#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(movement.x * delta_time * multiplier); //position.y += static_cast(movement.y * delta_time * multiplier); //position.z += static_cast(movement.z * delta_time * multiplier); //movement *= static_cast(1.0f * delta_time * multiplier); return 1; } void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr 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(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::get_lights() { return &packed_data; } void LightController::look_at_center() { //direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position); }