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The track layout library came in as a subproject of its own -- its own CMakeLists, its own install and export rules, its own include tree -- which only made the build harder to follow now that everything else is a module. It is part of the editor, so it lives where the editor lives. - editor/plan_*.cppm / plan_*.cpp: the fifteen interface units and twelve implementation units, flat in editor/ beside editorTerrain and orthophoto, with the plan_ prefix keeping them clear of what was already there (editor/turnouts is the preset catalogue, so the geometry is plan_turnout_geometry). - modules are named eu07.editor.plan_*, like every other module in the tree. - namespaces move under the editor's own: editor::plan, editor::plan::geometry, ::io, ::render. The library's old name is gone from the sources and the docs. - every moved file carries the MPL header the rest of the tree carries; it had none. version.hpp went with the subproject: macros only, and unused. - the umbrella header is dropped -- nothing imported it. - the unit tests survive the fold: editor/tests, behind EU07_EDITOR_PLAN_TESTS (off by default), compiles the interfaces a second time into a small library of its own, because a test can only import modules from a target it links and linking the game would drag the whole simulator in. The code under test needs nothing but a compiler. 7/7 pass. - a switch may now be written with two dashes as well: --editor beside -editor. Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF); -editor and --editor both come up in the editor on empty ground.
52 lines
1.8 KiB
C++
52 lines
1.8 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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module;
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#include <cstdint>
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#include <vector>
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export module eu07.editor.plan_track_renderer;
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export import eu07.editor.plan_scene;
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export {
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namespace editor::plan::render {
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/// One sampled centreline element of a solved niweleta, tagged with its logical
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/// origin so a UI can colour, label and hit-test it. Rendering-neutral: it holds
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/// the track axis only — no rails, no styling. This is the contract the solver
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/// hands to a renderer.
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struct CentrelineElement {
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ElementKind kind{ElementKind::Straight};
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std::vector<Point> points; ///< sampled axis in CRS metres
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std::uint32_t element_id{0}; ///< the authored element this came from
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std::uint32_t owner_id{0}; ///< the track or turnout it belongs to
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bool from_turnout{false}; ///< true when owner_id names a turnout
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double length{0.0}; ///< element length (metres)
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double radius_start{0.0}; ///< 0 == infinite (straight / clothoid open end)
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double radius_end{0.0};
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};
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/// Interface every renderer must satisfy.
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///
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/// The solver emits rendering-neutral CentrelineElements; a renderer turns each
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/// into concrete drawable geometry (a single axis line, two rails, an SVG path,
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/// ...). A renderer holds NO business logic — it only shapes presentation, so
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/// swapping renderers never changes what geometry the solver computed.
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class TrackRenderer {
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public:
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virtual ~TrackRenderer() = default;
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/// Called once per centreline element, in plan order.
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virtual void add(const CentrelineElement& element) = 0;
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};
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} // namespace editor::plan::render
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} // export
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