parent
03a7ee43fd
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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "util.hpp"
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#include "Pub_Sub.h"
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class Light : public VrEventSubscriber {
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public:
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enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
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Light();
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Light(sf::Vector3f position, sf::Vector3f direction);
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~Light();
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int set_position(sf::Vector3f position);
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int add_static_impulse(sf::Vector3f impulse);
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int add_relative_impulse(DIRECTION direction, float speed);
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int slew_camera(sf::Vector3f input);
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void set_camera(sf::Vector3f input);
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int update(double delta_time);
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void look_at_center();
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sf::Vector3f* 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::Vector3f get_direction();
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void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
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private:
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// XYZ
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sf::Vector3f position;
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sf::Vector3f direction_cartesian;
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sf::Vector4f rgbi;
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};
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#pragma once
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#include "Light.h"
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#include "Pub_Sub.h"
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Light::Light() {
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}
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Light::Light(sf::Vector3f position, sf::Vector3f direction) :
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position(position), direction_cartesian(direction_cartesian)
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{
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}
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Light::~Light() {
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}
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int Light::set_position(sf::Vector3f position) {
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this->position = position;
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return 1;
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}
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int Light::add_static_impulse(sf::Vector3f impulse) {
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movement += impulse;
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return 1;
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}
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int Light::add_relative_impulse(DIRECTION impulse_direction, float speed) {
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// No sense in doing fancy dot products, adding Pi's will suffice
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// Always add PI/2 to X initially to avoid negative case
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sf::Vector2f dir;
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switch (impulse_direction) {
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case DIRECTION::FORWARD:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x);
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break;
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case DIRECTION::REARWARD:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F);
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break;
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case DIRECTION::LEFT:
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dir = sf::Vector2f(direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::RIGHT:
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dir = sf::Vector2f(direction_cartesian.y + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::UP:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F / 2);
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break;
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case DIRECTION::DOWN:
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dir = sf::Vector2f(direction_cartesian.y + PI_F, (direction_cartesian.x * -1) + PI_F / 2);
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break;
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}
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movement += SphereToCart(dir);
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movement *= speed;
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return 1;
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}
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int Light::slew_camera(sf::Vector3f input) {
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direction_cartesian -= input;
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return 1;
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}
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void Light::set_camera(sf::Vector3f input) {
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direction_cartesian = input;
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}
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int Light::update(double delta_time) {
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double multiplier = 40;
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position.x += static_cast<float>(movement.x * delta_time * multiplier);
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position.y += static_cast<float>(movement.y * delta_time * multiplier);
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position.z += static_cast<float>(movement.z * delta_time * multiplier);
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movement *= static_cast<float>(1.0f * delta_time * multiplier);
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return 1;
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}
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void Light::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
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if (event.get()->type == vr::Event::KeyHeld) {}
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else if (event->type == vr::Event::KeyPressed) {}
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else if (event->type == vr::Event::MouseMoved) {}
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else 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 Light::look_at_center() {
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//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
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}
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sf::Vector3f* Light::get_direction_pointer() {
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return &direction_cartesian;
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}
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sf::Vector3f* Light::get_movement_pointer() {
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return &movement;
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}
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sf::Vector3f* Light::get_position_pointer() {
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return &position;
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}
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sf::Vector3f Light::get_movement() {
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return movement;
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}
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sf::Vector3f Light::get_position() {
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return position;
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}
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sf::Vector3f Light::get_direction() {
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return direction_cartesian;
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}
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