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#include "game/network/link.h"
#include "game/vehicles/vehicle.h"
#include "game/worldobject.h"
#include "gfx/models/mesh.h"
#include <array>
#include <location.hpp>
#include <memory>
#include <utility>
#include <vector>
class Shader;
class Texture;
class RailVehicleClass {
public:
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;
};
using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;
class RailVehicle : public Vehicle {
public:
explicit RailVehicle(RailVehicleClassPtr rvc, const LinkPtr & link, float linkDist = 0) :
Vehicle {link, linkDist}, rvClass {std::move(rvc)}
{
}
void render(const Shader & shader) const override;
RailVehicleClassPtr rvClass;
std::array<Location, 2> bogies;
friend class RailLoco;
};
class RailWagon : public RailVehicle {
public:
using RailVehicle::RailVehicle;
void tick(TickDuration elapsed) override;
};
using RailWagonPtr = std::weak_ptr<RailWagon>;
class RailLoco : public RailVehicle {
public:
using RailVehicle::RailVehicle;
void tick(TickDuration elapsed) override;
std::vector<RailWagonPtr> wagons;
private:
void move(TickDuration dur);
[[nodiscard]] Location getBogiePosition(float linkDist, float dist) const;
void updateRailVehiclePosition(RailVehicle *, float trailBy) const;
void updateWagons() const;
};
class Brush47 : public RailLoco {
public:
explicit Brush47(const LinkPtr & p);
};
class Brush47Wagon : public RailWagon {
public:
explicit Brush47Wagon(const LinkPtr & p);
};
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