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#ifndef NETWORK_H
#define NETWORK_H
#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 <vector>
class Texture;
class Shader;
class Network {
public:
explicit Network(const std::string & textureName);
[[nodiscard]] NodePtr findNodeAt(glm::vec3) const;
[[nodiscard]] NodePtr nodeAt(glm::vec3);
[[nodiscard]] std::pair<NodePtr, bool> newNodeAt(glm::vec3);
[[nodiscard]] std::vector<LinkWPtr> routeFromTo(const Link::End &, glm::vec3) const;
[[nodiscard]] std::vector<LinkWPtr> routeFromTo(const Link::End &, const NodePtr &) const;
protected:
static void joinLinks(const LinkPtr & l, const LinkPtr & ol);
using Nodes = std::set<NodePtr, PtrSorter<NodePtr>>;
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 LinkPtr &) const;
public:
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;
}
void render(const Shader &) const override;
};
#endif
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