironmentType eEnvironment = e_flat; // dźwięk i oświetlenie
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int iAction = 0; // czy modyfikowany eventami (specjalna obsługa przy skanowaniu)
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float fOverhead = -1.0; // można normalnie pobierać prąd (0 dla jazdy bezprądowej po danym odcinku, >0-z opuszczonym i ograniczeniem prędkości)
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private:
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double fVelocity = -1.0; // ograniczenie prędkości // prędkość dla AI (powyżej rośnie prawdopowobieństwo wykolejenia)
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public:
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// McZapkie-100502:
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// double fTrackLength = 100.0; // długość z wpisu, nigdzie nie używana
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double fRadius = 0.0; // promień, dla zwrotnicy kopiowany z tabeli
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bool ScannedFlag = false; // McZapkie: do zaznaczania kolorem torów skanowanych przez AI
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TGroundNode *nFouling[ 2 ] = { nullptr, nullptr }; // współrzędne ukresu albo oporu kozła
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explicit TTrack( scene::node_data const &Nodedata );
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virtual ~TTrack();
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void Init();
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static bool sort_by_material( TTrack const *Left, TTrack const *Right );
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static TTrack * Create400m(int what, double dx);
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TTrack * NullCreate(int dir);
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inline bool IsEmpty() {
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return Dynamics.empty(); };
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void ConnectPrevPrev(TTrack *pNewPrev, int typ);
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void ConnectPrevNext(TTrack *pNewPrev, int typ);
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void ConnectNextPrev(TTrack *pNewNext, int typ);
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void ConnectNextNext(TTrack *pNewNext, int typ);
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material_handle copy_adjacent_trackbed_material( TTrack const *Exclude = nullptr );
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inline double Length() const {
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return Segment->GetLength(); };
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// how far below the top of the rails their feet are, by the rail profile of the track
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float rail_height() const;
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inline std::shared_ptr<TSegment> CurrentSegment() const {
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return Segment; };
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inline TTrack *CurrentNext() const {
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return trNext; };
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inline TTrack *CurrentPrev() const {
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return trPrev; };
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TTrack *Connected(int s, double &d, int const Path = -1) const; // Path: of a switch, the one to leave by whichever way it is set
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double trailing_point( int const Path ) const; // where along the path the wheels coming from the frog end push the blades over
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int nose_set() const; // the path the movable nose of the frog lies for, following the blades
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double nose_throw() const; // how far the movable nose of the frog went over to the second path, following the blades
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material_handle rail_material( int const Path ) const;
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glm::vec2 tread_band() const;
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bool SetConnections(int i);
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bool Switch(int i, float const t = -1.f, float const d = -1.f);
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bool SwitchForced(int i, TDynamicObject *o);
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int CrossSegment(int from, int into);
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inline int GetSwitchState() {
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return SwitchExtension ? SwitchExtension->CurrentIndex : -1; };
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// returns number of different routes possible to take from given point
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// TODO: specify entry point, number of routes for switches can vary
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inline
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int
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RouteCount() const {
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return SwitchExtension != nullptr ? SwitchExtension->iRoads - 1 : 1; }
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// picks one of the routes through a crossroads for a driver heading for it. the routes are numbered from 1
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int RouteDraw() const;
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void Load(cParser *parser, glm::dvec3 const &pOrigin);
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void init_segments( bool const Initial );
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track_rails::switch_frog frog() const;
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track_rails::switch_blade const &blade( int const Path ) const;
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double blades_throw() const; // how far the tips of the blades move over between the two paths
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std::vector<track_rails::rail_crossing> rail_crossings( bool const Joined = true );
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track_rails::rail_size rail_dimensions() const;
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// the check rails beside the rails of each path, kept clear of the blades and the rails of other paths running inside them
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track_rails::check_rail_set check_rails( std::vector<track_rails::rail_crossing> const &Crossings );
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// Carve: the parts of the rails at crossings carved out of what lies around them, false: only their design
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track_rails::rail_layout plan_rails( bool const Crossings, bool const Carve = true );
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void update_location();
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bool AssignEvents();
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bool AssignForcedEvents(basic_event *NewEventPlus, basic_event *NewEventMinus);
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void QueueEvents( event_sequence const &Events, TDynamicObject const *Owner );
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void QueueEvents( event_sequence const &Events, TDynamicObject const *Owner, double const Delaylimit );
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bool CheckDynamicObject(TDynamicObject *Dynamic);
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bool AddDynamicObject(TDynamicObject *Dynamic);
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bool RemoveDynamicObject(TDynamicObject *Dynamic);
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// set origin point
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void
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origin( glm::dvec3 Origin ) {
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m_origin = Origin; }
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// retrieves list of the track's end points
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std::vector<glm::dvec3>
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endpoints() const;
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gfx::geometrybank_handle extra_map_geometry; // handle for map highlighting
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TTrack *Next(TTrack *visitor);
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double ActiveLength();
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void create_geometry( gfx::geometrybank_handle const &Bank ); // wypełnianie VBO
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void rebuild_geometry( gfx::geometrybank_handle const &Bank );
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void create_map_geometry(std::vector<gfx::basic_vertex> &Bank, const gfx::geometrybank_handle Extra);
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void get_map_active_paths(map_colored_paths &handles);
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void get_map_paths_for_state(map_colored_paths &handles, int state);
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void get_map_future_paths(map_colored_paths &handles);
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glm::vec3 get_nearest_point(const glm::dvec3 &point) const;
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void RenderDynSounds(); // odtwarzanie dźwięków pojazdów jest niezależne od ich wyświetlania
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void RaOwnerSet( scene::basic_cell *o ) {
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if( SwitchExtension ) { SwitchExtension->pOwner = o; } };
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bool InMovement(); // czy w trakcie animacji?
