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#include "game/network/link.h"
#include "game/vehicles/vehicle.h"
#include "game/worldobject.h"
#include "gfx/models/mesh.h"
#include "gfx/renderable.h"
#include <array>
#include <collection.hpp>
#include <location.hpp>
#include <memory>
#include <string>
#include <utility>
#include <vector>
class Shader;
class Texture;
class ObjParser;
class RailVehicleClass {
public:
explicit RailVehicleClass(const std::string & name);
void render(const Shader &, const Location &, const std::array<Location, 2> &) const;
std::array<MeshPtr, 2> bogies;
MeshPtr bodyMesh;
std::shared_ptr<Texture> texture;
float wheelBase;
float length;
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>;
class Train;
class RailVehicle : public Renderable {
public:
explicit RailVehicle(RailVehicleClassPtr rvc) : rvClass {std::move(rvc)} { }
void move(const Train *, float & trailBy);
void render(const Shader & shader) const override;
Location location;
RailVehicleClassPtr rvClass;
std::array<Location, 2> bogies;
};
using RailVehiclePtr = std::unique_ptr<RailVehicle>;
class Train : public Vehicle, public Collection<RailVehicle, false> {
public:
explicit Train(const LinkPtr & link, float linkDist = 0) : Vehicle {link, linkDist} { }
[[nodiscard]] const Location &
getLocation() const override
{
return objects.front()->location;
}
void render(const Shader & shader) const override;
void tick(TickDuration elapsed) override;
void move(TickDuration dur);
[[nodiscard]] Location getBogiePosition(float linkDist, float dist) const;
};
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