Working more on the lights. Trying to get around the packing requirements for passing data to CL
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108
src/LightController.cpp
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108
src/LightController.cpp
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#pragma once
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#include "LightController.h"
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#include "Pub_Sub.h"
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LightController::LightController() {
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}
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LightController::LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi) {
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packed_index = packed_data.size() / packed_size;
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packed_data.emplace_back(Light(position, direction, rgbi));
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}
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LightController::~LightController() {
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}
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void LightController::set_position(sf::Vector3f position) {
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}
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int LightController::add_static_impulse(sf::Vector3f impulse) {
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return 1;
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}
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int LightController::add_relative_impulse(DIRECTION impulse_direction, float speed) {
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// No sense in doing fancy dot products, adding Pi's will suffice
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// Always add PI/2 to X initially to avoid negative case
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sf::Vector2f dir;
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switch (impulse_direction) {
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case DIRECTION::FORWARD:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x);
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break;
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case DIRECTION::REARWARD:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F);
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break;
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case DIRECTION::LEFT:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::RIGHT:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::UP:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F / 2);
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break;
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case DIRECTION::DOWN:
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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);
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break;
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}
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//movement += SphereToCart(dir);
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//movement *= speed;
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return 1;
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}
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int LightController::update(double delta_time) {
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double multiplier = 40;
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//position.x += static_cast<float>(movement.x * delta_time * multiplier);
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//position.y += static_cast<float>(movement.y * delta_time * multiplier);
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//position.z += static_cast<float>(movement.z * delta_time * multiplier);
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//movement *= static_cast<float>(1.0f * delta_time * multiplier);
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return 1;
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}
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void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
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if (event.get()->type == vr::Event::KeyHeld) {}
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else if (event->type == vr::Event::KeyPressed) {}
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else if (event->type == vr::Event::MouseMoved) {}
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else if (event->type == vr::Event::JoystickMoved) {
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vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
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if (joystick_event->axis == sf::Joystick::Axis::X) {
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//movement.x -= joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
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}
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else if (joystick_event->axis == sf::Joystick::Axis::Y) {
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//movement.y += joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
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}
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//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
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// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
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//}
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}
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}
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std::vector<LightController::Light>* LightController::get_lights() {
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return &packed_data;
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}
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void LightController::look_at_center() {
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//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
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}
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