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authorHein-Pieter van Braam <hp@tmm.cx>2017-08-24 22:58:51 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2017-08-24 23:08:24 +0200
commitcacced7e507f7603bacc03ae2616e58f0ede122a (patch)
tree7af89373e86cd1a7af6ea04e10280084cabb7144 /scene/3d/visual_instance.cpp
parent4aa2c18cb428ffde05c67987926736a9ca62703b (diff)
downloadredot-engine-cacced7e507f7603bacc03ae2616e58f0ede122a.tar.gz
Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
Diffstat (limited to 'scene/3d/visual_instance.cpp')
-rw-r--r--scene/3d/visual_instance.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index 7d61006529..b9e4488998 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -57,16 +57,16 @@ void VisualInstance::_notification(int p_what) {
// CHECK ROOM
Spatial *parent = get_parent_spatial();
Room *room = NULL;
- bool is_geom = cast_to<GeometryInstance>();
+ bool is_geom = Object::cast_to<GeometryInstance>(this);
/* while(parent) {
- room = parent->cast_to<Room>();
+ room = Object::cast_to<Room>(parent);
if (room)
break;
- if (is_geom && parent->cast_to<BakedLightSampler>()) {
- VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(),parent->cast_to<BakedLightSampler>()->get_instance());
+ if (is_geom && Object::cast_to<BakedLightSampler>(parent)) {
+ VS::get_singleton()->instance_geometry_set_baked_light_sampler(get_instance(),Object::cast_to<BakedLightSampler>(parent)->get_instance());
break;
}
@@ -79,7 +79,7 @@ void VisualInstance::_notification(int p_what) {
}
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
- Skeleton *skeleton=get_parent()?get_parent()->cast_to<Skeleton>():NULL;
+ Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/