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#pragma once
#include <SFML/Graphics.hpp>
#include <util.hpp>
#include "LightController.h"
// We need to be able to :
// - Allow lights to exist outside the context of a LightController
// - i.e we can have a prototype light or similar
// - Preserve the existence of lights upon object destruction
// - No need to keep track of an object only used upon special use cases
// - Maintain an X*N byte array, X = size of packed data, N = Light number
// - But still allow classes of size Y bytes
// - Preserve X packed bytes in an array which are pointed to by an array of shared pointers
class LightHandle {
public:
LightHandle();
//LightHandle(LightController light_controller, std::string light_name);
~LightHandle();
private:
float friction_coefficient = 0.1f;
float default_impulse = 1.0f;
sf::Vector3f movement;
std::shared_ptr<sf::Vector3f> position;
std::shared_ptr<sf::Vector3f> direction_cartesian;
std::shared_ptr<sf::Vector4f> rgbi;
};