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#pragma once
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#include <SFML/Graphics.hpp>
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#include <util.hpp>
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#include <memory>
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#include "Pub_Sub.h"
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#include "Vector4.hpp"
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// Light Handle :
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// - Contains data relating to movement, and a reference to the rbgi, direction, and position
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// elements in the LightController.
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// - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
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// - On deconstruction, light data is removed from the LightController and the light disappears
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// LightPrototype :
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// - Contains the desired starting values for the light. The LightHandler object will then be
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// instantiated using this data
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// PackedData :
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// - We need to single out the data that the GPU needs into a single contiguous
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// array. PackedData holds the values for position, direction, and rgbi
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// LightController :
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// - Contains the PackedData array in a static sized array.
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// Empty light slots are set to 0 and still sent over the line
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// TODO: This introduces light limits and inefficiencies
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// - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
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// Each light handle is given a light index enabling light removal.
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struct LightPrototype;
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class LightController;
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struct PackedData;
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class LightHandle : public VrEventSubscriber{
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public:
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// Allow LightController to access this objects constructor for a factory style pattern
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friend class LightController;
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~LightHandle();
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// Functions for movement
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void set_friction(float friction);
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void set_impulse(float impulse);
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void set_movement(sf::Vector3f movement);
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void add_movement(sf::Vector3f movement);
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// Functions modifying the pointed to data
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void set_position(sf::Vector3f position);
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void set_direction(sf::Vector3f direction);
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void set_rgbi(sf::Vector4f rgbi);
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virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;
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void update(double delta_time);
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private:
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LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, PackedData *const data_reference);
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// Reference to the LightController to handle deconstruction and removal using the light_id
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LightController *const light_controller_ref;
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const unsigned int light_id;
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// Movement values provided by the prototype
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float friction_coefficient = 0.1f;
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float default_impulse = 1.0f;
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sf::Vector3f movement;
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// Reference to the packed data in the LightController
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PackedData *const data_reference;
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};
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