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https://github.com/MaSzyna-EU07/maszyna.git
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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
220 lines
8.9 KiB
C++
220 lines
8.9 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 <array>
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#include <vector>
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#include <glm/glm.hpp>
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#include "utilities/Classes.h"
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#include "world/Knots.h"
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class TTrack;
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namespace track_rails {
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double constexpr flangeway { 0.045 };
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double constexpr blend { 0.015 };
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double constexpr tread_fade { 0.02 };
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double constexpr wheel_width { 0.14 };
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double constexpr back_to_back { 1.36 };
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double constexpr rolled_band { wheel_width - ( 1.435 - back_to_back ) / 2.0 };
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double constexpr wheel_play { 0.005 }; // how far the wheels wander across each way, by the play of their flanges in the gauge
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double constexpr nose_tip { 0.012 };
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double constexpr middle_angle { 0.35 };
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double constexpr wide_angle { 0.785 };
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double constexpr guard_reach { 1.0 };
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double constexpr guard_flare { 0.6 };
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double constexpr casting_reach { 0.3 };
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double constexpr square_slope { 3.0 };
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double constexpr spacer_length { 0.12 };
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double constexpr spacer_pitch { 0.5 };
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double constexpr check_flangeway { 0.041 };
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double constexpr guard_planing { 0.015 }; // how far the ends of guard rails are planed off their face toward the running rail
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double constexpr guard_bevel { 1.7320508 }; // how far along the flared ends of guard rails are cut back across them, from their face toward the running rail: 30 degrees to the rail
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double constexpr blade_throw { 0.160 };
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double constexpr blade_clearance { 0.058 };
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double constexpr blade_point { 0.003 };
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double constexpr blade_nose { 0.005 };
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double constexpr blade_planed { 0.125 };
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double constexpr blade_tangent { 0.00175 };
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double constexpr blade_mark { 0.010 };
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double constexpr blade_gap { 0.0005 };
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double constexpr blade_lowered { 0.050 };
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double constexpr blade_spacing { 0.5 };
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double constexpr blade_runon_margin { 0.2 }; // how far short of the end of the plain track a blade running on into it ends
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// where the inner rails of the two paths of a switch cross, found from their gauge lines behind the blades
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struct switch_frog {
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bool valid { false };
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int side[ 2 ] {}; // rail profile of the crossing rail of each path, 1 right, -1 left
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double at[ 2 ] {}; // distance of the crossing along each path
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double blades[ 2 ] {}; // distance the blades take along each path
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double angle { 0.0 };
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};
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struct switch_blade {
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bool valid { false };
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bool rigid { false };
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double tip { 0.0 };
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double full { 0.0 };
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double heel { 0.0 };
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double drop { 0.0 };
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double opening { 0.0 };
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double openingat { 0.0 };
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std::vector<glm::dvec2> gauge;
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std::vector<glm::dvec2> extents;
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std::vector<glm::dvec2> drops;
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std::vector<glm::dvec2> bends;
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};
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// where a rail of this track crosses a rail of another one, found from their gauge lines
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struct rail_crossing {
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TTrack *track { nullptr };
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int path { 0 };
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int side { 0 }; // rail profile of the crossing rail, 1 right, -1 left
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double at { 0.0 }; // distance of the crossing along the path, past the ends where the track goes on
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double angle { 0.0 };
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double into { 0.0 }; // the path direction against the gauge normal of the other rail, above zero: going into the other track
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double facing { 0.0 }; // the gauge normals of both rails against each other, below zero: an acute frog
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bool nose { false }; // at an acute frog the rail goes on as the nose rail, the other one as the rail beside it
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int otherpath { 0 };
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int otherside { 0 }; // rail profile of the other rail, 1 right, -1 left
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double otherat { 0.0 }; // distance of the crossing along the other path
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bool aligned { true }; // both paths run the same way at the crossing
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TTrack *owner { nullptr };
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};
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// the size of the rail profile, out from the gauge face: positive outwards, the side of the head away from the track
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struct rail_size {
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double head { 0.0735 }; // how far the head reaches out
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double shoulder { 0.005 }; // how far in from the outer edge of the head its top is rounded off
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double height { 0.172 };
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double low { -0.0385 }; // the reach of the profile inwards
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double high { 0.1115 }; // the reach of the profile outwards
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bool grooved { false };
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double groove { 0.0 };
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double lip { 0.0 };
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double rim { 0.0 };
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double crown { 0.0 };
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double liptop { 0.0 };
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double crest { 0.0 };
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double tread { 0.0735 };
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double ledge { 0.0 };
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double web { 0.0365 };
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double neck { -0.0467 };
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};
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// a check rail beside a rail, how far its ends are bent away from the running rail
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struct check_rail {
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double from { 0.0 };
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double to { 0.0 };
