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#pragma once
#include "chronology.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 <memory>
#include <span>
#include <special_members.h>
class SceneShader;
class Vertex;
struct Arc;
// A piece of rail track
class RailLinkStraight;
class RailLinkCurve;
class RailLink : public virtual Link, public Renderable {
public:
RailLink() = default;
inline ~RailLink() override = 0;
using StraightLink = RailLinkStraight;
using CurveLink = RailLinkCurve;
void render(const SceneShader &) const override;
NO_COPY(RailLink);
NO_MOVE(RailLink);
protected:
[[nodiscard]] RelativePosition3D vehiclePositionOffset() const override;
[[nodiscard]] static Mesh::Ptr defaultMesh(const std::span<Vertex> vertices);
Mesh::Ptr mesh;
};
RailLink::~RailLink() = default;
class RailLinks;
class RailLinkStraight : public RailLink, public LinkStraight {
public:
RailLinkStraight(NetworkLinkHolder<RailLinkStraight> &, const Node::Ptr &, const Node::Ptr &);
struct Vertex {
GlobalPosition3D a, b;
glm::mat2 rotation;
float textureRepeats;
};
private:
RailLinkStraight(NetworkLinkHolder<RailLinkStraight> &, Node::Ptr, Node::Ptr, const RelativePosition3D & diff);
InstanceVertices<Vertex>::InstanceProxy instance;
};
class RailLinkCurve : public RailLink, public LinkCurve {
public:
RailLinkCurve(NetworkLinkHolder<RailLinkCurve> &, const Node::Ptr &, const Node::Ptr &, GlobalPosition2D);
struct Vertex {
GlobalPosition3D a, b, c;
float textureRepeats;
float aangle, bangle, radius;
};
private:
RailLinkCurve(
NetworkLinkHolder<RailLinkCurve> &, const Node::Ptr &, const Node::Ptr &, GlobalPosition3D, const Arc);
InstanceVertices<Vertex>::InstanceProxy instance;
};
template<> NetworkLinkHolder<RailLinkStraight>::NetworkLinkHolder();
template<> NetworkLinkHolder<RailLinkCurve>::NetworkLinkHolder();
class RailLinks : public NetworkOf<RailLink, RailLinkStraight, RailLinkCurve>, public WorldObject {
public:
RailLinks();
std::shared_ptr<RailLink> addLinksBetween(GlobalPosition3D start, GlobalPosition3D end);
void render(const SceneShader &) const override;
private:
void tick(TickDuration elapsed) override;
};
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