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#pragma once
#include "assetFactory/asset.h"
#include "gfx/models/mesh.h"
#include <array>
#include <memory>
#include <string>
class SceneShader;
class ShadowMapper;
class Texture;
class ObjParser;
class Location;
class RailVehicleClass : public Asset {
public:
explicit RailVehicleClass(const std::string & name);
RailVehicleClass();
void render(const SceneShader &, const Location &, const std::array<Location, 2> &) const;
void shadows(const ShadowMapper &, const Location &) const;
std::array<Mesh::Ptr, 2> bogies;
Mesh::Ptr bodyMesh;
std::shared_ptr<Texture> texture;
float wheelBase;
float length;
float maxSpeed;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>;
bool persist(Persistence::PersistenceStore & store) override;
private:
RailVehicleClass(std::unique_ptr<ObjParser> obj, std::shared_ptr<Texture>);
static float bogieOffset(ObjParser & o);
static float objectLength(ObjParser & o);
};
using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;
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