#pragma once #include "link.h" #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; [[nodiscard]] Node::Ptr findNodeAt(glm::vec3) const; [[nodiscard]] Node::Ptr nodeAt(glm::vec3); enum class NodeIs { InNetwork, NotInNetwork }; using NodeInsertion = std::pair; [[nodiscard]] NodeInsertion newNodeAt(glm::vec3); [[nodiscard]] NodeInsertion candidateNodeAt(glm::vec3) 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 &, glm::vec3) const; [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const; virtual Link::CCollection candidateStraight(glm::vec3, glm::vec3) = 0; virtual Link::CCollection candidateJoins(glm::vec3, glm::vec3) = 0; virtual Link::CCollection candidateExtend(glm::vec3, glm::vec3) = 0; virtual Link::CCollection addStraight(glm::vec3, glm::vec3) = 0; virtual Link::CCollection addJoins(glm::vec3, glm::vec3) = 0; virtual Link::CCollection addExtend(glm::vec3, glm::vec3) = 0; virtual float findNodeDirection(Node::AnyCPtr) const = 0; protected: static void joinLinks(const Link::Ptr & l, const Link::Ptr & ol); static GenCurveDef genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir); static std::pair genCurveDef( const glm::vec3 & start, const glm::vec3 & 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(glm::vec3 a, glm::vec3 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(glm::vec3 a, glm::vec3 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(glm::vec3 n1, glm::vec3 n2) override; Link::CCollection candidateJoins(glm::vec3, glm::vec3) override; Link::CCollection candidateExtend(glm::vec3, glm::vec3) override; Link::CCollection addStraight(glm::vec3 n1, glm::vec3 n2) override; Link::CCollection addJoins(glm::vec3, glm::vec3) override; Link::CCollection addExtend(glm::vec3, glm::vec3) override; float findNodeDirection(Node::AnyCPtr) const override; void render(const SceneShader &) const override; protected: Link::CCollection addJoins(); };