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#pragma once
#include "collection.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
#include "link.h"
#include "sorting.h"
#include "special_members.h"
#include <glm/glm.hpp>
#include <set>
#include <string>
#include <utility>
#include <variant>
#include <vector>
class SceneShader;
struct Surface;
class GeoData;
template<typename> class Ray;
template<size_t... N> using GenDef = std::tuple<glm::vec<N, GlobalDistance>...>;
using GenStraightDef = GenDef<3, 3>;
using GenCurveDef = GenDef<3, 3, 2>;
using GenLinkDef = std::variant<GenStraightDef, GenCurveDef>;
using GenLinksDef = std::vector<GenLinkDef>;
struct CreationDefinitionEnd {
GlobalPosition3D position;
std::optional<Angle> direction;
};
struct CreationDefinition {
CreationDefinitionEnd fromEnd;
CreationDefinitionEnd toEnd;
};
class Network {
public:
using LinkEnd = std::pair<Link::Ptr, unsigned char>;
explicit Network(const std::string & textureName);
virtual ~Network() = default;
DEFAULT_MOVE_NO_COPY(Network);
[[nodiscard]] Node::Ptr findNodeAt(GlobalPosition3D) const;
[[nodiscard]] Node::Ptr nodeAt(GlobalPosition3D);
enum class NodeIs : uint8_t { InNetwork, NotInNetwork };
using NodeInsertion = std::pair<Node::Ptr, NodeIs>;
[[nodiscard]] NodeInsertion newNodeAt(GlobalPosition3D);
[[nodiscard]] NodeInsertion candidateNodeAt(GlobalPosition3D) const;
[[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray<GlobalPosition3D> &) const = 0;
[[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray<GlobalPosition3D> &) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, GlobalPosition3D) const;
[[nodiscard]] static Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &);
[[nodiscard]] virtual float findNodeDirection(Node::AnyCPtr) const = 0;
[[nodiscard]] Link::Collection create(const GeoData *, const CreationDefinition &);
[[nodiscard]] Link::Collection createChain(const GeoData *, std::span<const GlobalPosition3D>);
virtual void add(GeoData *, const Link::Ptr &) = 0;
void add(GeoData *, std::span<const Link::Ptr>);
[[nodiscard]] virtual const Surface * getBaseSurface() const = 0;
[[nodiscard]] virtual RelativeDistance getBaseWidth() const = 0;
protected:
static void joinLinks(const Link::Ptr & link, const Link::Ptr & oldLink);
static GenCurveDef genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir);
static std::pair<GenCurveDef, GenCurveDef> genCurveDef(
const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir, float endDir);
[[nodiscard]] GenLinksDef terrainSplit(const GeoData *, const GenStraightDef &) const;
[[nodiscard]] GenLinksDef terrainSplit(const GeoData *, const GenCurveDef &) const;
static void terrainSplitAt(GenLinkDef & previous, GenLinkDef & next, GlobalPosition3D pos);
[[nodiscard]] virtual Link::Ptr create(const GenStraightDef &) = 0;
[[nodiscard]] virtual Link::Ptr create(const GenCurveDef &) = 0;
using Nodes = std::set<Node::Ptr, PtrMemberSorter<Node::Ptr, &Node::pos>>;
Nodes nodes;
Texture::Ptr texture;
};
template<typename LinkType> class NetworkLinkHolder {
public:
// Implemented per LinkType to configure vao
NetworkLinkHolder();
friend LinkType;
glVertexArray vao;
mutable InstanceVertices<typename LinkType::Vertex> vertices;
};
template<typename T, typename... Links>
class NetworkOf : public Network, public Renderable, public NetworkLinkHolder<Links>... {
protected:
using Network::Network;
SharedCollection<T> links;
void joinLinks(const Link::Ptr &) const;
[[nodiscard]] Link::Ptr intersectRayLinks(const Ray<GlobalPosition3D> &) const override;
public:
[[nodiscard]] float findNodeDirection(Node::AnyCPtr) const override;
using Network::create;
[[nodiscard]] Link::Ptr create(const GenStraightDef &) override;
[[nodiscard]] Link::Ptr create(const GenCurveDef &) override;
using Network::add;
void add(GeoData *, const Link::Ptr &) override;
protected:
[[nodiscard]] bool anyLinks() const;
};
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