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ShadowMaterial

Descripción

Este componente crea un material, que sólo renderiza sombras, sobre una entidad con geometría.

Propiedades

PropiedadTipoPor defectoDescripción
rnúmero0Valor del canal rojo del material [0...255]
gnúmero0Valor del canal verde del material [0...255]
bnúmero0Valor del canal azul del material [0...255]
opacidadnúmero0Alfa/transparencia general del material [0...1]
lateralcadenafrenteQué lados de las caras se renderizarán. Elija entre frontal, trasera o doble.
depthTestbooleanoverdaderoSi se comprueba la profundidad al renderizar este material
profundidadEscriturabooleanoverdaderoSi el renderizado de este material afecta al búfer de profundidad

Funciones

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)