From 6109a2122226e1c71e9cc71e4c21036e99e43601 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Thu, 10 Dec 2009 10:26:21 +0000 Subject: [PATCH] Correctly handle slope when snapping tracks Render sloped tracks with rotation, not by shearing the mesh Render a pillar under the higher endpoint of a sloped track Hide zero slope from tooltip --- source/3d/track.cpp | 43 ++++++++++++++++++++++++++++-------- source/3d/track.h | 2 +- source/designer/designer.cpp | 4 ++-- source/libmarklin/track.cpp | 7 +++++- 4 files changed, 43 insertions(+), 13 deletions(-) diff --git a/source/3d/track.cpp b/source/3d/track.cpp index 85050c9..47e6e61 100644 --- a/source/3d/track.cpp +++ b/source/3d/track.cpp @@ -64,7 +64,7 @@ void Track3D::get_bounds(float angle, Point &minp, Point &maxp) const void Track3D::render() const { - prepare_render(); + prepare_render(true); glPushName(reinterpret_cast(this)); @@ -83,7 +83,7 @@ void Track3D::render() const void Track3D::render_endpoints() const { - prepare_render(); + prepare_render(false); const vector &endpoints = track.get_type().get_endpoints(); for(unsigned i=0; i1e-4) + { + Point p; + if(track.get_slope()>0) + { + p = endpoints[1].pos; + p.z += track.get_slope(); + } + else + p = endpoints[0].pos; + glBegin(GL_TRIANGLE_STRIP); + for(unsigned i=0; i<=16; ++i) + { + float c = cos(i*M_PI/8); + float s = sin(i*M_PI/8); + glNormal3f(c, s, 0); + glVertex3f(p.x+c*0.01, p.y+s*0.01, p.z); + glVertex3f(p.x+c*0.01, p.y+s*0.01, -track.get_position().z); + } glEnd(); } @@ -111,7 +134,7 @@ void Track3D::render_endpoints() const void Track3D::render_route(int route) const { - prepare_render(); + prepare_render(true); varray.apply(); if(route>=0 && static_cast(route)1e-4) + ss<<" (slope "<