Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers

This commit is contained in:
MitchellHansen
2017-02-08 23:17:10 -08:00
parent 0047db0a65
commit bfb6d922a3
12 changed files with 154 additions and 144 deletions

View File

@@ -1,48 +1,39 @@
#include "LightController.h"
#include "LightHandle.h"
#include <numeric>
//LightController::LightController(std::shared_ptr<RayCaster> raycaster) {
// //:raycaster(raycaster) {
//
//
//
// //packed_index = packed_data.size() / packed_size;
//}
LightController::LightController(std::shared_ptr<Hardware_Caster> raycaster) : packed_data_array(reserved_count), open_list(reserved_count) {
std::iota(open_list.begin(), open_list.end(), 0);
raycaster->assign_lights(&packed_data_array);
}
LightController::~LightController() {
}
//void LightController::create_light(LightController::PackedData light_data, std::string light_name) {
//
// //if (light_map.count(light_name) == 1) {
// // // light already exists, TODO: error out
// // return;
// //}
//
//
//}
std::unique_ptr<LightHandle> LightController::create_light(LightPrototype light_prototype) {
//LightHandle LightController::get_light_handle(std::string light_name) {
unsigned int index = open_list.front();
open_list.pop_front();
std::unique_ptr<PackedData> data(&packed_data_array.at(index));
//}
void LightController::set_position(sf::Vector3f position) {
std::unique_ptr<LightHandle> handle(new LightHandle(this, index, light_prototype, std::move(data)));
return handle;
}
void LightController::remove_light(unsigned int light_index) {
// Sanitization is currently handled by the light handler
open_list.push_front(light_index);
int LightController::update(double delta_time) {
double multiplier = 40;
//position.x += static_cast<float>(movement.x * delta_time * multiplier);
//position.y += static_cast<float>(movement.y * delta_time * multiplier);
//position.z += static_cast<float>(movement.z * delta_time * multiplier);
//movement *= static_cast<float>(1.0f * delta_time * multiplier);
return 1;
}
void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
@@ -69,17 +60,3 @@ void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr
}
}
void LightController::erase_light() {
//packed_data.emplace_back(PackedData(position, direction, rgbi));
}
//std::vector<LightController::PackedData>* LightController::get_lights() {
// return &packed_data_array;
//}
void LightController::look_at_center() {
//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}