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Files
maszyna/world/SleeperFeatures.h
maj00r d72fa51ce5 refactor(track): the sleeper layout split by concern instead of one TrackSleepers.cpp
- SleeperRules: the rules beams are laid by and the faults counted where the layout breaks them
- SleeperGeometry: plan helpers, beam boxes with their overlap and support tests and a grid of cells, shared by laying, filling
  gaps, keeping beams apart and checking instead of three copies of each
- SleeperPaths: sampled paths, how near they run and whether one carries another; the tracks near a track and the stretches of
  a path where a test holds, shared by paths_around/unsettle_around and shared_zones/zones_of
- SleeperFeatures: frogs and crossings the timbers turn to; SleeperLines: lines of beams, the rails they carry, where they part
- SleeperLayout: clusters and their layout, given the epoch instead of reading it; SleeperModels: the models of the beams
- SleeperWorker: the layouts kept per epoch and worked out in the background, behind a small interface
- TrackSleepers: the facade, laying the instances, the shared zones and the check
- sleepercheck reports a digest of all beams; geomhash skips empty chunks instead of crashing

The layout is unchanged: geomhash, sleepercheck with the digest, wings, space, guards, crossings and switches give the same
output on baltyk, zz_rozjazdy_id4, zz_rf_slips, zz_rf_wide, zz_slips_s42, zz_demo_przechylka and zz_connections.
2026-10-18 00:27:50 +02:00

48 lines
2.2 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <array>
#include <vector>
#include <glm/glm.hpp>
#include "world/SleeperPaths.h"
// the frogs of the switches and the crossings of the tracks, which the timbers about them turn to
namespace track_sleepers {
// where two paths meet at an angle, the timbers which carry both lie square to the bisector of the angle: past the frog of
// a switch, where the paths go apart, and about the point where two paths cross. the timbers turn to the bisector before
// and back square to the tracks after, by the distance along the bisector from the point
struct feature {
glm::dvec2 point; // the frog, or where the paths cross, in plan
glm::dvec2 bisector; // unit
double sine { 0.0 }; // of half the angle between the paths
double spacing { 0.0 }; // how far apart the paths run at the point
double from { 0.0 }; // along the bisector, where the timbers start turning to it
double full { 0.0 }; // where they're square to it
double until { 0.0 }; // till where they stay so
double back { 0.0 }; // where they're square to the tracks again
std::array<sampled_path const *, 2> paths {};
std::array<double, 2> at {}; // the distance of the point along each path
bool frog { false }; // the paths go apart from the point, rather than cross there
bool grid { false }; // the paths cross so wide the timbers keep square to each
bool crossover { false }; // the frog of a switch whose diverging track leads to another switch of a track alongside: the timbers keep square to the tracks
};
// the frogs of the switches and the crossings of the paths around
std::vector<feature> find_features( std::vector<sampled_path> const &Around );
// which way the beam at the point lies square to: the path laying it, turned toward the bisectors of the frogs and crossings
// about the point. this depends only on where the point is, so the beams of paths laid one after another turn smoothly
glm::dvec2 beam_direction( glm::dvec3 const &Point, glm::dvec2 const &Forward, std::vector<feature> const &Features );
} // namespace track_sleepers