ShadowMaterial
Description
This component creates a material, that only renders shadows, on an entity with geometry.
Properties
Property | Type | Default | Description |
---|---|---|---|
r | number | 0 | Red channel value of the material [0...255] |
g | number | 0 | Green channel value of the material [0...255] |
b | number | 0 | Blue channel value of the material [0...255] |
opacity | number | 0 | Overall alpha/transparency of the material [0...1] |
side | string | 'front' | Which sides of faces will be rendered. Choose from front, back, or double. |
depthTest | boolean | true | Whether to test depth when rendering this material |
depthWrite | boolean | true | Whether 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)