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ShadowMaterial

Description​

This component creates a material, that only renders shadows, on an entity with geometry.

Properties​

PropertyTypeDefaultDescription
rnumber0Red channel value of the material [0...255]
gnumber0Green channel value of the material [0...255]
bnumber0Blue channel value of the material [0...255]
opacitynumber0Overall alpha/transparency of the material [0...1]
sidestring'front'Which sides of faces will be rendered. Choose from front, back, or double.
depthTestbooleantrueWhether to test depth when rendering this material
depthWritebooleantrueWhether rendering this material impacts the depth buffer

Functions​

Get​

Returns a read-only reference.

Example

ecs.ShadowMaterial.get(world, component.eid)

Set​

Ensures the component exists on the entity, then assigns the (optional) data to the component.

Example

ecs.ShadowMaterial.set(world, component.eid, {
r: 0,
g: 0,
b: 0,
opacity: 0.5
})

Mutate​

Perform an update to the component within a callback function. Return true to indicate no changes made.

Example

ecs.ShadowMaterial.mutate(world, component.eid, (cursor) => {
cursor.opacity = 0.5;
cursor.r = 128;
cursor.g = 128;
cursor.b = 128;
return false;
})

Remove​

Removes the component from the entity.

Example

ecs.ShadowMaterial.remove(world, component.eid)

Has​

Returns true if the component is present on the entity.

Example

ecs.ShadowMaterial.has(world, component.eid)

Reset​

Adds, or resets the component to its default state.

Example

ecs.ShadowMaterial.reset(world, component.eid)

Advanced Functions​

Cursor​

Returns a mutable reference. Cursors are reused so only one cursor for each component can exist at a time.

Example
ecs.ShadowMaterial.cursor(world, component.eid)

Acquire​

Same behavior as cursor, but commit must be called after the cursor is done being used.

Example
ecs.ShadowMaterial.acquire(world, component.eid)

Commit​

Called after acquire. An optional third argument determines whether the cursor was mutated or not.

Example
ecs.ShadowMaterial.commit(world, component.eid)
ecs.ShadowMaterial.commit(world, component.eid, false)

Dirty​

Mark the entity as having been mutated. Only needed in a specific case where systems are mutating data.

Example
ecs.ShadowMaterial.dirty(world, component.eid)