#pragma once #include "link.h" #include #include #include #include #include #include #include #include #include #include class Texture; class SceneShader; class Ray; template using GenDef = std::tuple...>; using GenCurveDef = GenDef<3, 3, 2>; class Network { public: using LinkEnd = std::pair; explicit Network(const std::string & textureName); virtual ~Network() = default; DEFAULT_MOVE_NO_COPY(Network); [[nodiscard]] Node::Ptr findNodeAt(Position3D) const; [[nodiscard]] Node::Ptr nodeAt(Position3D); enum class NodeIs { InNetwork, NotInNetwork }; using NodeInsertion = std::pair; [[nodiscard]] NodeInsertion newNodeAt(Position3D); [[nodiscard]] NodeInsertion candidateNodeAt(Position3D) const; [[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray &) const = 0; [[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray &) const; [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, Position3D) const; [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const; virtual Link::CCollection candidateStraight(Position3D, Position3D) = 0; virtual Link::CCollection candidateJoins(Position3D, Position3D) = 0; virtual Link::CCollection candidateExtend(Position3D, Position3D) = 0; virtual Link::CCollection addStraight(Position3D, Position3D) = 0; virtual Link::CCollection addJoins(Position3D, Position3D) = 0; virtual Link::CCollection addExtend(Position3D, Position3D) = 0; [[nodiscard]] virtual float findNodeDirection(Node::AnyCPtr) const = 0; protected: static void joinLinks(const Link::Ptr & l, const Link::Ptr & ol); static GenCurveDef genCurveDef(const Position3D & start, const Position3D & end, float startDir); static std::pair genCurveDef( const Position3D & start, const Position3D & end, float startDir, float endDir); using Nodes = std::set>; Nodes nodes; std::shared_ptr texture; }; template class NetworkOf : public Network, public Renderable { protected: using Network::Network; Collection links; void joinLinks(const Link::Ptr &) const; protected: [[nodiscard]] Link::Ptr intersectRayLinks(const Ray &) const override; public: template std::shared_ptr candidateLink(Position3D a, Position3D b, Params &&... params) requires std::is_base_of_v { const auto node1 = candidateNodeAt(a).first, node2 = candidateNodeAt(b).first; return std::make_shared(node1, node2, std::forward(params)...); } template std::shared_ptr addLink(Position3D a, Position3D b, Params &&... params) requires std::is_base_of_v { const auto node1 = nodeAt(a), node2 = nodeAt(b); auto l {links.template create(node1, node2, std::forward(params)...)}; joinLinks(l); return l; } Link::CCollection candidateStraight(Position3D n1, Position3D n2) override; Link::CCollection candidateJoins(Position3D, Position3D) override; Link::CCollection candidateExtend(Position3D, Position3D) override; Link::CCollection addStraight(Position3D n1, Position3D n2) override; Link::CCollection addJoins(Position3D, Position3D) override; Link::CCollection addExtend(Position3D, Position3D) override; [[nodiscard]] float findNodeDirection(Node::AnyCPtr) const override; void render(const SceneShader &) const override; protected: Link::CCollection addJoins(); };