godot-lportal/ldob.h
2019-09-26 18:33:40 +01:00

58 lines
1.6 KiB
C++

#pragma once
// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
class VisualInstance;
// static object
class LSob
{
public:
Spatial * GetSpatial() const;
VisualInstance * GetVI() const;
void Show(bool bShow);
bool IsShadowCaster() const;
ObjectID m_ID; // godot object
AABB m_aabb; // world space
//bool m_bSOBVisible;
};
// dynamic object
class LDob
{
public:
Spatial * GetSpatial() const;
VisualInstance * GetVI() const;
ObjectID m_ID_Spatial;
ObjectID m_ID_VI;
bool m_bVisible;
float m_fRadius;
};