Global

Methods

(private) _addMap(propName, chunkName, options, chunks, samplerFormat) → {String}

Add chunk for Map Types (used for all maps except Normal)
Parameters:
Name Type Description
propName String The base name of the map: diffuse | emissive | opacity | light | height | metalness | specular | gloss | ao
chunkName String The name of the chunk to use. Usually "basenamePS"
options Object The options passed into to createShaderDefinition
chunks Object The set of shader chunks to choose from
samplerFormat String Format of texture sampler to use - 0: "texture2DSRGB", 1: "texture2DRGBM", 2: "texture2D"
Source:
Returns:
The shader code to support this map
Type
String

(private) _createSource()

Creates the source for the instance
Source:

(private) _fsAddBaseCode(code, device, chunks, options) → {String}

Add "Base" Code section to fragment shader
Parameters:
Name Type Description
code String Current fragment shader code
device pc.GraphicsDevice The graphics device
chunks Object All available shader chunks
options Object The Shader Definition options
Source:
Returns:
The new fragment shader code (old+new)
Type
String

(private) _fsAddStartCode(code, device, chunks, options) → {String}

Add "Start" Code section to fragment shader
Parameters:
Name Type Description
code String Current fragment shader code
device pc.GraphicsDevice The graphics device
chunks Object All available shader chunks
options Object The Shader Definition options
Source:
Returns:
The new fragment shader code (old+new)
Type
String

(private) _getUvSourceExpression(transformPropName, uVPropName, options) → {String}

Get the code with which to to replace '$UV' in the map shader functions
Parameters:
Name Type Description
transformPropName String Name of the transform id in the options block. Usually "basenameTransform"
uVPropName String Name of the UV channel in the options block. Usually "basenameUv"
options Object The options passed into createShaderDefinition
Source:
Returns:
The code used to replace "$UV" in the shader code
Type
String

(private) _insertScriptInstance(scriptInstance, index, scriptsLength)

Parameters:
Name Type Description
scriptInstance Object The script instance
index Number The index where to insert the script at. If -1 then append it at the end.
scriptsLength Number The length of the scripts array.
Source:

(private) _typeLookup()

Create look up table for types
Source:

hasComponent(componentName) → {Boolean}

Convenience method indicating whether the entity exists and has a component of the provided type.
Parameters:
Name Type Description
componentName String Name of the component.
Source:
Returns:
True if the entity exists and has a component of the provided type.
Type
Boolean

onParentComponentEnable()

Must be called from the parent component's onEnable() method in order for entity references to be correctly resolved when pc.Entity#clone is called.
Source: