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#include "LightHandle.h"
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#include "LightController.h"
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LightHandle::LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, PackedData *const data_reference) :
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light_controller_ref(light_controller), light_id(light_id), data_reference(data_reference) {
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friction_coefficient = light_prototype.friction;
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default_impulse = light_prototype.impulse;
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movement = light_prototype.movement;
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data_reference->direction_cartesian = light_prototype.direction_cartesian;
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data_reference->position = light_prototype.position;
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data_reference->rgbi = light_prototype.rgbi;
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}
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LightHandle::~LightHandle() {
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// Sanitize data here, or in the controller?
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data_reference->direction_cartesian = sf::Vector3f(0, 0, 0);
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data_reference->position = sf::Vector3f(0, 0, 0);
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data_reference->rgbi = sf::Vector4f(0, 0, 0, 0);
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light_controller_ref->remove_light(light_id);
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}
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void LightHandle::set_friction(float friction)
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{
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}
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void LightHandle::set_impulse(float impulse)
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{
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}
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void LightHandle::set_movement(sf::Vector3f movement)
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{
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}
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void LightHandle::add_movement(sf::Vector3f movement)
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{
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}
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void LightHandle::set_position(sf::Vector3f position)
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{
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}
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void LightHandle::set_direction(sf::Vector3f direction)
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{
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}
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void LightHandle::set_rgbi(sf::Vector4f rgbi)
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{
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}
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void LightHandle::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event)
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{
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if (event->type == vr::Event::JoystickMoved) {
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vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
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if (joystick_event->axis == sf::Joystick::Axis::X) {
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movement.x = -joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
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}
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else if (joystick_event->axis == sf::Joystick::Axis::Y) {
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movement.y = joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
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}
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//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
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// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
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//}
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}
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}
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void LightHandle::update(double delta_time) {
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double multiplier = 40;
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data_reference->position.x += static_cast<float>(movement.x * delta_time * multiplier);
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data_reference->position.y += static_cast<float>(movement.y * delta_time * multiplier);
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data_reference->position.z += static_cast<float>(movement.z * delta_time * multiplier);
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//movement *= static_cast<float>(friction_coefficient * delta_time * multiplier);
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}
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