+const GL::Mesh &Catalogue3D::get_endpoint_mesh(const TrackAppearance &appearance)
+{
+ EndpointMap::iterator i = endpoint_meshes.find(&appearance);
+ if(i!=endpoint_meshes.end())
+ return *i->second;
+
+ const Profile &ballast_profile = appearance.get_ballast_profile();
+ const Vector &ballast_min = ballast_profile.get_min_coords();
+ const Vector &ballast_max = ballast_profile.get_max_coords();
+
+ const Profile &rail_profile = appearance.get_rail_profile();
+ const Vector &rail_min = rail_profile.get_min_coords();
+ const Vector &rail_max = rail_profile.get_max_coords();
+
+ float gauge = appearance.get_gauge();
+
+ float width = max(max(-ballast_min.x, ballast_max.x)*2, gauge+(rail_max.x-rail_min.x)*2)+0.004;
+ float height = ballast_max.y-ballast_min.y+rail_max.y-rail_min.y+0.01;
+
+ GL::Mesh *mesh = new GL::Mesh((GL::NORMAL3, GL::VERTEX3));
+ GL::MeshBuilder bld(*mesh);
+ bld.normal(1, 0, 0);
+ bld.begin(GL::QUADS);
+ bld.vertex(0, width/2, 0);
+ bld.vertex(0, width/2, height);
+ bld.vertex(0, -width/2, height);
+ bld.vertex(0, -width/2, 0);
+ bld.end();
+
+ endpoint_meshes[&appearance] = mesh;
+ return *mesh;
+}
+
+const GL::Mesh &Catalogue3D::get_endpoint_mesh(const TrackAppearance &appearance) const
+{
+ return *get_item(endpoint_meshes, &appearance);