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Material

Description

This component creates a standard PBR material on an entity with geometry.

Properties

PropertyTypeDefaultDescription
rnumber255Red channel value of the material [0...255]
gnumber255Green channel value of the material [0...255]
bnumber255Blue channel value of the material [0...255]
textureSrcstring""The color map source, modulated by color (if set)
roughnessnumber0.5How rough the material appears [0...1]
roughnessMapstring""Green channel of this texture map resource the roughness, multiplied by the roughness number.
metalnessnumber0.5How metallic the material appears [0...1]
metalnessMapstring""Blue channel of this texture resource affects how metal the material appears.
normalScalenumber1How much the normal map (if set) affects the material [0...1]
normalMapstring""Normal map source of the texture.
opacityf321Overall alpha/transparency of the material [0...1]
opacityMapstring""Alpha/transparency mapped via a texture resource.
emissiveIntensityf320Overall intensity of the emissive map [0...1]
emissiveMapstring""Emissive strength mapped as a texture resource. Modulated by emissive color and intensity.
emissiveRnumber0Red channel emissive color of the material [0...255]
emissiveGnumber0Green channel emissive color of the material [0...255]
emissiveBnumber0Blue channel emissive color of the material [0...255]
sidestring"front"Which sides of faces will be rendered. Choose from front, back, or double.
blendingstring"normal"Blending to use when displaying objects with this material. Choose from 'no', 'normal', 'additive', 'subtractive', and 'multiply'.
wrapstring'clamp'Wrapping mode for textures. Choose from 'clamp', 'repeat', or 'mirroredRepeat'
repeatXf321How many times a texture is repeated across a material on the X axis.
repeatYf321How many times a texture is repeated across a material on the Y axis.
offsetXf320How much a texture is offset across a material on the X axis.
offsetYf320How much a texture is offset across a material on the Y axis.
depthTestbooleantrueWhether to test depth when rendering this material
depthWritebooleantrueWhether rendering this material impacts the depth buffer
wireframebooleanfalseRender geometry as wireframe.
forceTransparentbooleanfalseWhether to force the alpha channel to render as transparent.
textureFilteringstring'smooth'Texture filtering mode. Choose from 'smooth' or 'sharp'
mipmapsbooleantrueWhether to generate mipmaps for textures

Functions

Get

Returns a read-only reference.

Example

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

Set

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

Example

ecs.Material.set(world, component.eid, {
r: 255,
g: 0,
b: 0
})

Mutate

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

Example

ecs.Material.mutate(world, component.eid, (cursor) => {
cursor.roughness = 0.8;
cursor.wireframe = true;
return false;
})

Remove

Removes the component from the entity.

Example

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

Has

Returns true if the component is present on the entity.

Example

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

Reset

Adds, or resets the component to its default state.

Example

ecs.Material.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.Material.cursor(world, component.eid)

Acquire

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

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

Commit

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

Example
ecs.Material.commit(world, component.eid)
ecs.Material.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.Material.dirty(world, component.eid)