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