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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 "LightController.h"
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// We need to be able to :
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// - Allow lights to exist outside the context of a LightController
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// - i.e we can have a prototype light or similar
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// - Preserve the existence of lights upon object destruction
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// - No need to keep track of an object only used upon special use cases
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// - Maintain an X*N byte array, X = size of packed data, N = Light number
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// - But still allow classes of size Y bytes
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// - Preserve X packed bytes in an array which are pointed to by an array of shared pointers
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class LightHandle {
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public:
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LightHandle();
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//LightHandle(LightController light_controller, std::string light_name);
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~LightHandle();
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private:
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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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std::shared_ptr<sf::Vector3f> position;
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std::shared_ptr<sf::Vector3f> direction_cartesian;
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std::shared_ptr<sf::Vector4f> rgbi;
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};
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#include "LightHandle.h"
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LightHandle::LightHandle() {
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// init an empty light
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LightController::PackedData data;
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data.direction_cartesian = sf::Vector3f(0, 0, 0);
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data.position = sf::Vector3f(0, 0, 0);
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data.rgbi = sf::Vector4f(0, 0, 0, 0);
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//light_controller.create_light(data, light_name);
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}
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LightHandle::~LightHandle() {
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}
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