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#pragma once
#include "LightController.h"
#include "Pub_Sub.h"
LightController::LightController() {
}
LightController::LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi) {
packed_index = packed_data.size() / packed_size;
packed_data.emplace_back(Light(position, direction, rgbi));
}
LightController::~LightController() {
}
void LightController::set_position(sf::Vector3f position) {
}
int LightController::add_static_impulse(sf::Vector3f impulse) {
return 1;
}
int LightController::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
switch (impulse_direction) {
case DIRECTION::FORWARD:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F / 2, PI_F / 2);
break;
case DIRECTION::UP:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F / 2);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F, (packed_data.at(packed_index).direction_cartesian.x * -1) + PI_F / 2);
break;
}
//movement += SphereToCart(dir);
//movement *= speed;
return 1;
}
int LightController::update(double delta_time) {
double multiplier = 40;
//position.x += static_cast<float>(movement.x * delta_time * multiplier);
//position.y += static_cast<float>(movement.y * delta_time * multiplier);
//position.z += static_cast<float>(movement.z * delta_time * multiplier);
//movement *= static_cast<float>(1.0f * delta_time * multiplier);
return 1;
}
void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
if (event.get()->type == vr::Event::KeyHeld) {}
else if (event->type == vr::Event::KeyPressed) {}
else if (event->type == vr::Event::MouseMoved) {}
else if (event->type == vr::Event::JoystickMoved) {
vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
if (joystick_event->axis == sf::Joystick::Axis::X) {
//movement.x -= joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
}
else if (joystick_event->axis == sf::Joystick::Axis::Y) {
//movement.y += joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
}
//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
//}
}
}
std::vector<LightController::Light>* LightController::get_lights() {
return &packed_data;
}
void LightController::look_at_center() {
//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}