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#include "network.h"
#include <gfx/gl/shader.h>
#include <gfx/models/texture.h>
template<typename T>
void
NetworkOf<T>::render(const Shader & shader) const
{
if constexpr (std::is_base_of_v<Renderable, T>) {
shader.setModel(Location {}, Shader::Program::StaticPos);
texture->Bind();
links.apply(&Renderable::render, shader);
}
}
template<typename T>
void
NetworkOf<T>::joinLinks(const Link::Ptr & l) const
{
for (const auto & ol : links.objects) {
Network::joinLinks(l, ol);
}
}
template<typename T>
Link::Ptr
NetworkOf<T>::intersectRayLinks(const Ray & ray) const
{
// Click link
if (const auto link = std::find_if(links.objects.begin(), links.objects.end(),
[&ray](const std::shared_ptr<T> & link) {
return link->intersectRay(ray);
});
link != links.objects.end()) {
return *link;
}
return {};
}
template<typename T>
float
NetworkOf<T>::findNodeDirection(Node::AnyCPtr n) const
{
for (const auto & l : links.objects) {
for (const auto & e : l->ends) {
// cppcheck-suppress useStlAlgorithm
if (e.node.get() == n.get()) {
return e.dir;
}
}
}
throw std::runtime_error("Node exists but couldn't find it");
}
template<typename T>
Link::CCollection
NetworkOf<T>::candidateStraight(glm::vec3 n1, glm::vec3 n2)
{
return {candidateLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
NetworkOf<T>::candidateJoins(glm::vec3 n1, glm::vec3 n2)
{
return {candidateLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
NetworkOf<T>::candidateExtend(glm::vec3 n1, glm::vec3 n2)
{
return {candidateLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
NetworkOf<T>::addStraight(glm::vec3 n1, glm::vec3 n2)
{
return {addLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
NetworkOf<T>::addJoins(glm::vec3 n1, glm::vec3 n2)
{
return {addLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
NetworkOf<T>::addExtend(glm::vec3 n1, glm::vec3 n2)
{
return {addLink<typename T::StraightLink>(n1, n2)};
}
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