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#pragma once
#include "link.h"
#include <collection.hpp>
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <set>
#include <sorting.hpp>
#include <string>
#include <utility>
#include <variant>
class Texture;
class Shader;
class Ray;
template<size_t... n> using GenDef = std::tuple<glm::vec<n, float>...>;
using GenCurveDef = GenDef<3, 3, 2>;
class Network {
public:
using LinkEnd = std::pair<Link::Ptr, unsigned char>;
explicit Network(const std::string & textureName);
virtual ~Network() = default;
[[nodiscard]] Node::Ptr findNodeAt(glm::vec3) const;
[[nodiscard]] Node::Ptr nodeAt(glm::vec3);
enum class NodeIs { InNetwork, NotInNetwork };
using NodeInsertion = std::pair<Node::Ptr, NodeIs>;
[[nodiscard]] NodeInsertion newNodeAt(glm::vec3);
[[nodiscard]] NodeInsertion candidateNodeAt(glm::vec3) const;
[[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray &) const = 0;
[[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray &) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, glm::vec3) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const;
virtual Link::CCollection candidateStraight(glm::vec3, glm::vec3) = 0;
virtual Link::CCollection candidateJoins(glm::vec3, glm::vec3) = 0;
virtual Link::CCollection candidateExtend(glm::vec3, glm::vec3) = 0;
virtual Link::CCollection addStraight(glm::vec3, glm::vec3) = 0;
virtual Link::CCollection addJoins(glm::vec3, glm::vec3) = 0;
virtual Link::CCollection addExtend(glm::vec3, glm::vec3) = 0;
virtual float findNodeDirection(Node::AnyCPtr) const = 0;
protected:
static void joinLinks(const Link::Ptr & l, const Link::Ptr & ol);
static GenCurveDef genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir);
using Nodes = std::set<Node::Ptr, PtrMemberSorter<Node::Ptr, &Node::pos>>;
Nodes nodes;
std::shared_ptr<Texture> texture;
};
template<typename T> class NetworkOf : public Network, public Renderable {
protected:
using Network::Network;
Collection<T> links;
void joinLinks(const Link::Ptr &) const;
protected:
[[nodiscard]] Link::Ptr intersectRayLinks(const Ray &) const override;
public:
template<typename L, typename... Params>
std::shared_ptr<L>
candidateLink(glm::vec3 a, glm::vec3 b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = candidateNodeAt(a).first, node2 = candidateNodeAt(b).first;
return std::make_shared<L>(node1, node2, std::forward<Params>(params)...);
}
template<typename L, typename... Params>
std::shared_ptr<L>
addLink(glm::vec3 a, glm::vec3 b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = nodeAt(a), node2 = nodeAt(b);
auto l {links.template create<L>(node1, node2, std::forward<Params>(params)...)};
joinLinks(l);
return l;
}
Link::CCollection candidateStraight(glm::vec3 n1, glm::vec3 n2) override;
Link::CCollection candidateJoins(glm::vec3, glm::vec3) override;
Link::CCollection candidateExtend(glm::vec3, glm::vec3) override;
Link::CCollection addStraight(glm::vec3 n1, glm::vec3 n2) override;
Link::CCollection addJoins(glm::vec3, glm::vec3) override;
Link::CCollection addExtend(glm::vec3, glm::vec3) override;
float findNodeDirection(Node::AnyCPtr) const override;
void render(const Shader &) const override;
protected:
Link::CCollection addJoins();
};
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