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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_GAME_BLACKBODY_SYSTEM_HPP
- #define ANTKEEPER_GAME_BLACKBODY_SYSTEM_HPP
-
- #include "game/systems/updatable-system.hpp"
- #include <engine/entity/id.hpp>
- #include <engine/utility/fundamental-types.hpp>
- #include "game/components/blackbody-component.hpp"
- #include "game/components/celestial-body-component.hpp"
- #include <vector>
-
-
- /**
- * Calculates the RGB luminous intensity of blackbody radiators.
- */
- class blackbody_system:
- public updatable_system
- {
- public:
- explicit blackbody_system(entity::registry& registry);
- ~blackbody_system();
-
- virtual void update(double t, double dt);
-
- /**
- * Sets the blackbody illuminant.
- *
- * @param illuminant CIE chromaticity coordinates of an illuminant.
- */
- void set_illuminant(const math::vector2<double>& illuminant);
-
- private:
- void update_luminance(entity::id entity_id);
-
- void on_blackbody_construct(entity::registry& registry, entity::id entity_id);
- void on_blackbody_update(entity::registry& registry, entity::id entity_id);
-
- void on_celestial_body_construct(entity::registry& registry, entity::id entity_id);
- void on_celestial_body_update(entity::registry& registry, entity::id entity_id);
-
- math::vector2<double> illuminant;
- std::vector<double> visible_wavelengths_nm;
- };
-
-
- #endif // ANTKEEPER_GAME_BLACKBODY_SYSTEM_HPP
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