1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
|
#ifndef RAILLINKS_H
#define RAILLINKS_H
#include "collection.hpp"
#include "game/worldobject.h"
#include "gfx/models/mesh.h"
#include "gfx/models/vertex.hpp"
#include "gfx/renderable.h"
#include "link.h"
#include <glm/glm.hpp>
#include <location.hpp>
#include <maths.h>
#include <memory>
#include <set>
#include <sorting.hpp>
#include <utility>
#include <vector>
class Shader;
class Texture;
// A piece of rail track
class RailLink : public Link, public Renderable {
public:
using Link::Link;
void render(const Shader &) const override;
protected:
void defaultMesh();
Collection<Mesh, false> meshes;
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
};
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 Renderable, 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:
using Nodes = std::set<NodePtr, PtrSorter<NodePtr>>;
Collection<RailLink> links;
Nodes nodes;
void render(const Shader &) const override;
void tick(TickDuration elapsed) override;
void joinLinks(const LinkPtr &) const;
std::shared_ptr<Texture> texture;
};
#endif
|