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