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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)