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void RaAssign( TAnimModel *am, basic_event *done, basic_event *joined );
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void RaAnimListAdd(TTrack *t);
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TTrack * RaAnimate();
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void RadioStop();
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void AxleCounter(int i, TDynamicObject *o) {
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for (TIsolated *iso : Isolated)
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iso->Modify(i, o); }; // dodanie lub odjęcie osi
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std::string RemoteIsolatedName();
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void AddIsolated(TIsolated *iso) {
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Isolated.push_back(iso);
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}
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double WidthTotal();
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bool IsGroupable();
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int TestPoint(const glm::dvec3 *Point);
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void MovedUp1(float const dh);
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void VelocitySet(float v);
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double VelocityGet();
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float Friction() const;
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void ConnectionsLog();
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bool DoubleSlip() const;
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static void fetch_default_profiles();
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std::string tooltip() const override;
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private:
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// types
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using profiles_array = std::vector<gfx::vertex_array>;
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using profiles_map = std::unordered_map<std::string, int>;
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// methods
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// radius() subclass details, calculates node's bounding radius
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|
float radius_();
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// serialize() subclass details, sends content of the subclass to provided stream
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void serialize_( std::ostream &Output ) const;
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// deserialize() subclass details, restores content of the subclass from provided stream
|
|
void deserialize_( std::istream &Input );
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// export() subclass details, sends basic content of the class in legacy (text) format to provided stream
|
|
void export_as_text_( std::ostream &Output ) const;
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// locates specified profile in the profile database, potentially loading it from a file
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static std::pair<std::string, int> fetch_track_rail_profile( std::string const &Profile );
|
|
// loads content of specified file and converts it into a vertex array
|
|
static gfx::vertex_array deserialize_profile( std::string const &Profile );
|
|
// provides direct access to vertex data of specified profile
|
|
static gfx::vertex_array const & track_rail_profile( int const Profile );
|
|
// returns texture length for specified material
|
|
float texture_length( material_handle const Material );
|
|
// creates profile for a part of current path
|
|
void create_switch_trackbed( gfx::vertex_array &Output );
|
|
void create_track_rail_profile( gfx::vertex_array &Right, gfx::vertex_array &Left, gfx::vertex_array const *Shape = nullptr );
|
|
void create_track_blade_profile( gfx::vertex_array &Right, gfx::vertex_array &Left );
|
|
void profile_rolls( float &Roll1, float &Roll2 ) const;
|
|
void share_joints();
|
|
void create_track_bed_profile( gfx::vertex_array &Output, TTrack const *Previous, TTrack const *Next );
|
|
void create_road_profile( gfx::vertex_array &Output, bool const Forcetransition = false );
|
|
void create_road_side_profile( gfx::vertex_array &Right, gfx::vertex_array &Left, gfx::vertex_array const &Road, bool const Forcetransition = false );
|
|
/// <summary>
|
|
/// resolves the sleeper model/skin via the model and material managers, and fills
|
|
/// m_sleeper_local_transforms by walking the active segment(s) at m_sleeper_frequency.
|
|
/// Safe to call multiple times; clears any previously cached transforms first.
|
|
/// </summary>
|
|
void build_sleeper_transforms();
|
|
struct rail_drawing {
|
|
gfx::geometrybank_handle bank;
|
|
track_rails::rail_size size;
|
|
float halfwidth { 0.f };
|
|
gfx::vertex_array checkshapes[ 2 ];
|
|
gfx::vertex_array plates[ 2 ];
|
|
gfx::vertex_array fillers[ 2 ];
|
|
float platetexture { 0.f };
|
|
};
|
|
rail_drawing make_rail_drawing( gfx::geometrybank_handle const &Bank );
|
|
// a rail along a path from a distance on, in parts where other rails cross it, and the check rails beside it. false: no crossing, the rail is laid whole as before
|
|
bool lay_rail( track_rails::rail_layout const &Layout, rail_drawing const &Drawing, int const Path, gfx::vertex_array const &Profile, int const Side, float const Texturelength, double const From, bool const Openstart, bool const Openend, geometryhandle_sequence &Geometry, geometryhandle_sequence &Cuts );
|
|
class rail_layer;
|
|
class rail_planner;
|
|
int blade_side( int const Path ) const;
|
|
material_handle shared_tread( int const Path, TTrack const &Other, int const Otherpath ) const;
|
|
void loft_blade( int const Path, gfx::vertex_array const &Rail, gfx::vertex_array const &Blade, float const Texturelength, gfx::vertex_array &Vertices ) const;
|
|
// members
|
|
static profiles_array m_profiles; // shared database of path element profiles
|
|
static profiles_map m_profilesmap;
|
|
};
|
|
|
|
|
|
|
|
// collection of virtual tracks and roads present in the scene
|
|
class path_table : public basic_table<TTrack> {
|
|
|
|
public:
|
|
~path_table();
|
|
// legacy method, initializes tracks after deserialization from scenario file
|
|
void
|
|
InitTracks();
|
|
// legacy method, sends list of occupied paths over network
|
|
void
|
|
TrackBusyList() const;
|
|
// legacy method, sends list of occupied path sections over network
|
|
void
|
|
IsolatedBusyList() const;
|
|
// legacy method, sends state of specified path section over network
|
|
void
|
|
IsolatedBusy( std::string const &Name ) const;
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|