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#pragma once
#include "assetFactory/asset.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/mesh.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
#include <array>
#include <memory>
class SceneShader;
class ShadowMapper;
class Location;
class RailVehicleClass : public Renderable, public Asset {
public:
void render(const SceneShader & shader, const Frustum &) const override;
void shadows(const ShadowMapper & shadowMapper, const Frustum &) const override;
[[nodiscard]] std::any createAt(const Location &) const override;
struct LocationVertex {
struct Part {
glm::mat3 rotation;
GlobalPosition3D position;
};
Part body, front, back;
};
std::array<Mesh::Ptr, 2> bogies;
Mesh::Ptr bodyMesh;
Texture::Ptr texture;
float wheelBase;
float length;
float maxSpeed;
mutable InstanceVertices<LocationVertex> instances;
using Instance = decltype(instances)::InstanceProxy;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
void renderAllParts(size_t count) const;
private:
glVertexArray instanceVAO;
};
using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;
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