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https://github.com/MaSzyna-EU07/maszyna.git
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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.
443 lines
20 KiB
C++
443 lines
20 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/TrackUneven.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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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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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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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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std::vector<segment_data> m_paths; // source data for owned paths
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bool m_editorremoved { false };
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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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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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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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track_uneven::attribute m_uneven; // plain tracks and switches
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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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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) 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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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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// the unevenness the track declares, on a path of a switch
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track_uneven::amounts uneven_declared( int const Path = 0 ) const;
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bool is_uneven() const;
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// the unevenness at a distance along a path, meeting the tracks joined at its ends
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track_uneven::amounts uneven_at( double const Distance, int const Path = 0 ) const;
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// how much of the displacement a point of the profile at the depth takes
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double uneven_bed_share( double const Depth ) const;
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// closes the gaps and steps of cant between the ends of joined paths
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void share_joints();
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double joint_depth() const; // mm
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double joint_dip( double const Distance ) const; // m
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// distance from the rail joint behind; negative: the track has no joints that dip
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double rail_phase( double const Distance ) 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
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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
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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 );
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// loads content of specified file and converts it into a vertex array
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static gfx::vertex_array deserialize_profile( std::string const &Profile );
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// provides direct access to vertex data of specified profile
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static gfx::vertex_array const & track_rail_profile( int const Profile );
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// returns texture length for specified material
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float texture_length( material_handle const Material );
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// creates profile for a part of current path
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void create_switch_trackbed( gfx::vertex_array &Output );
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void create_track_rail_profile( gfx::vertex_array &Right, gfx::vertex_array &Left );
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void create_track_blade_profile( gfx::vertex_array &Right, gfx::vertex_array &Left );
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void create_track_bed_profile( gfx::vertex_array &Output, TTrack const *Previous, TTrack const *Next );
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// rail joints run on across joined tracks, however the line is cut into them, so the clatter keeps its rhythm
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struct rail_run {
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double origin { 0.0 }; // position along the run of Point1
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double way { 1.0 }; // direction of the path along the run
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int stamp { -1 };
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};
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void settle_rail_run() const;
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mutable rail_run m_railrun;
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// the value along each path of a switch: the lowest of that path in the switches joined, 0 next to a track with none.
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// And at the ends of the paths, by what meets there: the other path at the common end, the path of a switch joined
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struct switch_stray {
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std::array<track_uneven::amounts, 2> paths;
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std::array<std::array<track_uneven::amounts, 2>, 2> ends;
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int stamp { -1 };
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};
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mutable switch_stray m_switchstray;
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switch_stray const &switch_uneven() const;
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// the value of a switch where a track joined to it meets it
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track_uneven::amounts switch_uneven_at( glm::dvec3 const &Point ) const;
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static int s_layoutstamp; // bumped when tracks are joined or changed, invalidates the two above
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void create_road_profile( gfx::vertex_array &Output, bool const Forcetransition = false );
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void create_road_side_profile( gfx::vertex_array &Right, gfx::vertex_array &Left, gfx::vertex_array const &Road, bool const Forcetransition = false );
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/// <summary>
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/// resolves the sleeper model/skin via the model and material managers, and fills
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/// m_sleeper_local_transforms by walking the active segment(s) at m_sleeper_frequency.
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/// Safe to call multiple times; clears any previously cached transforms first.
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/// </summary>
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void build_sleeper_transforms();
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// members
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static profiles_array m_profiles; // shared database of path element profiles
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static profiles_map m_profilesmap;
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};
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// collection of virtual tracks and roads present in the scene
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class path_table : public basic_table<TTrack> {
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public:
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~path_table();
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// legacy method, initializes tracks after deserialization from scenario file
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void
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InitTracks();
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// legacy method, sends list of occupied paths over network
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void
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TrackBusyList() const;
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// legacy method, sends list of occupied path sections over network
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void
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IsolatedBusyList() const;
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// legacy method, sends state of specified path section over network
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void
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IsolatedBusy( std::string const &Name ) const;
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};
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//---------------------------------------------------------------------------
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