#pragma once #include "assetFactory/asset.h" #include "gfx/models/mesh.h" #include <array> #include <memory> #include <string> class SceneShader; class ShadowMapper; class Texture; class ObjParser; class Location; class RailVehicleClass : public Asset { public: explicit RailVehicleClass(const std::string & name); RailVehicleClass(); void render(const SceneShader &, const Location &, const std::array<Location, 2> &) const; void shadows(const ShadowMapper &, const Location &, const std::array<Location, 2> &) const; std::array<Mesh::Ptr, 2> bogies; Mesh::Ptr bodyMesh; std::shared_ptr<Texture> texture; float wheelBase; float length; float maxSpeed; protected: friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; private: RailVehicleClass(std::unique_ptr<ObjParser> obj, std::shared_ptr<Texture>); static float bogieOffset(ObjParser & o); static float objectLength(ObjParser & o); }; using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;