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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;
class Network {
public:
using LinkEnd = std::pair<LinkPtr, unsigned char>;
explicit Network(const std::string & textureName);
virtual ~Network() = default;
[[nodiscard]] NodePtr findNodeAt(glm::vec3) const;
[[nodiscard]] NodePtr nodeAt(glm::vec3);
[[nodiscard]] std::pair<NodePtr, bool> newNodeAt(glm::vec3);
[[nodiscard]] std::pair<NodePtr, bool> candidateNodeAt(glm::vec3) const;
[[nodiscard]] virtual LinkPtr intersectRayLinks(const Ray &) const = 0;
[[nodiscard]] virtual NodePtr intersectRayNodes(const Ray &) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, glm::vec3) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const NodePtr &) const;
virtual LinkCPtr addStraight(glm::vec3, glm::vec3) = 0;
virtual CLinks addJoins(glm::vec3, glm::vec3) = 0;
protected:
static void joinLinks(const LinkPtr & l, const LinkPtr & ol);
using Nodes = std::set<NodePtr, PtrMemberSorter<NodePtr, &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 LinkPtr &) const;
protected:
[[nodiscard]] LinkPtr intersectRayLinks(const Ray &) const override;
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;
}
LinkCPtr addStraight(glm::vec3 n1, glm::vec3 n2) override;
CLinks addJoins(glm::vec3, glm::vec3) override;
void render(const Shader &) const override;
};
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