#ifndef RAILLINKS_H #define RAILLINKS_H #include "game/worldobject.h" #include "gfx/models/mesh.h" #include "gfx/renderable.h" #include "link.h" #include "network.h" #include <glm/glm.hpp> #include <location.hpp> #include <maths.h> #include <memory> #include <set> #include <span> #include <utility> class Shader; class Vertex; // A piece of rail track class RailLink : public Link, public Renderable { public: using Link::Link; void render(const Shader &) const override; protected: [[nodiscard]] static MeshPtr defaultMesh(const std::span<Vertex> vertices); MeshPtr mesh; }; class RailLinkStraight : public RailLink { public: RailLinkStraight(const NodePtr &, const NodePtr &); [[nodiscard]] Location positionAt(float dist, unsigned char start) const override; private: RailLinkStraight(NodePtr, NodePtr, const glm::vec3 & diff); }; class RailLinkCurve : public RailLink { public: RailLinkCurve(const NodePtr &, const NodePtr &, glm::vec2); [[nodiscard]] Location positionAt(float dist, unsigned char start) const override; private: RailLinkCurve(const NodePtr &, const NodePtr &, glm::vec3, const Arc); glm::vec3 centreBase; float radius; Arc arc; }; template<typename T> concept RailLinkConcept = std::is_base_of_v<RailLink, T>; class RailLinks : public NetworkOf<RailLink>, public WorldObject { public: RailLinks(); template<RailLinkConcept T, typename... Params> std::shared_ptr<T> addLink(glm::vec3 a, glm::vec3 b, Params &&... params) { const auto node1 = *nodes.insert(std::make_shared<Node>(a)).first; const auto node2 = *nodes.insert(std::make_shared<Node>(b)).first; auto l {links.create<T>(node1, node2, std::forward<Params>(params)...)}; joinLinks(l); return l; } std::shared_ptr<RailLink> addLinksBetween(glm::vec3 start, glm::vec3 end); private: void tick(TickDuration elapsed) override; void joinLinks(const LinkPtr &) const; }; #endif