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double flarefrom { 0.0 };
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double flareto { 0.0 };
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double frombend { 0.0 };
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double tobend { 0.0 };
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};
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using check_rail_set = std::array<std::array<std::vector<check_rail>, 2>, 2>; // path, right side
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inline double check_flare( check_rail const &Check ) {
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return std::min( guard_flare, 0.4 * ( Check.to - Check.from ) );
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}
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// how the end of a part of a rail planed by the rails around it is made: square where it's put, a point where the head is planed down to nothing
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// (a wing rail), blunt where it's wide enough for the wheels running at it (a leg of the nose, a point rail), sharp where it's put as it gets wider
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// (a leg of a movable nose), mitred against the end of the other rail (an obtuse crossing)
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enum class rail_end {
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square,
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point,
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blunt,
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sharp,
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mitre
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};
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// a rail broken where another one crosses it: the part coming from below ends at end, the part going on starts at start
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struct rail_cut {
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double at { 0.0 };
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double end { 0.0 };
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double start { 0.0 };
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knots::line endoffsets, endextents, startoffsets, startextents;
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knots::line endrolled, startrolled; // how far out from the gauge line the wheels roll on the head, of the part coming from below and of the part going on
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glm::dvec2 endmiter { 0.0 };
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glm::dvec2 startmiter { 0.0 };
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double endbend { 0.0 };
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double startbend { 0.0 };
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knots::line endinner, startinner;
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bool endcap { true };
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bool startcap { true };
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knots::line endworn, startworn; // from how far out from the gauge line the wheels of a rail beside roll on the head, where it's planed flush against that rail
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material_handle endwornby { 0 }; // what the wheels rolling on it from beside polish the head to, the brightest of them
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material_handle startwornby { 0 };
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// what carving the parts against the rails around takes from the design of the crossing
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bool carved { false }; // the lines of the parts are left to carving
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rail_end endkind { rail_end::square };
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rail_end startkind { rail_end::square };
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double endanchor { 0.0 }; // from where on a part planed down to its point can end
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double startanchor { 0.0 };
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double endrunon { 0.0 }; // how far past its end a wing rail can go on to be planed down to its point
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double startrunon { 0.0 };
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knots::line endcarve, startcarve; // offsets the parts are carved with where they aren't those they're laid with: the legs of a movable nose, as they lie with the first path set
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bool throwable { false }; // the part going on moves with the switch: a leg of a movable nose
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glm::dvec2 mark { 0.0 }; // where the rails cross, in plan: the parts at an obtuse crossing aren't carved against the other rail's there, they're designed to meet
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bool obtuse { false };
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};
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struct rail_plan {
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std::vector<rail_cut> cuts;
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};
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struct rail_tread {
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double from { 0.0 };
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double to { 0.0 };
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material_handle material { 0 };
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int anchor { 0 };
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knots::line edge;
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knots::line gauge;
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bool below { false };
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double fade { tread_fade };
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};
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// guard rails of a crossing at a wide angle: the rail profile laid inside the running rail across the flangeway, broken like the rails
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struct guard_rail {
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double from { 0.0 };
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double to { 0.0 };
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rail_plan plan;
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bool flarefrom { true };
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bool flareto { true };
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glm::dvec2 frommiter { 0.0 };
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glm::dvec2 tomiter { 0.0 };
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bool through { true };
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std::vector<rail_tread> treads;
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knots::line castings;
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};
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struct rail_band {
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double at { 0.0 };
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double into { 0.0 };
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double facing { 0.0 };
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double from { 0.0 };
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double to { 0.0 };
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bool whole { true };
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};
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struct rail_fill {
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double from { 0.0 };
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double to { 0.0 };
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knots::line inner, outer;
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bool capfrom { false };
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bool capto { false };
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double lift { 0.0 };
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bool web { false };
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};
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struct rail_layout {
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rail_plan plans[ 2 ][ 2 ]; // path, right side
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std::vector<rail_band> bands[ 2 ][ 2 ];
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std::vector<rail_fill> fills[ 2 ][ 2 ];
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knots::line blocks[ 2 ][ 2 ];
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std::vector<rail_tread> treads[ 2 ][ 2 ];
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std::vector<guard_rail> guards[ 2 ][ 2 ];
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knots::line wingends[ 2 ][ 2 ]; // ends of the wing rails of other rails running along each rail, and which way they run there
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check_rail_set checks;
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std::vector<TTrack *> crossed; // tracks whose rails cross the rails of this one
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};
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} // namespace track_rails
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