#include "game/network/link.h" #include "game/vehicles/vehicle.h" #include "game/worldobject.h" #include "gfx/models/mesh.h" #include #include #include #include #include #include class Shader; class Texture; class ObjParser; class RailVehicleClass { public: explicit RailVehicleClass(const std::string & name); void render(const Shader &, const Location &, const std::array &) const; std::array bogies; MeshPtr bodyMesh; std::shared_ptr texture; float wheelBase; float length; private: RailVehicleClass(std::unique_ptr obj, std::shared_ptr); static float bogieOffset(ObjParser & o); static float objectLength(ObjParser & o); }; using RailVehicleClassPtr = std::shared_ptr; class RailVehicle : public Vehicle { public: explicit RailVehicle(RailVehicleClassPtr rvc, const LinkPtr & link, float linkDist = 0) : Vehicle {link, linkDist}, rvClass {std::move(rvc)} { } void render(const Shader & shader) const override; RailVehicleClassPtr rvClass; std::array bogies; friend class RailLoco; }; class RailWagon : public RailVehicle { public: using RailVehicle::RailVehicle; void tick(TickDuration elapsed) override; }; using RailWagonPtr = std::weak_ptr; class RailLoco : public RailVehicle { public: using RailVehicle::RailVehicle; void tick(TickDuration elapsed) override; std::vector wagons; private: void move(TickDuration dur); [[nodiscard]] Location getBogiePosition(float linkDist, float dist) const; void updateRailVehiclePosition(RailVehicle *, float trailBy) const; void updateWagons() const; }; class Brush47 : public RailLoco { public: explicit Brush47(const LinkPtr & p); }; class Brush47Wagon : public RailWagon { public: explicit Brush47Wagon(const LinkPtr & p); };