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#pragma once
#include <SFML/Graphics.hpp>
#include <util.cpp>
#include <memory>
#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<vr::Event> 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;
};