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50 lines
1.4 KiB
50 lines
1.4 KiB
#pragma once
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#include <SFML/Graphics.hpp>
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#include <util.hpp>
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#include <memory>
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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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struct LightPrototype;
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class LightController;
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struct PackedData;
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class LightHandle {
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public:
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friend class LightController;
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~LightHandle();
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void set_friction(float friction);
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void set_impulse(float impulse);
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void set_movement(sf::Vector3f movement);
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void add_movement(sf::Vector3f movement);
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void set_position(sf::Vector3f position);
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void set_direction(sf::Vector3f direction);
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void set_rgbi(sf::Vector4f rgbi);
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private:
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LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference);
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LightController *const light_controller_ref;
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unsigned int light_id;
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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::unique_ptr<PackedData> data_reference;
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};
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