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- 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
68 lines
2.7 KiB
C++
68 lines
2.7 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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#ifndef TrkFollH
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#define TrkFollH
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#include "utilities/Classes.h"
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#include "world/Segment.h"
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// oś poruszająca się po torze
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class TTrackFollower {
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public:
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// constructors
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TTrackFollower() = default;
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// destructor
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~TTrackFollower();
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// methods
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TTrack * SetCurrentTrack(TTrack *pTrack, int end);
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bool Move(double fDistance, bool bPrimary);
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inline TTrack * GetTrack() const {
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return pCurrentTrack; };
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// przechyłka policzona przy ustalaniu pozycji
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inline double GetRoll() {
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return vAngles.x; };
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//{return pCurrentSegment->GetRoll(fCurrentDistance)*fDirection;}; //zamiast liczyć można pobrać
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// zwrot na torze
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inline double GetDirection() const {
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return fDirection; };
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// ABu-030403
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inline double GetTranslation() const {
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return fCurrentDistance; };
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// inline double GetLength(vector3 p1, vector3 cp1, vector3 cp2, vector3 p2)
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//{ return pCurrentSegment->ComputeLength(p1,cp1,cp2,p2); };
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// inline double GetRadius(double L, double d); //McZapkie-150503
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bool Init(TTrack *pTrack, TDynamicObject *NewOwner, double fDir);
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void Reset();
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void Render(float fNr);
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// members
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double fOffsetH = 0.0; // Ra: odległość środka osi od osi toru (dla samochodów) - użyć do wężykowania
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glm::dvec3 pPosition; // współrzędne XYZ w układzie scenerii
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glm::vec3 vAngles; // x:przechyłka, y:pochylenie, z:kierunek w planie (w radianach)
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private:
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// methods
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bool ComputatePosition(); // przeliczenie pozycji na torze
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int JoinedEnd( int const End ) const;
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// members
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TTrack *pCurrentTrack = nullptr; // na którym torze siê znajduje
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std::shared_ptr<TSegment> pCurrentSegment; // zwrotnice mog¹ mieæ dwa segmenty
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double fCurrentDistance = 0.0; // przesuniêcie wzglêdem Point1 w stronê Point2
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double fDirection = 1.0; // ustawienie wzglêdem toru: -1.0 albo 1.0, mno¿one przez dystans // jest przodem do Point2
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TDynamicObject *Owner = nullptr; // pojazd posiadający
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int iEventFlag = 0; // McZapkie-020602: informacja o tym czy wyzwalac zdarzenie: 0,1,2,3
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int iEventallFlag = 0;
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int iSegment = 0; // który segment toru jest używany (żeby nie przeskakiwało po przestawieniu zwrotnicy pod taborem)
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int iPath = -1; // the path of the switch the axle runs on
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double fTrailAt = -1.0; // coming from the frog end of a switch: where along the path the wheels push the blades over
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};
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//---------------------------------------------------------------------------
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#endif
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