#pragma once #include "assetFactory/asset.h" #include "gfx/gl/instanceVertices.h" #include "gfx/models/mesh.h" #include "gfx/renderable.h" #include #include #include class SceneShader; class ShadowMapper; class Texture; class Location; class RailVehicleClass : public Renderable, public Asset { public: void render(const SceneShader & shader) const override; void shadows(const ShadowMapper & shadowMapper) const override; struct LocationVertex { glm::mat3 body, front, back; GlobalPosition3D bodyPos, frontPos, backPos; }; std::array bogies; Mesh::Ptr bodyMesh; std::shared_ptr texture; float wheelBase; float length; float maxSpeed; mutable InstanceVertices instances; using Instance = decltype(instances)::InstanceProxy; protected: friend Persistence::SelectionPtrBase>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; private: glVertexArray instanceVAO; std::array instancesBogiesVAO; }; using RailVehicleClassPtr = std::shared_ptr;