mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
9e7b392651
Changed culling to via the Godot layers mechanism, as a hack to allow shadows.
60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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/**
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@author lawnjelly <lawnjelly@gmail.com>
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*/
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#include "ldob.h"
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#include "scene/3d/mesh_instance.h"
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Spatial * LSob::GetSpatial() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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Spatial * pSpat = Object::cast_to<Spatial>(pObj);
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return pSpat;
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}
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VisualInstance * LSob::GetVI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
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return pVI;
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}
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Spatial * LDob::GetSpatial() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID_Spatial);
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Spatial * pSpat = Object::cast_to<Spatial>(pObj);
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return pSpat;
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}
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VisualInstance * LDob::GetVI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID_VI);
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
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return pVI;
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}
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