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#pragma once
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#include <cmath>
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "Gui.h"
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#include "Pub_Sub.h"
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#include "imgui/imgui.h"
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#include "imgui/imgui-SFML.h"
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#include "util.hpp"
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/**
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*
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* Camera
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*
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* Camera provides a convenient way to create 3d vectors and positions which represent a camera. It provides physics
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* to move the camera around in 3d space as well as impulse and friction control to alter its movement characteristics
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*
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*/
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class Camera : public VrEventSubscriber, private Gui{
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public:
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enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
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Camera();
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// TODO: Remove dependency on getting a window ptr. Instead provide window interface to get and set mouse position
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Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow *window);
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~Camera();
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int set_position(sf::Vector3f position);
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// Apply an incoming impule to the velocity vector
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int add_static_impulse(sf::Vector3f impulse);
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// Apply an impulse in one of the 6 relative directions with a certain magnitude
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int add_relative_impulse(DIRECTION direction, float speed);
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int slew_camera(sf::Vector2f input);
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void set_camera_direction(sf::Vector2f input);
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void set_camera_direction(sf::Vector3f input);
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int update(double delta_time);
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void look_at_center();
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// TODO: Raw ptr's SHARED_PTR with CL, bad idea
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sf::Vector2f* get_direction_pointer();
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sf::Vector3f* get_position_pointer();
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sf::Vector3f* get_movement_pointer();
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sf::Vector3f get_movement();
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sf::Vector3f get_position();
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sf::Vector2f get_direction();
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void setSpeed(float speed);
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float getSpeed();
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void event_handler(VrEventPublisher *publisher, std::unique_ptr<vr::Event> event) override;
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virtual void render_gui() override;
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virtual void update_gui() override;
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private:
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float friction_coefficient = 0.1f;
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float default_impulse = 0.01f;
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// 3D vector
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sf::Vector3f movement;
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// XYZ
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sf::Vector3f position;
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// These are spherical coords
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sf::Vector2f direction;
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bool mouse_enabled = true;
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sf::Vector2i deltas;
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sf::Vector2i fixed;
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sf::Vector2i prev_pos;
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sf::RenderWindow *window;
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};
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