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#ifndef RAILLINKS_H
#define RAILLINKS_H
#include "game/worldobject.h"
#include "gfx/models/mesh.h"
#include "gfx/renderable.h"
#include "link.h"
#include "network.h"
#include <glm/glm.hpp>
#include <location.hpp>
#include <maths.h>
#include <memory>
#include <set>
#include <span>
#include <utility>
class Shader;
class Vertex;
// A piece of rail track
class RailLink : public Link, public Renderable {
public:
using Link::Link;
void render(const Shader &) const override;
protected:
[[nodiscard]] static MeshPtr defaultMesh(const std::span<Vertex> vertices);
MeshPtr mesh;
};
class RailLinkStraight : public RailLink {
public:
RailLinkStraight(const NodePtr &, const NodePtr &);
[[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
private:
RailLinkStraight(NodePtr, NodePtr, const glm::vec3 & diff);
};
class RailLinkCurve : public RailLink {
public:
RailLinkCurve(const NodePtr &, const NodePtr &, glm::vec2);
[[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
private:
RailLinkCurve(const NodePtr &, const NodePtr &, glm::vec3, const Arc);
glm::vec3 centreBase;
float radius;
Arc arc;
};
template<typename T> concept RailLinkConcept = std::is_base_of_v<RailLink, T>;
class RailLinks : public NetworkOf<RailLink>, public WorldObject {
public:
RailLinks();
template<RailLinkConcept T, typename... Params>
std::shared_ptr<T>
addLink(glm::vec3 a, glm::vec3 b, Params &&... params)
{
const auto node1 = *nodes.insert(std::make_shared<Node>(a)).first;
const auto node2 = *nodes.insert(std::make_shared<Node>(b)).first;
auto l {links.create<T>(node1, node2, std::forward<Params>(params)...)};
joinLinks(l);
return l;
}
std::shared_ptr<RailLink> addLinksBetween(glm::vec3 start, glm::vec3 end);
private:
void tick(TickDuration elapsed) override;
void joinLinks(const LinkPtr &) const;
};
#endif
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