Working with lights and shadows

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Vladislav Khorev committed 2026-06-04 16:35:01 +03:00
1 parent e3542b59f7
commit ed8d6f2e92
8 files changed
+32 -6

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@@ -94,6 +94,9 @@ namespace ZL {
data.base = parseGameObjectData(item);
data.interactionRadius = item.value("interactionRadius", 2.0f);
data.approachRadius = item.value("approachRadius", data.interactionRadius);
data.castShadow = item.value("castShadow", true);
data.castShadowNight = item.value("castShadowNight", true);
data.isActive = item.value("isActive", true);
data.activateFunctionName = item.value("activateFunction", "");
data.pivotX = item.value("pivotX", 0.0f);
data.pivotY = item.value("pivotY", 0.0f);
@@ -196,6 +199,9 @@ namespace ZL {
intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
intObj.interactionRadius = data.interactionRadius;
intObj.approachRadius = data.approachRadius;
intObj.castShadow = data.castShadow;
intObj.castShadowNight = data.castShadowNight;
intObj.isActive = data.isActive;
intObj.activateFunctionName = data.activateFunctionName;
intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ);
intObj.boundsMin = Eigen::Vector3f(data.boundsMinX, data.boundsMinY, data.boundsMinZ);